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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Begedhi Parasite \n'b' Tiny plant , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 36 (8d4 + 16) Speed 10 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 15 (+2) INT: 7 (-2) WIS: 10 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +6, Stealth +7 Damage Resistances piercing Damage Immunities acid Condition Immunities prone Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Control Host (During Infest Only) . The parasite can control its host by issuing telepathic commands. The control is imperfect, and the parasite must make a Charisma ( Deception ) check against the passive Insight of any observers to hide the strangeness of its presence. Individuals who are intimately familiar with the host have advantage on their Insight score. While infesting a host, the parasite doesn\xe2\x80\x99t act on its own, it merely directs the host\xe2\x80\x99s actions . When the host attacks the parasite can choose to attack with its vines, but the host suffers 3 piercing damage every time it does so as they burst forth from its body. \n'b' Create Seedlings (During Infest Only) . When the parasite\xe2\x80\x99s host dies, the parasite can break open its outer shell and release root buds into the corpse. This kills the parasite, and 1d4 begedghi seedlings sprout from the corpse 1 week later. \n'b' Infest . The parasite can enter the mouth of an unconscious or paralyzed creature. Once inside, it gestates for 1 week, during which time any spell or effect that cures diseases kills the parasite. After this gestation period, the parasite gains access to the host creature\xe2\x80\x99s memories and can use Control Host. Removing the parasite from this point on requires the host to be reduced to 0 hit points , then an effect that cures disease can kill the parasite and free the host. Confer Regeneration. After one week gestating in a host, the parasite grants the host the ability to regain 5 hit points at the start of its turn, if it has at least 1 hit point. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The parasite makes two vine attacks. \n'b' Vine . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' Thorny vines wriggle from this green, egg-shaped plant. Tumescent boils cover its surface and occasionally burst creating a nauseating scent. \n'b' Subversive Progeny . Begedhi parasites exist as extensions of their mother plant, but still act as autonomous creatures with a tremendous ability to absorb knowledge and memories from their hosts to mimic them. Since it requires a week for parasites to fully overcome their hosts, mother plants maintain a larder of infected victims in a secluded place and release them when a week has elapsed to spread their progeny. Mother plants cannot regrow parasites, so they die once they have released all their \xe2\x80\x9cchildren.\xe2\x80\x9d Parasites can maintain a symbiotic relationship with their hosts for up to five years, allowing them to spread throughout the stars without having to draw undue attention to themselves. The only telltale sign of a begedhi-infected host is a small mote of green in one of its eyes.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Temporal Manifestation \n'b' Medium aberration , neutral evil \n'b' Armor Class 14 Hit Points 75 (10d8 + 30) Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 18 (+4) CON: 16 (+3) INT: 12 (+1) WIS: 19 (+4) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +5, Stealth +6 Damage Immunities force, poison Condition Immunities paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 14 Languages Deep Speech Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Force Absorption . Whenever the manifestation is subjected to force damage, it takes no damage and instead regains a number of hit points equal to the force damage dealt. \n'b' Singularity . When the manifestation dies, it implodes into a singularity. Each creature within 15 feet of the manifestation must make a DC 13 Constitution saving throw, taking 10 (3d6) force damage on a failed save, or half as much damage on a successful one. After this implosion, each creature swallowed by the manifestation appears in a random unoccupied space within 15 feet of the manifestation\xe2\x80\x99s last location. \n'b' Slow Aura . A creature that starts its turn within 30 feet of the manifestation or enters this area for the first time on a turn must succeed on a DC 13 Wisdom saving throw. On a failure, the creature can\xe2\x80\x99t use reactions , its speed is halved, and it can\xe2\x80\x99t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last until the beginning of the creature\xe2\x80\x99s next turn. A creature that successfully saves against this effect is immune to Slow Aura for 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The manifestation uses Time Step. It then makes two attacks. \n'b' Tendril . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) force damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13). \n'b' Energy Bolt . Ranged Spell Attack : +6 to hit, range 60 ft., one target. Hit : 9 (1d10 + 4) force damage. \n'b' Time Step . The manifestation magically teleports to an unoccupied space it can see within 30 feet of it. \n'b' Swallow . Each creature grappled by the manifestation must succeed on a DC 13 Constitution saving throw. On a failure, the creature is magically swallowed into a temporal pocket and is no longer grappled . The pocket has no dimensions and can fit any number of creatures. While swallowed, the target is on a different plane from everything but the manifestation, it is blinded and restrained , it can\xe2\x80\x99t breathe, it is subject to the manifestation\xe2\x80\x99s Slow Aura, and it takes 7 (2d6) force damage at the start of each of the manifestation\xe2\x80\x99s turns. A creature that drops to 0 hit points due to lack of air within the temporal pocket stabilizes, entering a kind of stasis, never aging or waking, until released from the temporal pocket, at which point it regains 1 hit point but is poisoned until the start of its next turn from the sudden shift in the laws of time. If the manifestation takes 10 damage or more on a single turn from a swallowed creature, each creature swallowed by the manifestation appears in a random unoccupied space within 15 feet of the manifestation. \n'b'\n'b' ABOUT \n'b' Temporal manifestations have their own inscrutable agendas-agendas that rarely bode well for mortals and other creatures from the Material Plane. \n'b' When something or someone moves from one point in time and space to another, such as through summoning or teleportation, the magical energy expended in the process isn\xe2\x80\x99t always transferred properly. Sometimes, an excess of energy is left in one reality and a void is left in the other. Such unbalanced energies can materialize as a temporal manifestation-a shadowy void being who defies the laws of time and space. \n'b' Temporal manifestations appear as roughly humanoid-shaped voids filled with images of the night sky. Upon closer examination, one can see that the images are that of time moving in all directions at once: stars dying and being reborn, galaxies expanding and collapsing, universes forming from a singularity then dissipating into a cold, lifeless, dark ending. Those who get too close to a temporal manifestation can utterly lose themselves as they stare at such a pure expression of time.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tendril Puppet \n'b' Medium plant , lawful neutral \n'b' Armor Class 13 (natural armor) Hit Points 51 (6d8 + 24) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 18 (+4) INT: 6 (-2) WIS: 6 (\xe2\x80\x932) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Condition Immunities blinded , deafened Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages understands the languages of its vine lord but can\xe2\x80\x99t speak Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Green Regeneration . While in a forest, the tendril puppet regains 5 hp at the start of its turn if it has at least 1 hp . \n'b' Root Mind . The vine lord and the tendril puppets it has created are connected via a hive mind. The vine lord and its puppets can telepathically communicate with each other, provided the communicating creatures are within 1 mile of each other. In addition, while in a forest, the tendril puppet can\xe2\x80\x99t be surprised. \n'b' Magic Resistance . The tendril puppet has advantage on saving throws against spells and other magical effects. \n'b' Woodland Walk . Difficult terrain composed of nonmagical plants doesn\xe2\x80\x99t cost the tendril puppet extra movement, and it can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. \n'b'\n'b' ACTIONS \n'b'\n'b' Thorned Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage plus 5 (2d4) piercing damage. \n'b' Ball of Thorns . Ranged Weapon Attack : +4 to hit, range 20/60 ft., one target. Hit : 12 (4d4 + 2) piercing damage, and the ball bursts, scattering sharp thorns around the target. Each creature within 5 feet of the target must succeed on a DC 13 Dexterity saving throw or take 5 (2d4) piercing damage. \n'b'\n'b' About \n'b' Moving in odd starts and jerks, these vegetal warriors have thin, green vines growing out from their empty eye sockets, mouth, and ears, and twining around their head, chest, and arms. \n'b' Plant Sentries . Tendril puppets mindlessly attack creatures that threaten their forest or jungle. They have no sense of self-preservation and always fight to the death. \n'b' Poor Vision . Tendril puppets see almost nothing beyond 30 feet away. \n'b' Root Mind . All tendril puppets are connected through a shared consciousness called the root mind; if one tendril puppet is aware of danger, all tendril puppets are aware of it. This includes recognizing foes who slew other tendril puppets or who are wanted by a vine lord, druid, or duskthorn dryad who commands them.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tenebrous Worm \n'b' Medium monstrosity , neutral \n'b' Armor Class 16 (natural armor) Hit Points 142 (15d10 + 60) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 2 (-4) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 14 Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bristles . Long spines of shadowstuff extend from between the worm\xe2\x80\x99s armor plates. Creatures attacking the worm in melee (unless using a reach weapon) must succeed on a DC 14 Dexterity saving throw or take 1d6 piercing damage and 1d6 poison damage. Creatures failing this saving throw are injected with the worm\xe2\x80\x99s venom and take an additional 2d6 poison damage at the beginning of their next turn, or half as much with a successful DC 14 Constitution saving throw. Failing the Constitution saving throw also leaves them paralyzed for 1 round. A poisoned creature must save again each round until it has succeeded on 2 consecutive saving throws. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 4) piercing damage plus 21 (6d6) acid damage. This acid affects only organic matter, causing flesh to dissolve into shadow-stuff that fades away, leaving jagged wounds behind. In dim light, this acid deals 28 (8d6) damage, while in bright light or darkness it deals only 14 (4d6) damage. \n'b'\n'b' ABOUT \n'b' The caterpillar-like tenebrous worm is a voracious predator that hungers for mortal flesh. The tenebrous worm is the larval stage of the gloomwing-but in a strange reversal, these younger creatures are more dangerous than the Adults they grow into. A native of the Plane of Shadow, a tenebrous worm hatches from the body of an unfortunate creature that has been implanted with an egg by a gloomwing. The tenebrous worm is fully grown upon hatching, and immediately begins to scour its environs for flesh to consume. \n'b' Shadowy Dissolution . Although the tenebrous worm tends to be relatively pale-colored, its internal organs seethe and roil with shadowy energies and dark fluids. As the creature feeds, these shadowy innards begin to grow out of its body, forming strange bristle-like filaments of semisolid shadowstuff not only capable of piercing the flesh of those who would attack the worm, but also possessing a deadly paralytic poison. Additional shadowy fluids constantly seep from the worm\xe2\x80\x99s mandibles-when it bites prey, these fluids melt flesh into shadows that the creature can then consume. When a tenebrous worm feeds on enough of this shadowy flesh, the creature seeks out a secluded, shady area (typically just within a cave entrance or in a ruined building) and spins a shadowy cocoon around itself. \n'b' A tenebrous worm\xe2\x80\x99s cocoon exudes the effects of a darkness spell, muting the surrounding light. After a period of several days, the cocoon tears open and a fully grown gloomwing emerges, ready to seek a host for its eggs.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tenebrous Worm \n'b' Large monstrosity , neutral \n'b' Armor Class 16 (natural armor) Hit Points 142 (15d10 + 60) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 2 (-4) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 14 Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bristles . Long spines of shadowstuff extend from between the worm\xe2\x80\x99s armor plates. Creatures attacking the worm in melee (unless using a reach weapon) must succeed on a DC 14 Dexterity saving throw or take 1d6 piercing damage and 1d6 poison damage. Creatures failing this saving throw are injected with the worm\xe2\x80\x99s venom and take an additional 2d6 poison damage at the beginning of their next turn, or half as much with a successful DC 14 Constitution saving throw. Failing the Constitution saving throw also leaves them paralyzed for 1 round. A poisoned creature must save again each round until it has succeeded on 2 consecutive saving throws. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 4) piercing damage plus 21 (6d6) acid damage. This acid affects only organic matter, causing flesh to dissolve into shadow-stuff that fades away, leaving jagged wounds behind. In dim light, this acid deals 28 (8d6) damage, while in bright light or darkness it deals only 14 (4d6) damage. \n'b'\n'b' ABOUT \n'b' The caterpillar-like tenebrous worm is a voracious predator that hungers for mortal flesh. The tenebrous worm is the larval stage of the gloomwing (see page 126)\xe2\x80\x94but in a strange reversal, these younger creatures are more dangerous than their adult form. A native of the Plane of Shadow, a tenebrous worm hatches from the body of an unfortunate creature that has been implanted with an egg by a gloomwing. The tenebrous worm is fully grown upon hatching, and immediately begins to scour its environs for flesh to consume. \n'b' Shadowy Dissolution . Although the tenebrous worm tends to be relatively pale-colored, its internal organs seethe and roil with shadowy energies and dark fluids. As the creature feeds, these shadowy innards begin to grow out of its body, forming strange bristle-like filaments of semisolid shadowstuff not only capable of piercing the flesh of those who would attack the worm, but also possessing a deadly paralytic poison. Additional shadowy fluids constantly seep from the worm\xe2\x80\x99s mandibles\xe2\x80\x94when it bites prey, these fluids melt flesh into shadows that the creature can then consume. When a tenebrous worm feeds on enough of this shadowy flesh, the creature seeks out a secluded, shady area (typically just within a cave entrance or in a ruined building) and spins a shadowy cocoon around itself. A tenebrous worm\xe2\x80\x99s cocoon exudes the effects of a darkness spell, muting the surrounding light. After a period of several days, the cocoon tears open and a fully grown gloomwing emerges, ready to seek a host for its eggs.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tent Bird \n'b' Large beast , unaligned\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 15 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 14 (natural armor) Hit Points 30 (4d10 + 8) Speed 50 ft. Skills Perception +3 Damage Resistances fire Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Sheltering Wings . As an action, a tent bird can lift and spread its wings, creating a tentlike dome around itself large enough to include 1 Medium or 2 Small creatures. Creatures within are protected from any normal desert weather, and also share the bird\xe2\x80\x99s resistance to fire. \n'b' Subsonic Call . If trapped beneath the desert sands, a tent bird emits a throaty subsonic call. The sound is audible up to a quarter mile away, and all tent birds, even wild ones, will respond to the call and attempt to dig out a trapped bird. \n'b' Actions \n'b' Multiattack . The tent bird makes one bite attack and two talon attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Talon . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage. \n'b' Tactics \n'b' The wild tent bird is not aggressive, and will generally only fight to if unable to flee, or to protect its young. Captive birds can be trained to fight, though, much like a warhorse. \n'b' Description \n'b' The tent bird is a tall creature, with pure white feathers and heavy, well-muscled legs with shovel-like feet, it is built like a flightless bird. \n'b' Although in some ways it resembles an ostrich, the tent bird\xe2\x80\x99s wings are large and well-feathered, and as the creature settles down to rest these wings fold up in an odd manner. \n'b' Desert Striders . Few mounts are more valued than the tent bird. It is hardy, needs little water to survive, remains perfectly happy consuming lizards and cacti for nourishment, and crosses the sands without complaint on its two mighty legs. \n'b' Shelter from the Storm . Though the birds are flightless, their wings nevertheless serve an important function: When a sandstorm threatens, the tent bird crouches down and folds its wings around itself, like a tent. With sturdy wings locked in place like a domed canopy, it safely weathers the deadly storm. Its remarkable physiology maintains the temperature within its wings at a level comfortable for beasts and humans, as well as allowing it to support a tremendous weight of sand. \n'b' In the wild, the tent bird uses this ability to protect its chicks, but a well-trained bird will do the same for its rider. \n'b' Untouched by Flame . The bird also secretes a fire-resistant oil that permeates its feathers, giving it excellent protection from fire. So beloved are the tent birds that they ask that their mount pass with them into death; chiefs traditionally pass into the afterlife with their tent bird\xe2\x80\x99s wings protecting them as the funeral pyre catches flame.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tentacle Crab \n'b' Large aberration , lawful evil \n'b' Armor Class 17 (natural) \n'b' Hit Points 29 (16d10+12) \n'b' Speed 20 ft.; swim 40 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 17 (+3) INT: 6 (-2) WIS: 17 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +2 \n'b' Damage Resistances piercing, slashing \n'b' Senses darkvision 60 ft., Passive Perception 12 \n'b' Languages Aquan, Deep Speech \n'b' Challenge 10 (5,900 XP) \n'b' SPECIAL Traits \n'b'\n'b' Amphibious . The ulat-kini can breathe both air and water. \n'b' Detachable tentacle . Once a tentacle crab has successfully grappled an opponent, it may use a reaction to detach the tentacle. The consistency of the gel that makes up the tentacle becomes extremely tacky, increasing the escape DC to 18. A typical creature has 4 tentacles and regrows a detached tentacle with a Recharge roll of 5-6. \n'b' Regeneration . The tentacle crab regains 5 hit points at the start of its turn if it has at least 1 hit point. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tentacle crab makes four attacks, two with its tentacles and two with its bite. \n'b' Tentacle . Melee Weapon Attack : +9 to hit, reach 15 ft., one target, Hit : 14 (2d8+5) bludgeoning damage. If the target is a creature, it becomes grappled (escape DC 16). \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target, Hit : 10 (1d8+5) piercing damage. \n'b'\n'b' This horse-sized crustacean has four arms, two on each end of its shell. The arms sprout bizarre ectoplasmic tentacles, which lash the air with abandon. Between each set of arms is a wicked-looking set of jaws. A long stalk rises from the center of its shell, bearing a grape- like cluster of dark eyes. \n'b' Tentacle crabs were created by the aboleth early in their reign to capture humanoids as slaves and to serve as beasts of war. Intelligent enough to follow complex orders yet not intelligent enough to question them, tentacle crabs still serve their overlords today, with a few feral specimens wandering lonely shorelines. \n'b' Tentacle crabs are straightforward fighters, grabbing foes worthy of capture in their tentacles and biting those that would not make good slaves to pieces with their jagged jaws. They generally keep two tentacles whole at all times, allowing shed tentacles to regenerate . A single crab may capture an entire fishing village, gathering up their shed tentacles and the victims they contain and dragging them back to the sea. \n'b' A tentacle crab is conditioned by instinct to follow the orders of any aboleth, and will do so without hesitation. \n'b' Many of them will also respond to orders given by skum, assuming the skum is confident. A weak- seeming skum is assumed to be unworthy, and promptly attacked. Skum, for their part, both desire the crabs as beasts of war, and hate them for their superior power.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Termanan Warhorse \n'b' Huge beast , unaligned\n'b' STATS STR: 21 (+5) DEX: 12 (+1) CON: 15 (+2) INT: 2 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 12 Hit Points 34 (4d12 + 8) Speed 50 ft. Damage Resistances cold Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Sturdy Mount . The Termanan warhorse is able to bear steppe trolls as riders, and potentially other Large creatures at the GM\xe2\x80\x99s discretion. \n'b' Trampling Charge . If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone . If the target is prone , the horse can make another attack with its hooves against it as a bonus action. \n'b' Actions \n'b' Hooves . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 5) bludgeoning damage. \n'b' Description \n'b' Bred by steppe trolls to serve as mounts, these huge horses are bigger than draft horses and even so are strong for their size, yet surprisingly quick. Its thick coat, which protects it from both cold and enemies, makes it appear yet more massive. Termanan warhorses would command a rich price, but they are jealously guarded by their masters, who never offer them for sale or trade.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon, Azizou (Pain Demon) \n'b' Family: Demons \n'b' Small fiend (demon), chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 17 (5d6) Speed 30 ft., fly 50 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 11 (+0) INT: 8 (-1) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Stealth +4 Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Languages Abyssal Challenge 3 (700 XP) \n'b' Special Traits \n'b' Magic Resistance . The demon has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The demon\xe2\x80\x99s weapon attacks are magical. \n'b' Innate Spellcasting . The demon\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 10, +2 to hit with spell attacks). The demon can innately cast the following spells, requiring no material components:\n'b'\n'b' at will : detect evil and good , detect thoughts , invisibility . \n'b'\n'b' Actions \n'b' Multiattack . The demon makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b' About \n'b' This small humanoid creature has a jackal-like head, a mouthful of fangs, and large, round eyes with slit-pupils of gray. Its grayish skin is covered in patches of coarse black hair. Membranous wings protrude from its back and its hands and feet end in sharpened claws. \n'b' The azizou is slightly larger than the barizou and is quite strong (for its size). They are relentless combatants and love to inflict pain and suffering on their opponents in combat. \n'b' The typical azizou stands 3 feet tall and weighs about 100 pounds.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Terra-Cotta Rider \n'b' Large construct , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 135 (16d8+64) Speed 50 ft.\n'b' STATS STR: 22 (+6) DEX: 15 (+2) CON: 18 (+4) INT: 1 (-5) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Str +9 Damage Resistances piercing, slashing Damage Immunities fire Condition Immunities charmed , frightened , petrified Skills Perception +6 Senses darkvision 60 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ancient Curse . When a terra-cotta rider is destroyed permanently, the creature that destroyed it must succeed a DC 15 Charisma saving throw or be cursed. They gain 1 level of exhaustion that will not go away without the use of the remove curse spell. \n'b' Improved Critical . The terra-cotta soldier scores a critical hit on a roll of 19 or 20. \n'b' Rank Fighting . Terra-cotta horsemen work together with uncanny precision. Whenever a terra-cotta rider is adjacent to another terra-cotta rider, each of them gains a +1 bonus to their AC, attack rolls, damage rolls , and saving throws. \n'b' Unending Duty . When a terra-cotta rider is reduced to 0 hit points , there is a 50% chance that its shards will reform in 1d4 rounds with 1 hit point and continue fighting. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The terra-cotta rider uses its Trample ability and makes one attack with its ji (a hook-backed polearm) or makes three ji attacks or three light crossbow attacks. \n'b' Ji . Melee Weapon Attack : +9 to hit, 10 ft. reach, one target. Hit : 11 (1d10 + 6) piercing or slashing damage. \n'b' Light Crossbow . Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Dismount . When a terra-cotta rider strikes a mounted rider two or more times in the same round with its ji, as a bonus action it can make an Athletics check contested by the target\xe2\x80\x99s Acrobatics or Athletics check. If the terra-cotta rider succeeds on this check, the target is pulled off its mount. \n'b' Trample (Recharge 4-6) . The terra-cotta rider moves up to 50 feet and can move through the spaces of Medium or smaller enemy creatures. All enemies in its path as it moves must make a DC 17 Dexterity saving throw or take 9 (1d6 + 6) bludgeoning damage. Creatures that choose to take an opportunity attack against the terra-cotta rider automatically fail this saving throw. As a bonus action, the terra-cotta rider can make a Strength ( Athletics ) check to force one creature prone ; that creature must have failed its saving throw against the horseman\xe2\x80\x99s trample attack . \n'b' Missile Troops . Some terra-cotta soldiers are outfitted with light crossbows in place of their ji. They replace the ji melee weapon attack with a light crossbow ranged weapon attack with range 80/320 feet. Its attack modifier and damage dealt with a successful attack is unchanged from a normal soldier\xe2\x80\x99s ji attack . When using Multiattack, it can make three light crossbow attacks or three shortsword attacks. \n'b'\n'b' ABOUT \n'b' A terra-cotta soldier is crafted from clay and fired into ceramic and is usually sculpted to resemble an armored human soldier, although terra-cotta soldiers resembling other races, such as hobgoblins, kenkus, or even demons and oni, are also common. Terra-cotta soldiers are often as offerings created to guard the tomb of powerful rulers, standing in silent ranks to guard their liege even after his or her death. These soldiers stand vigil for centuries, animating only to defend the tomb and its riches from tomb robbers. Terra-cotta soldiers are typically painted with colored lacquer, though this decoration is often worn away from use or faded with age. A terra-cotta soldier stands 6 feet tall and weighs 600 pounds.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Terra-Cotta Soldier \n'b' Medium construct , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 112 (15d8+45) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 16 (+3) INT: 1 (-5) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Dex +6 Skills Perception +3 Damage Resistances piercing, slashing Damage Immunities fire Condition Immunities charmed , frightened , petrified Senses darkvision 60 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ancient Curse . When a terra-cotta soldier is destroyed permanently, the creature that destroyed it must succeed a DC 15 Charisma saving throw or be cursed. They gain 1 level of exhaustion that will not go away without the use of the remove curse spell. \n'b' Improved Critical . The terra-cotta soldier scores a critical hit on a roll of 19 or 20. \n'b' Rank Fighting . Terra-cotta soldiers work together with uncanny precision. Whenever a terra-cotta soldier is adjacent to another terra-cotta soldier, each of them gains a +1 bonus to their AC, attack rolls, damage rolls , and saving throws. \n'b' Unending Duty . When a terra-cotta soldier is reduced to 0 hit points , there is a 50% chance that its shards will reform in 1d4 rounds with 1 hit point and continue fighting. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The terra-cotta soldier makes three attacks with its ji (a hook-backed polearm) or three shortsword attacks. \n'b' Ji . Melee Weapon Attack : +7 to hit, 10 ft. reach, one target. Hit : 9 (1d10 + 4) piercing or slashing damage. \n'b' Shortsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' Broken Legion (Recharge 6) . A terra-cotta soldier that is on soft ground (dirt, sand, gravel, etc.) may summon an additional terra-cotta soldier, which rises from the ground and pieces itself together. The second terra-cotta soldier cannot use the Broken Legion ability, does not have the Unending Duty trait, has disadvantage on all attack rolls, and only has 56 hit points . \n'b' Hook Trip . When a terra-cotta soldier strikes a Medium or smaller creature two or more times in the same round with its ji, as a bonus action it can make an Athletics check to Shove the target. If it succeeds on this check, the target is forced\xc2\xa0 prone . \n'b' Missile Troops . Some terra-cotta soldiers are outfitted with light crossbows in place of their ji. They replace the ji melee weapon attack with a light crossbow ranged weapon attack with range 80/320 feet. Its attack modifier and damage dealt with a successful attack is unchanged from a normal soldier\xe2\x80\x99s ji attack. When using Multiattack, it can make three light crossbow attacks or three shortsword attacks. \n'b'\n'b' ABOUT \n'b' A terra-cotta soldier is crafted from clay and fired into ceramic and is usually sculpted to resemble an armored human soldier, although terra-cotta soldiers resembling other races, such as hobgoblins, kenkus, or even demons and oni, are also common. Terra-cotta soldiers are often as offerings created to guard the tomb of powerful rulers, standing in silent ranks to guard their liege even after his or her death. These soldiers stand vigil for centuries, animating only to defend the tomb and its riches from tomb robbers. Terra-cotta soldiers are typically painted with colored lacquer, though this decoration is often worn away from use or faded with age. A terra-cotta soldier stands 6 feet tall and weighs 600 pounds.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Terracotta Automaton \n'b' Medium construct , neutral \n'b' Armor Class 16 (natural armor) Hit Points 2 + your Intelligence modifier + 5 times your artisan level (the terracotta automaton has a number of Hit Dice [d8s] equal to your artisan level) Speed 25 ft. (humanoid), 40 ft. (horse)\n'b' STATS STR: 14 (+2) DEX: 11 (+0) CON: 13 (+1) INT: 1 (-5) WIS: 3 (-4) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +2 plus proficiency bonus, Con +1 plus proficiency bonus Skills Athletics +2 plus proficiency bonus, Perception \xe2\x80\x93 4 plus proficiency bonus x 2 Damage Vulnerabilities bludgeoning Damage Resistances fire Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6 + (proficiency bonus x 2) Languages Understands the languages you speak Proficiency Bonus equals your bonus Challenge \xe2\x80\x93 \n'b' SPECIAL TRAITS \n'b'\n'b' Beast of Burden (Horse Only) . The automaton is a Large animal for the purpose of determining its carrying capacity. \n'b' Constructed Nature . The automaton doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Orgone Engine . When the terracotta automaton suffers a critical hit or dies, roll on the Orgone Engine Malfunction table. \n'b' Repairable . The terracotta automaton can be repaired using potter\xe2\x80\x99s tools. See Chapter 3: Equipment (Repairing an Innovation). \n'b' False Appearance . While the terracotta automaton remains motionless, it is indistinguishable from a terracotta statue. \n'b'\n'b' ACTIONS \n'b' (Require Your Bonus Action) \n'b'\n'b' Shortsword (Humanoid Only) . Melee Weapon Attack : your spell attack modifier to hit, reach 5 ft., one target you can see. Hit : 4 (1d8 + proficiency bonus) piercing damage. \n'b' Kick (Horse Only) . Melee Weapon Attack : your spell attack modifier to hit, reach 5 ft., one target you can see. Hit : 4 (1d8 + proficiency bonus) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Terracotta automatons range in size from 5.7 feet to as high as 6.6 feet. They vary in height, uniform, and hairstyle in accordance with rank. Although they are all soldiers, each craftsman creates its unique facial features. There are, many variations in the uniforms: some may wear shin pads while others not; they may wear either long or short trousers, some of which may be padded; and their body armors vary depending on rank, function, and position in formation. There are also terracotta horses that are smaller than regular horses but quite hardy.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ahu-Nixta \n'b' Family: Ahu-nixta \n'b' Hidden deep within its clockwork armor, the creature is a shapeless horror from beyond the stars. \n'b' Large aberration , neutral evil \n'b' Armor Class 14 (clockwork armor) Hit Points 67 (9d10 + 18) Speed 30 ft., fly 30 ft., swim 30 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 14 (+2) INT: 19 (+4) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone Senses darkvision 60 ft., passive Perception 13 Languages Deep Speech, Void Speech Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Clockwork Encasement . The creature within the machine is a somewhat shapeless mass, both protected and given concrete manipulators by its armor. The clockwork armor has a variety of manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. When the ahu-nixta is reduced to 0 hp , its clockwork armor breaks and the ahunixta exits it. Once out of its armor, the creature\xe2\x80\x99s pulpy mass no longer receives the benefits of the listed Damage or Condition Immunities, except for psychic and prone . Without its clockwork armor, the ahu-nixta has the following statistics: AC 12, hp 37 (5d10 + 10), Strength 9 (-1), and all its modes of travel are reduced to 20 feet. In addition, it has no attack actions , though it can still cast its spells. The ahu-nixta\xe2\x80\x99s body can form eyes, mouths, and grabbing appendages. Its grabbing appendages can pick up objects and manipulate them, but the appendages can\xe2\x80\x99t be used for combat. The ahu-nixta\xe2\x80\x99s extra appendages can open and close glass-covered viewing ports in the clockwork armor, requiring no action, so it can see and interact with objects outside the armor. The ahu-nixta can exit or enter its clockwork armor as a bonus action . \n'b' Immutable Form . The clockwork armor of the ahu-nixta is immune to any spell or effect that would alter its form, as is the creature that controls it as long as the ahu-nixta remains within the armor. \n'b' Innate Spellcasting . The ahu-nixta\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The ahu-nixta can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : fear , fire bolt (2d10), telekinesis \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The ahu-nixta makes three melee attacks . It can cast one at will spell in place of two melee attacks . \n'b' Whirring Blades . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage. \n'b' Pronged Scepter . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 6 (1d6+ 3) piercing damage. \n'b' Bashing Rod . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) bludgeoning damage. \n'b'\n'b' About \n'b' Clockwork Armor . Weak and easy prey in their natural state, the ahu-nixta long ago mastered the art of clockwork design, building armor that could carry them through the voids between stars and bolster their physical abilities. \n'b' Always Murmuring Praise . The ahu-nixta constantly murmur praise of dark gods, though this sound is somewhat muffled by their armored shell. In large groups, their voices always offer the same praise, like a dark chorus.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Begedhi Seedling \n'b' Tiny plant , unaligned \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 18 (4d4 + 8) \n'b' Speed 10 ft.\n'b' STATS STR: 2 (\xe2\x80\x934) DEX: 14 (+2) CON: 15 (+2) INT: 3 (\xe2\x80\x934) WIS: 10 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 \n'b' Damage Resistances piercing \n'b' Damage Immunities acid \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the seedling remains motionless, it is indistinguishable from an ordinary plant. \n'b'\n'b' ACTIONS \n'b'\n'b' Tendril . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b' Spores (Recharge 5-6) . The seedling releases a puff of spores that fills the area within 10 feet of itself. Creatures in the spore cloud must succeed on a DC 12 Constitution saving throw or become poisoned for 1 hour. While it is poisoned in this way, the creature is charmed by the seedling. The charmed creature defends the seedling if it is in danger, tends to its needs if it requires anything (such as water), or simply leaves it alone and goes about any other business. A creature that takes damage can repeat the saving throw at the end of its next turn. On a successful save the creature is no longer charmed . \n'b'\n'b' ABOUT \n'b' This colorful plant with vibrant green leaves and sparkling blue berries seems very delicate. \n'b' An alien form of intelligent plant creatures, begedhi seek out other living creatures as food and fodder to spread their infestation. Begedhi seedlings are about 1 foot in diameter and grow as tall as 3 feet. Parasites are about the size of a large egg, 6 inches across. Mother plants are 10 feet in diameter and grow to a height of 15 feet. \n'b' Invasive Species . Transplanted by the Ultari Hegemony from a riotous jungle planet where all flora is inimical to fleshy life, begedhi have appeared on a variety of worlds. The Hegemony believed they could control the parasitic creatures and use them to infiltrate enemy forces, but the begedhi proved unpredictable and attacked anything within reach. Rather than destroy the plants, the Hegemony dumped them on worlds allied with their enemies with the expectation they would eventually arrive as saviors to exterminate the pests and convert such worlds to their side of the conflict. \n'b' Life Cyle . Begedhi have two growth stages: a seedling and a mother plant. Seedlings are deceptively delicate plants, evolving that way to evoke a sense of protectiveness in other creatures. Their spores enforce this desire, which serves them well when multiple creatures work to remove them. Seedlings rarely defend themselves to give the illusion of helplessness so those left unmolested may eventually mature into a mother plant and further propagate. This process takes five years, during which seedlings feed on rotten organic material or small creatures they overcome. As the years pass, seedling tendrils lengthen and become tentacles, and their cheerfully colored berries transform into sickly green lumps which gestate with more parasites.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Terralip Tree \n'b' Huge undead , neutral evil \n'b' Armor Class 13 (Natural armor) Hit Points 102 (12d12+24) Speed 0\n'b' STATS STR: 21 (+5) DEX: 1 (-5) CON: 15 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4, Wis +3 Damage Immunities poison, Necrotic Condition Immunities: poisoned , prone Damage Resistances bludgeoning and piercing Senses passive Perception 11 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Summon Undead . At will, the Terralip can call forth the bodies buried in its roots. It will have 2-16 skeletons and 2-16 zombies in its root network. These undead have maximum hit points . \n'b' Turn Resistance . The Terralip has advantage on saves to avoid turning. If the terralip makes its save against turning, all zombies and skeletons under its control also have advantage on their saves. If it fails its save, then all of its skeletons and zombies have disadvantage on their saves. \n'b'\n'b' ACTIONS \n'b'\n'b' Poisonous Cloud . The terralip releases a cloud of odorless, colorless gas in a 20-foot radius around itself. Any creature that spends at least 2 turns must make a Constitution save (DC 15). On a failed, save, they lose 1-4 points of strength. For each turn the creature ends a turn in the cloud, they must make the save again, losing an additional 1-4 strength on a failed save. A creature reduced to 0 strength is rendered unconscious . The strength loss remains until the creature receives a full rest or a greater restoration spell. If the tree senses that there are creatures nearby, it increases its production of the gas, increasing the radius by 10 feet per turn to a maximum radius of 80 feet. The gas can only be detected by using magic such as detect poison and disease . \n'b'\n'b' ABOUT \n'b' The terralip tree appears as any old, dead tree, leafless, with only the bare-knuckled stem branches remaining. Its trunk, as often as not, is hollow and always brown or gray, the bark gnarled and rough. It stands alone with little or no vegetation around it but for wild roses whose roots dig deep in the rotten earth at the tree\xe2\x80\x99s feet and whose briars compliment the terralip\xe2\x80\x99s foul disposition. \n'b' Angry Remnants . In the old dead husk of many a tree lingers the echo of its spirit. The spirit burns with some malevolence that it bore in life or that was given to it by others or that it suffered in death. These are twisted spirits, born crooked and they die angry. They are forbidden to return to the earth and oblivion as is the want of all trees, so they remain in bark, bole, and branches, there to poison the ground, the very air, that once gave it life. The roses that mark them are almost always red, but on occasion white bloom in their midst. The thorns that accompany them are long and cruel. \n'b' All Environments . The terralip is found where any deciduous forest once grew or grows. They can be of any breed of hardwood, from the hard barked cherry tree to the tall, thin aspen. They can exist in any climate and as high as the tree line in the mountains. They are found in swamps and deserts, towns and valleys, wherever trees grow. \n'b' Mindless Killers . Terralip trees do not consciously do anything. They do not devour prey, nor hunt, they do not seek to trap or harm creatures, living or dead. They simply remain a poisoned blot on the landscape. The air and ground around it are poisonous and those who fall victim to it, simply die, absorbed by the earth, and left to feed the wild roses that grow at its feet. Their true danger is to the unwary that approach them, for the flowers that grow wild at their feet. But others, druids and the like, use them as guardians, for powerful druids can bind a tree\xe2\x80\x99s spirit to the bole and keep it there until released or turned. \n'b' Destruction of Body or Spirit . The tree itself can be destroyed which drives off the spirit, or alternatively, the spirit can be banished by being turned. If turned and the tree is not destroyed the spirit returns after a week\xe2\x80\x99s time. When the tree is destroyed and driven off, the dead at its feet pass over to whatever realms they are destined for and do not rise again.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Terrible Hybrid Thing \n'b' Large aberration , chaotic evil \n'b'\n'b' Armor Class 16 (natural armor) Hit Points 216 (16d10 +128) Speed 30 ft., fly 50 ft.\n'b' STATS STR: 22 (+6) DEX: 14 (+2) CON: 26 (+8) INT: 14 (+2) WIS: 17 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +6, Perception +11, Religion +6, Stealth +10, Survival +7 Damage Immunities cold Condition Immunities charmed Senses darkvision 60 ft., passive Perception 21 Languages Aklo, Common Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Bloodlust . The hybrid thing has advantage on melee attack rolls against any creature that doesn\xc3\xaf\xc2\xbf\xc2\xbdt have all its hit points. \n'b' Blood Pool . When a creature is reduced to 0 hit points within 30 feet of the hybrid thing, it gains 2 points in its blood pool. The hybrid thing can have up to 10 points in its blood pool. Spending a blood point is a bonus action. Spending a blood point grants the creature any of the following benefits: * 1 points: An additional action, as per a fighter\xc3\xaf\xc2\xbf\xc2\xbds action surge. A hybrid thing starts combat with 1d4-1 blood points. \n'b' 1 points : The hybrid thing can cast blood to sap (see below). \n'b' 2 points : The effects of the heal spell. \n'b' Blood to Sap . The hybrid thing causes the blood of one creature within 60 feet to thicken in its veins, causing the target to take 28 (8d6) poison damage and become poisoned with excruciating pain for up to 1 minute, as long as the hybrid thing continues to concentrate. If the target succeeds on a DC 18 Constitution saving throw, it takes half as much damage and is not poisoned. Creatures poisoned by this effect have their speed halved. This ability has no effect on creatures without blood. \n'b' Low Metabolism . While a hybrid thing craves blood if it has not fed within the last 24 hours, it does not suffer any negative effects from starvation, and it can, in theory, survive forever without drinking or feeding. It is immune to effects that induce magical starvation or thirst, yet it still seeks to drink blood whenever it can to sate its desire. \n'b' No Breath . Hybrid things do not require air to breathe. \n'b' Starflight . A hybrid thing can survive in the void of outer space, and it flies through space at incredible speeds. Although exact travel times vary, a trip within a single solar system normally takes it 3d20 months, while trip beyond normally takes it 3d20 years (or more, at the GM\xc3\xaf\xc2\xbf\xc2\xbds discretion)\xc3\xaf\xc2\xbf\xc2\xbd provided the hybrid thing knows the way to its destination. \n'b' Strange Mind . A hybrid thing is immune to the spell confusion and madness. \n'b' Yellow Sign Affinity . A hybrid thing is immune to the effects of the Yellow Sign, and as an action, it can locate the nearest active Yellow Sign as per locate object with a range of 1 mile. When a hybrid thing begins its turn with 1 or more hit points and it can see an active Yellow Sign, it regains 2 hit points and it has advantage on any Dexterity saving throw against effects it can see until the beginning of its next turn. An active Yellow Sign is either one that was created by Hastur or by the Yellow Sign spell. Inactive Yellow Signs, such as the unholy symbols carried by cultists of Hastur, do not bolster a hybrid thing, but these creatures generally treat those who openly wear such symbols as allies. A character who displays a Yellow Sign in this manner has advantage on Charisma (Deception, Intimidation, and Persuasion) checks against a hybrid thing. \n'b' Actions \n'b' Multiattack . The hybrid thing makes three attacks: once with its bite and and twice with its claws. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 16 (3d6 + 6) piercing damage, and the target is grappled (escape DC 14). The hybrid thing may use Blood Drain as a bonus action. \n'b' Claws . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 19 (3d8 + 6) slashing damage. \n'b' Blood Drain . A creature grappled by the hybrid thing loses 10 (3d6) hit points due to blood loss. This effect does not function against constructs or creatures without blood \n'b' Reactions \n'b' Caustic Blood . As a reaction to being damaged, the hybrid thing can bleed on the attacker, dealing 10 (3d6) acid damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Terror Bird \n'b' The flightless terror bird stands nearly ten feet tall atop two immensely powerful legs. Its plumage ranges from dark russet or brown to bright green. \n'b' Large beast , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 65 (10d8 + 20) Speed 50 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 14 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Pack Tactics . The terror bird has advantage on attack rolls against a creature if at least one of the bird\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Passing Bite . Terror birds who move at least 20 feet straight toward a target have advantage on the next attack roll against that target. \n'b' Actions \n'b' Serrated Beak . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 14 (3d6 + 4) slashing damage. The target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) slashing damage at the beginning of its next turn. \n'b' About \n'b' Pack Hunters . The terror birds live and hunt in packs of ten to twelve individuals. They are clever hunters, drawing their prey into positions that allow the birds to flank. Their attacks are done with blazing speed and ferocity, removing limbs in a flurry of lacerating bites. \n'b' Fortress Nests . Terror birds live in woods or copses of trees, where they assemble walls made of branches around large nests. The nests have several ways in and out, and creatures without the terror bird\xe2\x80\x99s long legs find navigating the nests difficult. Several adults stay behind to guard the eggs and nest while the rest go out hunting. \n'b' Mounts for Plains Tribes . Tribes of dust goblins, hobgoblins, humans, and even gnolls have been known to capture terror birds for use as mounts in battle.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Terror Giant \n'b' Gargantuan giant , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 248 (16d20+80) Speed 50 ft.\n'b' STATS STR: 30 (+10) DEX: 15 (+2) CON: 21 (+5) INT: 11 (+0) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +10, Cha +9 Skills Animal Handling +10, Athletics +17, Insight +10, Survival +17 Damage Resistances cold, fire, lightning, poison, thunder Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 300 ft., passive Perception 13 Languages Common, Deep Speech, Giant Challenge 23 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Grabbing Arm . The giant can use a bonus action to make a Strength ( Athletics ) check against one creature within 15 feet, grappling it on a success (escape DC 25). \n'b' Legendary Resistance (3/Day) . If the giant fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The giant has advantage on saving throws made against spells and other magical effects. \n'b' Magic Weapons . The giant\xe2\x80\x99s weapon attacks are magical. \n'b' Third Arm . The giant has advantage on Strength ( Athletics ) checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The giant can use its Frightful Presence. It then attacks twice. \n'b' Axe . Melee Weapon Attack : +17 to hit, reach 15 ft., one target. Hit : 46 (8d8+10) slashing damage and the target makes a DC 25 Strength saving throw. On a failure, it is either knocked prone or pushed away 20 feet (the giant\xe2\x80\x99s choice). \n'b' Rock or Tree . Ranged Weapon Attack : +17 to hit, range 150/600 ft., one target. Hit : 37 (6d8+10) bludgeoning damage and the target makes a DC 25 Dexterity saving throw. On a failure, it is knocked prone and restrained by the tree (escape DC 25). \n'b' Frightful Presence . Each creature of the giant\xe2\x80\x99s choice that is within 120 feet of it and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the giant\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Twinned Spell . When Xydragis casts a spell that targets only one creature and doesn\xe2\x80\x99t have a range of self, it can spend 3 metamagic points to target a second creature in range with the same spell (no metamagic points are required for a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell\xe2\x80\x99s current level. \n'b' Three Heads . Xydragis has advantage on Wisdom ( Perception ) checks and saving throws against being blinded , charmed , deafened , frightened , stunned , or knocked unconscious . In addition, Xydragis is able to concentrate on up to 3 spells at the same time. If it fails a concentration check while concentrating on more than one spell, it loses concentration on all its spells. In addition, while Xydragis is using one or more concentration spells it gains one extra bonus action each turn that can only be used to manipulate those spells. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Xydragis makes four attacks: one with its bite, two with its claws, and one with its tail. It can use its mindblast instead of a bite or claw. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 21 (3d10+5) piercing damage. \n'b' Claws . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 15 (3d6+5) slashing damage. \n'b' Tail . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 18 (3d8+5) bludgeoning damage. \n'b' Mindblast . Ranged Spell Attack : +12 to hit, range 60/120 ft., one target. Hit : 18 (2d12+5) psychic damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Xydragis 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. Xydragis regains spent legendary actions at the start of its turn. \n'b'\n'b' Punish . Xydragis deals 5 points of damage to up to 5 creatures it can see within 100 feet, and it gains temporary hit points equal to the damage dealt. Each creature can make a DC 20 Charisma saving throw to resist this effect. Whim. Xydragis innately casts a cantrip. \n'b' Blasting Sweep (Costs 2 Actions) . Xydragis attacks with its mindblast and tail attack . These attacks cannot have the same target. \n'b' Impossible Power (Costs 3 Actions) . Xydragis innately casts a spell.f'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tetomatli \n'b' Large construct , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 152 (16d10 + 64) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 18 (+4) INT: 5 (-3) WIS: 11 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +8, Perception +3 Damage Resistances acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic; Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned Senses tremorsense 90 ft. (blind beyond this radius), passive Perception 13 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Diving Head Slam . If the tetomatli is flying and moves at least 20 feet straight toward a target and then hits it with a head slam attack on the same turn, the tetomatli can use Tremor as a bonus action, if it is available. \n'b' Heavy Flier . The tetomatli can fly up to 30 feet each round, but it must start and end its movement on a solid surface such as a roof or the ground. If it is flying at the end of its turn, it falls to the ground and takes falling damage. \n'b' Magic Resistance . The tetomatli has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The tetomatli\xe2\x80\x99s weapon attacks are magical. \n'b' Siege Monster . The tetomatli deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tetomatli makes one head slam attack and one wing buffet attack . \n'b' Head Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 21 (3d10 + 5) bludgeoning damage. If the tetomatli scores a critical hit against a target wearing metal armor, the target must succeed on a DC 15 Strength saving throw or its armor is destroyed. A creature wearing magical armor has advantage on this saving throw. A creature wearing adamantine armor is unaffected. \n'b' Wing Buffet . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. \n'b' Tremor (Recharge 6). The tetomatli slams its head repeatedly into the ground, creating a magical shockwave. Each creature within 20 feet of the tetomatli must succeed on a DC 15 Dexterity saving throw or be knocked prone and have disadvantage on attack rolls and Dexterity checks until the end of its next turn. \n'b'\n'b' ABOUT \n'b' This lumbering basalt construct has the body of a great ape and the wings of a bat instead of arms. \n'b' Its head ends in a wide stone mallet without a mouth, eyes, or nose. It taps its hammer-like head on the ground with an echoing thwack. \n'b' Demon-forged Guardians . Tetomatlis are constructs created by the followers of the demon lord Mechuiti (Tome of Beasts, p. 88) to guard their most important shrines and temples. Tetomatli creation involves the sacrifice of multiple humans or apes, and they are tainted by chaos and evil as a result. \n'b' Tetomatlis are bloodthirsty guardians and enjoy crushing victims into a bloody paste. Since they first appeared, the secret of creating tetomatlis has spread to other demon cults and evil golem makers, allowing the creatures to slowly spread in number. \n'b' Blind Behemoths . Tetomatlis are blind and deaf but can magically sense their surroundings by tapping their heads rapidly on the ground. Foiling the senses of a tetomatli is a difficult proposition, but the chaotic nature of the construct means that it can sometimes be tricked into leaving its post or stumbling into dangerous situations. \n'b' Construct Nature . A tetomatli 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, Babau \n'b' Family: Demons \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 67 (9d8 + 27) Speed 40 ft.\n'b' STATS STR: 15 (+2) DEX: 21 (+5) CON: 17 (+3) INT: 14 (+2) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +5, Constitution +8, Wisdom +4 Skills Acrobatics +8, Athletics +5, Insight +4, Perception +4, Sleight of Hand +11, Stealth +11, Survival +7 Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Languages Abyssal, Celestial, Draconic, telepathy 120 ft. Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The babau\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). It can cast the following spells without requiring material components.\n'b'\n'b' At will : darkness , see invisibility \n'b' 3/day : dispel magic \n'b'\n'b' Protective Slime . Any creature that touches the babau, or hits it with a melee attack while within 5 feet takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the babau 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 babau is destroyed after dealing damage. \n'b' Actions \n'b' Multiattack . The babau makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 10 (2d4 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) slashing damage plus 4 (1d8) acid damage. \n'b' Summon (1/day). The babau has a 40% chance to summon 1 babau. The summoned demon appears in an unoccupied space within 60 feet of the babau, but can\xe2\x80\x99t summon other demons. It remains for 1 minute, until it or the first babau is slain, or until the first babau takes an action to dismiss it.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Thar Clan Champion \n'b' Medium humanoid (Thar) , any alignment \n'b' Armor Class 18 (unarmored defense) \n'b' Hit Points 218 (23d8 + 115) \n'b' Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 20 (+5) INT: 12 (+1) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9, Dex +7, Str +9 \n'b' Skills Athletics +9, Intimidation +7, Perception +5 \n'b' Senses passive Perception 16 \n'b' Languages Tharidic \n'b' Challenge 11 (7,200 XP)\n'b'\n'b' SPECIAL TRAITS \n'b'\n'b' Aggressive : As a bonus action, the Thar champion can move up to its speed toward an enemy of its choice that it can see or hear. The Thar champion must end this move closer to the enemy than it started. \n'b' Battle Cry (1/Day) . Each creature of the Thar champion\xe2\x80\x99s choice that is within 30 feet of it and can hear it, must make a DC 15 Wisdom saving throw or have disadvantage on attack rolls until the start of the Thar champion\xe2\x80\x99s next turn. The Thar champion can then make one attack as a bonus action. \n'b' Brave . The Thar champion has advantage on saving throws against being frightened . \n'b' Brute . A melee weapon deals one extra die of its damage when the Thar champion hits with it (included in the attack ). \n'b' Low-Light vision . The champion does not suffer from disadvantage when in dim light. \n'b' Relentless Endurance(1/Day) . When the Thar champion is reduced to 0 hit points but not killed outright, it can drop to 1 hit point instead. \n'b' Undying Will . The Thar champion regains 10 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Thar champion makes three great hammer attacks. \n'b' Great Hammer . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 17 (2d12 + 5) bludgeoning damage, plus 7 (1d6 + 4) bludgeoning damage if the champion has less than half of its total hit points remaining. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Thar champion can take 2 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 Thar champion regains spent legendary actions at the start of its turn: \n'b'\n'b' Command Ally . The Thar champion targets one ally it can see within 30 feet of it. if the target can see and hear the Thar champion, the target can make one weapon attack as a reaction and gains advantage on the attack roll. \n'b' Weapon Attack . The Thar champion makes a weapon attack . \n'b'\n'b' ABOUT \n'b' The Thar are raiders from the Great Pale. They are capable warriors who have menaced the western provinces of the Theocracy of Iesadhe for generations. \n'b' Over the last decade, the Thar have become a divided people. Pouring over tablets found in the ruins near Arges, their shamans came to better understand their relationship to the High Lords of Dobrai. Based on these tablets, they have come to believe they were brought to Aer\xe2\x80\x99ath by the High Lords as a bastion against otherworldly creatures. Some take this to mean they are the true heirs of the High Lords and want to create a new empire. For others, this means they are supposed to be the protectors of Aer\xe2\x80\x99ath and must save the other races from themselves. Then, there are those who have simply grown weary of constant warfare and seek to strengthened peace trade relations with outsiders.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'That Which the Stars Rejected \n'b' Gargantuan ooze , chaotic evil \n'b' Armor Class 21 (magical force) Hit Points 627 (38d20 + 228) Speed 0 ft., fly 150 ft. (hover)\n'b' STATS STR: 26 (+8) DEX: 22 (+6) CON: 22 (+6) INT: 12 (+1) WIS: 14 (+2) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +14, Wisdom +10 Skills Perception +10 Damage Resistances cold, necrotic, thunder, slashing Damage Immunities acid, bludgeoning, fire, lightning, piercing, poison Condition Immunities charmed , deafened , exhaustion , frightened , poisoned , prone Senses blindsight 300 ft., passive Perception 20 Languages telepathy 120 ft. Challenge 28 (120,000 XP) \n'b' Special Traits \n'b' Colossal Creature . Kaiju are creatures far larger than the scale of others. Conventional weapons, even highly-enchanted ones, lack the mass to deal serious wounds to a kaiju. The same is true for all but the mightiest spells. When a creature of Huge size or smaller deals damage to a kaiju with a weapon or feature, or with a spell of 8th level or lower, it deals half damage, which can be reduced further by resistance or saving throws. Siege weapons and creatures with the Siege Monster trait are treated like Gargantuan creatures. Gargantuan creatures and 9th-level spells (including lower-level spells cast with 9th-level slots) deal normal damage, which can be reduced further by resistance or saving throws. Kaiju deal double damage to objects and structures. They ignore normal difficult terrain , and treat thick forests, settlements, or mountains as difficult rather than impassable terrain. \n'b' Foresight . That Which the Stars Rejected is under the effect of a permanent foresight spell that cannot be dispelled. \n'b' Legendary Resistance (3/Day) . If That Which the Stars Rejected fails a saving throw, it can choose to succeed instead. \n'b' Magic Weapons . That Which the Stars Rejected\xe2\x80\x99s weapon attacks are magical. \n'b' Magnetic Pulse . As a bonus action , That Which the Stars Rejected forces all creatures within 300 feet that are metallic, wearing metal armor, or wielding metal weapons to succeed on a DC 22 Strength saving throw or be pulled 30 feet toward the center of the space occupied by That Which the Stars Rejected, and be unable to move away from it until the beginning of That Which the Stars Rejected\xe2\x80\x99s next turn. Creatures wielding metal weapons can choose to be disarmed rather than being pulled; if they do so, the weapon is pulled 60 feet closer to That Which the Stars Rejected. A creature that is pulled into a space occupied by That Which the Stars Rejected is subject to its Engulf and has disadvantage on its saving throw. \n'b' Spawn . If That Which the Stars Rejected takes more than 50 points of damage from a single slashing attack , a piece of it falls off. At the beginning of its next turn, the piece congeals into a black pudding . This black pudding has three times the normal number of hit points and shares the Magnetic Pulse trait. That Which the Stars Rejected has no direct control over its spawn, but they tend to stay near it and do not attack it. \n'b' Starflight . That Which the Stars Rejected can survive the void of outer space and travel at incredible speed. Travel within a solar system takes 3d20 hours, and travel between solar systems takes 3d20 days as long as That Which the Stars Rejected knows the way to its destination. Creatures that it has engulfed are protected from the void of outer space. \n'b' Actions \n'b' Multiattack . That Which the Stars Rejected makes five plasma ray attacks. No more than two rays can target a single creature. \n'b' Engulf . That Which the Stars Rejected enters the space of a Huge or smaller creature. The creature must make a DC 22 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of That Which the Stars Rejected. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, That Which the Stars Rejected enters the creature\xe2\x80\x99s space, and the creature takes 70 (20d6) fire damage and is engulfed. The engulfed creature can\xe2\x80\x99t breathe, is restrained , and takes 70 (20d6) fire damage and 70 (20d6) lightning damage at the start of each of That Which the Stars Rejected\xe2\x80\x99s turns. When it moves, engulfed creatures move with it. An engulfed creature can try to escape by taking an action to make a DC 22 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of That Which the Stars Rejected. \n'b' Slam . Melee Weapon Attack : +16 to hit, reach 20 ft., one target. Hit : 42 (8d8 + 8) bludgeoning damage plus 14 (4d6) fire damage plus 14 (4d6) lightning damage. \n'b' Plasma Ray . Ranged Weapon Attack : +14 to hit, range 300 ft., one target. Hit : 35 (10d6) fire damage and 35 (10d6) lightning damage on a success, or half as much damage on a failure. \n'b' Legendary Actions \n'b' That Which the Stars Rejected 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. That Which the Stars Rejected regains spent legendary actions at the start of its turn. \n'b' Fearsome Display . All enemies that can see That Which the Stars Rejected must succeed on a DC 22 Charisma saving throw or become frightened until the end of their next turn. \n'b' Plasma Ray . That Which the Stars Rejected makes one Plasma Ray attack. \n'b' Recover . That Which the Stars Rejected regains 100 hit points . Once it uses this legendary action, it can\xe2\x80\x99t do so again until the end of its next turn. \n'b' About \n'b' That Which the Stars Rejected is a horror from outside \xe2\x80\x93 not just outside this world, but outside the barriers of the Real and what can be known. It is in open conflict with the fundamental reality that the mortal mind perceives, but its will is strong enough to sustain it against all the natural laws that would extinguish it. \n'b' Locus of Distortion . That Which the Stars Rejected warps space and time in its vicinity, granting it flashes of foresight and twisting attacks away from striking it. It distorts magnetic forces through willpower alone, wrenching weapons from their wielders\xe2\x80\x99 hands and controlling the movement of those clad in metal armor. \n'b' Transformation of Reality . That Which the Stars Rejected does not seek service or worship of mortals, but it makes its existence known to them. Those who successfully incorporate it into their understanding of reality are the ones it is most likely to consume, while those who struggle and go mad are spared. A mortal\xe2\x80\x99s cognitive dissonance reduces the existential strain upon Yhat Which the Stars Rejected.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Thaumaturmite, Greater \n'b' Family: Thaumaturmite \n'b' Medium monstrosity , unaligned \n'b' Armor Class 15 Hit Points 27 (6d8) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 13 (+1) DEX: 17 (+3) CON: 10 (+0) INT: 3 (-4) WIS: 5 (-3) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities prone Senses darkvision 60 ft., passive Perception 7 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Magic Scent . The thaumaturmite can pinpoint, by scent, the location of any magical cloth within 30 feet of it. \n'b' Consume Magic . Any magical cloth that the thaumaturmite hits starts to corrode. Each time the thaumaturmite bites into a magical cloth which is worn or carried, the bearer of the item must make a successful DC 12 Dexterity saving throw or the item starts corroding. After two failed savings throws the item loses its magical qualities. \n'b' Spider Climb . The thaumaturmite can climb difficult surfaces, including upside down on ceilings, without needing to make an ablity check. \n'b' Magic Resistance . The thaumaturmite has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 25 (5d8+3) piercing damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Thaumaturmite, Lesser \n'b' Family: Thaumaturmite \n'b' Small monstrosity , unaligned \n'b' Armor Class 10 Hit Points 10 (3d6) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 10 (+0) INT: 3 (-4) WIS: 5 (-3) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities prone Senses darkvision 30 ft., passive Perception 7 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Magic Scent . The thaumaturmite can pinpoint, by scent, the location of any magical cloth within 30 feet of it. \n'b' Consume Magic . Any magical cloth that the thaumaturmite hits starts to corrode. Each time the thaumaturmite bites into a magical cloth which is worn or carried, the bearer of the item must make a successful DC 12 Dexterity saving throw or the item starts corroding. After two failed savings throws the item loses its magical qualities. \n'b' Spider Climb . The thaumaturmite can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Magic Resistance . The thaumaturmite has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage. \n'b' About \n'b' Created by accident in the laboratory of a magic-user renowned for his repertoire of polymorph spells, the magical insect known as the thaumaturmite is capable of dramatically altering its physical dimensions. \n'b' The thaumaturmite may be encountered in either of its two forms, a 2-inch-long bug often mistaken for an exotic beetle, or a 6-feet-long menace weighing over 500 pounds. The creature can alter shape at will. \n'b' No one knows which of these two shapes is the creature\xe2\x80\x99s true form, as it seems no more inclined to choose one shape or the other at any given time. Likewise, its choice of form often seems inappropriate or chaotic; a giant thaumaturmite has been encountered crammed into a small sewer pipe, while the tiny form sometimes foolishly attempts to attack humansized targets. \n'b' Possessing an insect-level intelligence, the thaumaturmite seeks mainly to feed and to procreate. In its smaller form, it eats fabric and cloth, especially that worn by spellcasters. A single thaumaturmite typically chews 2d12 holes in a piece of fabric during a single feeding session. They are capable of damaging magic items such as an elven cloak, rendering the item non-magical if left to feed unnoticed. In its larger state, the thaumaturmite eats meat of all kinds, attacking any living creature when it needs to satisfy its hunger. It almost always favors spellcasters as food, using its special antenna to detect those of such vocations.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Thawn Slasher \n'b' Large giant , chaotic evil \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 127 (15d8 + 60) \n'b' Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 18 (+4) INT: 7 (-2) WIS: 14 (+2) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6 \n'b' Skills Athletics +7, Perception +6, Stealth +2, Survival +4 \n'b' Senses blindsense 30 ft., passive Perception 16 \n'b' Languages Giant \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Earthen Camouflage. The thawn has advantage on Dexterity ( Stealth ) checks made to hide in rocky or muddy terrain. \n'b' Reckless . At the start of its turn, the thawn can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. \n'b' Repulsive . Thawns find the appearance of themselves and others of their kind revolting. As such, most wear heavy cloaks or otherwise obscure their countenances. Should a thawn be confronted with its own reflection (such as being presented with a mirror), it must succeed at a DC 15 Wisdom save or be frightened until the next of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The thawn makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Rock . Ranged Weapon Attack : +7 to hit, range 50/100 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Beguiler \n'b' Medium humanoid (any race), any alignment \n'b' Armor Class \xc2\xa012 (15 with mage armor ) Hit Points \xc2\xa049 (9d8 + 9) Speed \xc2\xa030 ft.\n'b' STATS STR: 9 (-1) DEX: 14 (+2) CON: 12 (+1) INT: 17 (+3) WIS: 10 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws \xc2\xa0 Int +6, Cha +5 Skills \xc2\xa0 Arcana +6, Deception +5, Persuasion +5 Senses \xc2\xa0passive Perception 10 Languages \xc2\xa0any three languages Challenge \xc2\xa05 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charming Caster .\xc2\xa0The beguiler adds its Charisma modifier to the spell save DC of its enchantment spells. \n'b' Spellcasting .\xc2\xa0The beguiler is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The beguiler has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) :\xc2\xa0fire bolt,\xc2\xa0 light ,\xc2\xa0 mage hand ,\xc2\xa0 prestidigitation \n'b' 1st level (4 slots) :\xc2\xa0 charm person *,\xc2\xa0 mage armor ,\xc2\xa0 shield \n'b' 2nd level (3 slots) :\xc2\xa0 mirror image ,\xc2\xa0 scorching ray ,\xc2\xa0 suggestion * \n'b' 3rd level (3 slots) :\xc2\xa0 fear *,\xc2\xa0 fireball ,\xc2\xa0 fly \n'b' 4th level (3 slots) :\xc2\xa0 confusion *,\xc2\xa0 greater invisibility \n'b' 5th level (1 slot) :\xc2\xa0 modify memory * \n'b'\n'b' * indicates an enchantment spell of 1st level or higher \n'b' ACTIONS \n'b'\n'b' Probing Touch .\xc2\xa0 Melee Spell Attack :\xc2\xa0+6 to hit, reach 5 ft., one target.\xc2\xa0 Hit :\xc2\xa07 (2d6) psychic damage, and the beguiler can cast an enchantment spell of 1st level or higher with a casting time of 1 action as a bonus action. A target who took psychic damage from this ability has disadvantage on their saving throw against the spell.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'The Black Breath \n'b' Medium undead , unaligned \n'b' Armor Class 11 Hit Points 11 (2d8+2) Speed 0 ft., fly 20 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 12 (+1) INT: 1 (-5) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities blinded , charmed , deafened , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Air Form . When the creature assumes its air form, it becomes a human -sized cloud of acrid purple smoke. The black breath 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' Droplet Form . The black breath is invisible in its droplet form. Once activated, the creature appears as a dark purple mist. A character trying to locate the creature in droplet form must succeed at a DC 20 Intelligence ( Investigation ) check. On a success, they realize there is some form of magical trap. On a failure, they trigger the creature to assume its air form and attack . \n'b'\n'b' ACTIONS \n'b'\n'b' Paralyzing Acidic Breath . Melee Weapon Attack : +2 to hit, reach 5 ft., one creature. Hit : 1 acid damage. When the black breath attacks a creature, if the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw. If the save is failed, the creature flies into the target\xe2\x80\x99s mouth and fills its lungs. The target is immediately paralyzed and takes an additional 3 (1d6) points of acid damage. The target can repeat the saving throw at the end of each of its turns, ending the effect and expelling the black breath on a success. For each round the victim is paralyzed , the victim takes 3 (1d6) acid damage as the breath begins to eat the victim\xe2\x80\x99s vital organs. A remove curse , dispel magic , or lesser restoration cures the victim\xe2\x80\x99s paralysis and expels the black breath. When being expelled this way, the black breath must make a Constitution saving throw versus the caster\xe2\x80\x99s DC or be destroyed. \n'b'\n'b' ABOUT \n'b' Dark Creation . Created by dark magic, the black breath is a creature of necrotic energy. When created, the black breath contains a drop of its creator\xe2\x80\x99s blood and appears as a small, invisible gel. The creature remains inert until it is rubbed on a location or object it is meant to guard. It can then assume its air form and attack. These creatures have tremendous value and are occasionally found on the open market, where they bring anywhere from 500 gp \xe2\x80\x93 1,000 gp. \n'b' Relentless Guardian . The black breath exists for the sole purpose of guarding a location or object and will do so forever. Once activated, the creature will not stop attacking until either there are no living creatures it can detect, or it is destroyed. Only after it has killed or driven off all intruders can the creature again assume its droplet form to await the next intrusion. \n'b' Solitary Hunter . There can only be one black breath in an area. Should there be more than one, the creatures simply meld together into a single creature. \n'b' Undead Nature . A black breath 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'The Chained Thing \n'b' Large undead , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 114 (12d10 + 48) Speed 20 ft.\n'b' STATS STR: 20 (+5) DEX: 6 (-2) CON: 18 (+4) INT: 4 (-3) WIS: 9 (-1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Cha +1 Damage Resistances nonmagical bludgeoning, piercing, and slashing Damage Immunities necrotic, psychic Damage Vulnerabilities radiant Condition Immunities charmed , poisoned , prone , unconscious Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The chained thing has advantage on saving throws against spells and other magical effects. \n'b' Regeneration . The chained thing regains 20 hit points at the start of its turn if it has at least 1 hit point. If the chained thing takes radiant damage, this trait doesn\xe2\x80\x99t function at the start of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The chained thing makes one slam attack and uses Infectious Insanity. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 10 ft., one creature. Hit : 16 (2d10 + 5) bludgeoning damage. \n'b' Infectious Insanity . The chained thing chooses a creature it can see within 30 feet and magically assaults its mind. The creature must succeed on a DC 13 Wisdom saving throw or be affected as if by a confusion spell for 1 minute. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Necrotic Wave (Recharge 5-6) . The chained thing shudders and emits a pulse of necrotic energy. All creatures within 20 feet take 27 (6d8) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. Creatures that fail the saving throw are also knocked prone and incapacitated until the end of their next turn. \n'b'\n'b' ABOUT \n'b' The chained thing is an abominable undead creature patched together as an unholy melding of violet fungi and the corpses of at least two derro shadow antipaladins. Its existence is an unending nightmare of fear, pain, and longing for death. \n'b' The creature generates necrotic energy in a way that rejuvenates undead. That is its sole purpose, and the reason why Vardesain gifted one to Llagfel as a reward for her \xe2\x80\x9cconversion\xe2\x80\x9d to serving him and her transition to unlife as a hierophant lich. \n'b' The chained thing doesn\xe2\x80\x99t recognize friends or foes. Its thought process seldom wanders beyond \xe2\x80\x9clife is bad.\xe2\x80\x9d It tries to snuff out anything with independent existence while instinctively, uncontrollably rejuvenating undeath. \n'b' Destroying the chained thing isn\xe2\x80\x99t easy because of its vast regenerative power. Radiant damage and the ghoul light are its only weaknesses. Thankfully, the chained thing is extraordinarily rare. Vardesain seldom allows more than one to exist at a time. \n'b' Undead Rejuvenation . The chained thing is a gift to a disciple who gained distinction through betrayal or some other service. That disciple and its followers can attune to the chained thing the same way a creature attunes to a magic item. When the chained thing unleashes its Necrotic Wave, all attuned, undead creatures at 0 hit points that are also within 100 feet of the chained thing recover all their hit points. This doesn\xe2\x80\x99t happen if the chained thing\xe2\x80\x99s Regeneration is currently being prevented by radiant damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'The Desiccated One \n'b' Medium fey , chaotic neutral \n'b' Armor Class 16 (natural armor) Hit Points 85 (10d8 + 40) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 17 (+3) WIS: 13 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Wis +4, Cha +7 Skills Deception +7, Insight +4, Perception +4 Damage Resistances acid, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons Damage Immunities fire Condition Immunities charmed , frightened Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14 Languages Trade Tongue, Elvish, Infernal, Umbral Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the Desiccated one fails a saving throw, he can choose to succeed instead. \n'b' Rejuvenation . If killed in a desert, the Desiccated one\xe2\x80\x99s body reforms from the desert sands in 24 hours, regaining all his hit points and becoming active again. His new body appears anywhere within the desert confines of his realm. Only the complete removal of his body from the desert prevents this trait from functioning. \n'b' Sand Stride . The Desiccated one can burrow through nonmagical sand at his walking speed. While doing so, he doesn\xe2\x80\x99t disturb the material he moves through. In addition, difficult terrain composed of sand doesn\xe2\x80\x99t cost him extra movement. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Desiccated one makes two attacks. \n'b' Desiccating Fist . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage plus 10 (3d6) fire damage, and the target must succeed on a DC 14 Constitution saving throw or become cursed with the Desiccated one\xe2\x80\x99s desiccation. While cursed, the target can\xe2\x80\x99t regain hit points , and its hp maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target\xe2\x80\x99s hp maximum to 0, the target dies, and it rises 10 minutes later as an apaxrusl under the Desiccated one\xe2\x80\x99s control. The curse lasts until removed by the remove curse spell or similar magic. \n'b' Searing Sand Bolt . Ranged Spell Attack : +7 to hit, range 120 ft., one target. Hit : 14 (4d6) fire damage. \n'b' Engulfing Sand Wave (Recharge 5-6) . The Desiccated one releases a wave of rippling sand. Each creature within 20 feet of the Desiccated one must make a DC 15 Dexterity saving throw. On a failure, a creature takes 21 (6d6) bludgeoning damage and is forced prone and buried. On a success, a creature takes half the damage and isn\xe2\x80\x99t forced prone or buried. The buried target is restrained and unable to breathe or stand up. A creature, including the target, can take an action to make a DC 15 Strength check, ending the buried state on a success. The area becomes difficult terrain . \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Desiccated one 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 Desiccated one regains spent legendary actions at the start of his turn. \n'b'\n'b' Move . The Desiccated one moves up to his speed without provoking opportunity attacks. \n'b' Desiccating Touch (Costs 2 Actions) . The Desiccated one uses his Desiccating Touch. \n'b' Blinding Sandstorm (Costs 3 Actions) . The Desiccated one creates a whirling sandstorm in a 10-foot-radius, 40-foot-high cylinder centered on a point he can see within 60 feet of him. When a creature enters the area for the first time on a turn or starts its turn there, it must succeed on a DC 15 Dexterity saving throw or be blinded for 1 minute. Flying creatures have disadvantage on the saving throw. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The sandstorm lasts for 1 minute, until the Desiccated one uses this legendary action again, or until the Desiccated one dies. \n'b'\n'b' REGIONAL EFFECTS \n'b' The desert creeps along with the Desiccated one wherever he goes, which creates one or more of the following effects: \n'b'\n'b' Sandstorms are common within 6 miles of the Desiccated one \n'b' If the Desiccated one spends 24 hours within 1 mile of a plant that is not acclimated to surviving in the desert, the plant wilts and dies at the end of the 24 hours \n'b' If the Desiccated one spends 1 week within 1 mile of an oasis pond or small lake, the body of water dries up at the end of the week \n'b' If the Desiccated one spends 1 month within 1 mile of a non-desert biome, the biome becomes a desert at the end of the month. \n'b'\n'b' If the Desiccated one dies, plants that died don\xe2\x80\x99t return to life, but the other effects fade over the course of 1d10 days. \n'b' ABOUT \n'b' Once a powerful and well-to-do fey lord , the Desiccated one had aspirations that were too high for his abilities. When his coup against a fey lady failed, the Desiccated one was stripped of his power and banished into the desert, where the lady believed he would perish. Weakened and dying, the Desiccated one reached deep within the wastelands around him, tying the power of the ley lines he found there to the very fiber of his being. While the effort twisted and marred his once-beautiful form, he found not only a fountain of life but new power at his fingertips. The sands now answer the call of the Desiccated One. \n'b' The Desiccated one controls an ever-growing army of apaxrusl (see page 268), which he can communicate with telepathically at any distance as long as they are within his desert. Able to speak through any of his minions\xe2\x80\x99 mouths, the Desiccated one can also experience their senses. He also shares this connection with his zalikum (see page 278), named Hevn. \n'b' The desert has given him new power and granted him life, but the Desiccated one is trapped within its confines. He cannot leave the desert by any means, mundane or magical. With his powers, he is slowly pushing that barrier outward, covering the surrounding lands in sand. He strives for a future when he has regained his former power and can smother the fey courts in his sandy retribution.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'The Elder Tree \n'b' Huge fey , neutral \n'b' Armor Class 18 (natural armor) Hit Points 405 (30d12 + 210) Speed 0 ft.\n'b' STATS STR: 22 (+6) DEX: 7 (-2) CON: 25 (+7) INT: 20 (+5) WIS: 26 (+8) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +14, Wisdom +15, Charisma +12 Skills History +5, Insight +15, Perception +15 Damage Vulnerabilities fire Damage Resistances bludgeoning and piercing damage from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities charmed , paralyzed , poisoned Senses darkvision 120 ft., passive Perception 25 Languages All Challenge 24 (62,000 XP) \n'b' Special Traits \n'b' False Appearance . If the elder tree remains motionless, it is indistinguishable from a huge tree. \n'b' Forest Sense . The elder tree knows when harm is being done to the forest it lives in. \n'b' Innate Spellcasting . The elder tree\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 24, +19 to hit with spell attacks). The elder tree can innately cast the following druid spells, requiring no components.\n'b'\n'b' At will : druidcraft, guidance , resistance , thorn whip \n'b' 3/day : animal friendship, charm person , confusion , daylight , detect thoughts , dispel magic , entangle , goodberry, grasping vine (5th level), hallucinatory terrain , plant growth , spike growth \n'b' 1/day : commune with nature , earthquake , foresight , mass cure wounds , move earth , regenerate \n'b'\n'b' Magic Resistance . The elder tree has advantage on saving throws against spells and magical effects. \n'b' Speak with Beasts and Plants . The elder tree can communicate with beasts and plants as if they shared a common language. \n'b' Actions \n'b' Multiattack . The elder tree makes five root attacks. \n'b' Roots . Melee Weapon Attack : +18 to hit, reach 20 ft., one target. Hit : 28 (4d10 + 6) bludgeoning damage. \n'b' Summon Treants (1/day) . The elder tree can summon 1d4 treants, appearing in unoccupied spaces within 60 feet of him. \n'b' Entangling Plants (Recharge 5-6) . Grasping roots and vines sprout in a 60-foot radius centered on the elder tree, withering away after 10 minutes. For the duration, that area is difficult terrain for nonplant creatures. In addition, any creature the elder tree chooses in the area must succeed on a DC 24 Strength save or become restrained . A creature can use its action to make a DC 24 Strength check, freeing itself or another entangled creature within reach on a success. \n'b' About \n'b' This powerful being is positioned in between the dark and light sides of the fey world. He is connected to everything and everyone. \n'b' Deep Roots . Ultimately, the Elder Tree will protect nature above any other concerns. He can sense dangers and will intervene whenever nature is threatened. \n'b' At the Center . The elder tree sees the big picture and doesn\xe2\x80\x99t usually take sides with either the Seelie or Unseelie courts.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Anemoberration, Greater \n'b' Family: Anemoberration \n'b' Large aberration (brute), unaligned \n'b' Armor Class 15 (natural armor) Hit Points 136 (13d10 + 65); Wound Threshold 34 Speed 20 ft., swim 20 ft.\n'b' STATS STR: 20 (+5) DEX: 6 (-2) CON: 21 (+5) INT: 16 (+3) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth * +4, Perception +3 Damage Vulnerabilities radiant, thunder Damage Resistances bludgeoning Damage Immunities acid Condition Immunities blinded , deafened Senses blindsight 90 ft. (blind beyond this radius), passive Perception 13 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Adaptive Camouflage . The greater anemoberration has advantage on Dexterity ( Stealth ) checks. \n'b' Final Aberrant Possession . When the greater anemoberration\xe2\x80\x99s hit points are reduced to 0, its tentacles turn into filaments of black energy that flail in a 14-foot radius. Each creature in that area must make a DC 14 Intelligence saving throw, taking 7 (2d6) psychic damage on a failed save. If the saving throw fails by 5 or more, the creature is also possessed. The greater anemoberration can possess up to two targets at a time. A possessed target is incapacitated and loses control of their body. The greater anemoberration now controls the body but doesn\xe2\x80\x99t deprive the target of awareness. The greater anemoberration cannot be targeted by any attack , spell, or other effect, except those specifically targeting its creature type in the ability\xe2\x80\x99s description. It retains its alignment and Intelligence , Wisdom , and Charisma ability scores. It otherwise uses the possessed target\xe2\x80\x99s statistics, but doesn\xe2\x80\x99t gain access to the target\xe2\x80\x99s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points or the greater anemoberration is forced out by the dispel evil and good spell or a similar effect. When the possession ends, the greater anemoberration\xe2\x80\x99s spirit reappears in an unoccupied space within 5 feet of the body as a dark tentacular cloud that immediately dissipates. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The greater anemoberration makes three tentacle attacks. If two of the attacks hit the same target of Medium size or smaller, the target is grappled (DC 16 to escape) and the greater anemoberration can use Swallow on it as a bonus action. \n'b' Tentacles . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) 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 16 Constitution saving throw at the start of each of the greater anemoberration\xe2\x80\x99s turns or take 14 (2d8 + 5) acid damage. If the greater anemoberration moves, the engulfed target moves with it. The greater anemoberration can have only one target engulfed at a time. \n'b' Chimeric Cone (Recharge 5-6) . The greater anemoberration emits a 40-foot cone of entropic psychic energy that affects sight and balance. Each creature in that area must make a DC 14 Intelligence saving throw, taking 31 (7d8) 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. \n'b' Greater anemoberrations serve as guardians of seemingly mundane locations that are of great importance to them. Any intruder venturing too close will be surrounded by a wall of tentacles before being attacked. The threat persists even after the final blow however, as this creature is able to possess the body of its killer in a last-ditch action.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'The Evermind \n'b' Gargantuan mythic aberration , lawful evil \n'b' Armor Class 10 (26 with Psionic Shield) Hit Points 735 (42d20 + 294) Speed 5 ft. fly (hover)\n'b' STATS STR: 1 (-5) DEX: 1 (-5) CON: 25 (+7) INT: 31 (+10) WIS: 26 (+8) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +4, Dex +4, Con +16, Int +19, Wis +17, Cha +15 Skills Arcana +28, History +28, Perception +17, Religion +28 Damage Resistances bludgeoning, piercing, and slashing from non-Epic creatures Damage Immunities psychic Condition Immunities prone , stunned , unconscious Senses blindsight 500 ft., passive Perception 27 Languages telepathy 5 miles Challenge Mythic 3 \n'b' SPECIAL TRAITS \n'b'\n'b' Creature Sense . The Evermind is aware of the presence of creatures with an Intelligence score of 4 or higher on the same plane. It knows the distance and direction to each creature, can see what those creatures see, and knows each creature\xe2\x80\x99s Intelligence score and name. An Epic creature protected by a mind blank or nondetection spell or similar magic can\xe2\x80\x99t be perceived in this manner. \n'b' Innate Spellcasting (Psionics)2 . The Evermind\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). It can innately cast the following spells, requiring no components. If the Evermind casts a spell at a level lower than 8th, it is instead cast at 8th level.\n'b'\n'b'\n'b' At will : charm monster, mental prison, mind spike, synaptic static \n'b' 2/day each : feeblemind , maddening darkness, psychic scream \n'b' 1/day each3 : enslave, infinity room, kinetic control, wall of dissolution \n'b'\n'b' Mind Over Matter (1/Turn) . When the evermind fails a saving throw and suffers a harmful effect, it can choose to instead not suffer that effect and become immune to it until the end of its next turn. Each time the evermind uses this feature, it takes 55 (10d10) necrotic damage. \n'b' Psionic Shield . When the Evermind finishes a long rest, it generates a barrier of psychic energy around itself, which grants the Evermind 700 temporary hit points which cannot be replaced by another source unless the Evermind allows it. While it has at least 1 temporary hit point from this feature, the Evermind has an AC of 26 and cannot be critically hit. \n'b' Telepathic Influence . When the Evermind casts a spell using its Innate Spellcasting feature, the range of the spell is equal to the radius of its telepathy. \n'b'\n'b' MYTHIC ACTIONS \n'b' On initiative count 20 (losing initiative ties), the Evermind takes a mythic action to cause one of the following effects. The Evermind cannot cause the same effect twice in a row. \n'b'\n'b' Battle of Wits . The Evermind challenges the intellect of creatures of its choice within 500 feet. The Evermind makes an Intelligence (no associated skill or tool) ability check against each affected creature, each of which contests the check with an Intelligence (no associated skill or tool) ability check of its own. A creature that loses three contests in this manner within a period of 1 hour becomes trapped in its own mind, becoming blinded , unable to willingly take actions , and unable to spend movement. Additionally, the Evermind learns everything the creature knows. This effect ends if an affected creature is moved outside of the range of the Evermind\xe2\x80\x99s telepathy. \n'b' Psychic Delusions . The Evermind afflicts an enemy creature it can see with visions and psychic horror. Affected creatures must succeed on an Intelligence saving throw or, until the next initiative count of 20, the target sees only what the Evermind allows it to see and is blinded toward everything else. Additionally, when the target would take psychic damage, it instead takes another type of non-Epic damage of the Evermind\xe2\x80\x99s choice. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Evermind chooses one of the following options.\n'b'\n'b'\n'b' The Evermind makes four Tentacle attacks. \n'b' The Evermind makes three Tentacle attacks and casts a spell it can cast at will. \n'b' The Evermind casts two spells, one of which must be a spell it can cast at will. \n'b'\n'b' Doubt Bomb (Recharge 5-6) . The Evermind emits a psionic wave in a 120-foot-radius sphere centered on itself. Each enemy creature in the area must succeed on a DC 27 Wisdom saving throw or be afflicted with crippling doubt for 1 hour. While afflicted in this manner, when a creature rolls an 11 or higher on an attack roll or saving throw against the Evermind, it instead rolls a 10. At the end of each of its turns an affected creature can repeat the saving throw, ending the effect on itself on a success. \n'b' Inquisition . The Evermind telepathically asks a creature within range of its telepathy a question, which the creature can immediately answer as honestly and provide as much detail as possible. A creature that attempts to deceive the Evermind or chooses not to answer becomes stunned until the end of its next turn.\n'b'\n'b'\n'b' Tentacle . Melee Spell Attack : +19 to hit, reach 60 ft. One target. Hit : 34 (4d12 + 8) bludgeoning damage plus 13 (2d12) psychic damage. If the target is critically hit and is a creature, it must succeed on a DC 27 Wisdom saving throw or become cursed. While cursed in this manner a creature is vulnerable to psychic damage and has Epic disadvantage on Intelligence , Wisdom , and Charisma saving throws. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Evermind 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 Evermind regains spent legendary actions at the start of its turn. \n'b'\n'b' Cast A Spell . The Evermind casts a spell it can cast at will. \n'b' Inquisition . The Evermind uses its Inquisition action. \n'b' Psionic Focus (Costs 2 Actions) . The Evermind regains the use of an expended non-Epic spell. \n'b' Tentacle Flail . The Evermind makes a Tentacle attack . \n'b'\n'b' The Great Library is the largest public library in Nexus, a hexagonal building with a wing for each dimension to which the city has access. Within its cloistered halls is enough knowledge to fill a billion books. All information is welcome at the library. From cookbooks to conspiracy theories, from tomes on psychotropic mushrooms to an anthology of dirty knock-knock jokes. To the average reader most of this knowledge is useless, but with enough persistence one can eventually find what one is looking for. \n'b' The inside of the library is far larger than its exterior, and the entire building is kept in operation by a small army of mechanical librarians. The structure is an architectural marvel, fashioned from a dark red wood with jade columns and lit by pleasant, golden fires. \n'b' Floating above a pool of turquoise liquid is a disgusting, bloated brain that pulsates with psychic power. Though it has no eyes, you cannot mistake the feeling that the creature sees you in more ways than one. Its body is surrounded in a shimmering shield of psionic energy that threatens to repel any attack against its corpulent form. \n'b' Its voice echoes within your mind, a telepathic cacophony of emotion and power that threatens to overpower your senses. \n'b' Mythic Effects \n'b' As a mythic creature, the Evermind causes the following effects. \n'b'\n'b' False Memories . If the Evermind maintains telepathic contact with a creature for 1 hour, it can inject a false memory into that creature\xe2\x80\x99s mind. When this occurs, the creature must succeed on a DC 27 Wisdom saving throw or believe the memory to be true. \n'b' Great Understanding . When the Evermind maintains telepathic contact with a creature for 24 consecutive hours, it gains understanding of the creature\xe2\x80\x99s heart, mind, and soul. The Evermind learns all details about the creature\xe2\x80\x99s alignment, personality, and abilities. Additionally, the Evermind automatically succeeds on Intelligence and Charisma ability checks against such creatures. \n'b'\n'b' This benefit lasts for 1 hour.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'The Flesh \n'b' Medium aberration , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 78 (12d8 + 24) Speed 30 ft., (climb 30 ft. and swim 30 ft. in true form)\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 14 (+2) INT: 8 (\xe2\x80\x931) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities charmed , frightened Skills Deception +4, Insight +5 Senses darkvision 60 ft., passive Perception 11 Languages the languages the host creature knew in life Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The flesh can breathe air and water. \n'b' Amorphous (True Form Only) . The flesh can move through a space as narrow as 1 inch wide without squeezing. \n'b' Mimicry (Assumed Form Only) . The flesh can mimic the sounds and voice of its assumed form. A creature that hears these sounds can tell they are imitations with a successful DC 14 Wisdom ( Insight ) check. \n'b' Regeneration . The flesh regains 5 hp at the start of its turn. If the flesh takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the flesh\xe2\x80\x99s next turn. The flesh dies only if it starts its turn with 0 hp and doesn\xe2\x80\x99t regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The flesh makes two Slam attacks or two Manipulate Flesh attacks. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Manipulate Flesh . The flesh can choose one of the following attack options:\n'b'\n'b'\n'b' Manifold Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (4d4 + 4) piercing damage, and the target can\xe2\x80\x99t regain hit points until the start of the flesh\xe2\x80\x99s next turn. \n'b' Tentacle . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained . The flesh can have up to two tentacles, each of which can grapple only one target. \n'b' Acidic Mucus . Ranged Weapon Attack : +4 to hit, range 60 ft., one target. Hit : 14 (4d6) acid damage, and the target takes 7 (2d6) acid damage at the start of its next turn unless the target immediately uses its reaction to wipe off the mucus. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Assume Form . The flesh consumes the corpse of a Medium or smaller Humanoid or Beast within 5 feet of it and transforms into that creature. Its statistics, other than its size , are the same in the new form. Any equipment it is wearing or carrying melds into the new form. It can\xe2\x80\x99t activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its true, aberrant form if it dies, makes a Manipulate Flesh attack , or uses Assume Form while transformed.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'The Folly \n'b' Tiny fey , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 71 (13d4 + 39) Speed 15 ft., fly 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 17 (+3) INT: 12 (+1) WIS: 7 (-2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Constitution +6 Skills Arcana +4, Athletics +5, Perception +1, Persuasion +7 Senses darkvision 120 ft., passive Perception 11 Languages Common, Draconic, Sylvan Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The folly\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: \n'b' At will : acid splash , chill touch , eldritch blast, mage hand , minor illusion , poison spray, prestidigitation , shocking grasp , vicious mockery \n'b' 3/day each : disguise self , flaming sphere , hideous laughter , invisibility , phantasmal killer , silent image , sleep , suggestion \n'b' 1/day : dispel magic , fear , fireball , hypnotic pattern 1/week each: animate objects , arcane gate , polymorph (10x normal casting time and requires at least 3 follies participating in the ritual) \n'b' 1/month each : earthquake , gate , reverse gravity (100x normal casting time and requires at least 10 follies participating in the ritual) \n'b' Quick Breeding . The follies both breed and mature very quickly, but they also don\xe2\x80\x99t much care about self-preservation. Therefore, even though they often do things that get themselves killed, their population never seems to drop. \n'b' Wild Misperception . The follies misunderstand almost anything said to them in the most horrible possible way. For example, if asked, \xe2\x80\x9cPlease make those children new shoes,\xe2\x80\x9d they will happily slay the children and use their skins to make new shoes. They don\xe2\x80\x99t do this on purpose. They just get absolutely everything horribly, horribly wrong whenever it is at all possible to do so. Even when they do properly understand a request, they will find a horrible way to execute it. For example, if asked, \xe2\x80\x9cPlease bring me a glass of water,\xe2\x80\x9d they might steal a poor family\xe2\x80\x99s only nice glass or open a gateway to the elemental plane of water, flooding the town, just to fill the glass. Everything they can do wrong, they will. \n'b' Actions \n'b' +1 Tiny Longsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 4 (1d2 + 3) slashing damage. \n'b' +1 Tiny Shortbow . Ranged Weapon Attack : +6 to hit, range 40/160 ft., one target. Hit : 4 (1d2 + 3) piercing damage. \n'b' About \n'b' This tiny humanoid resembles a grey-skinned cross between a pixie and a goblin , with red and brown butterfly wings, like fresh blood splattered over older, dried blood. \n'b' Once upon a time, a well-meaning lawful good deity, whose name is lost to history, happened upon the abandoned servant-army of a chaotic evil deity and decided to devote spare time, over the course of several centuries, to the reformation of this evil servant species. \n'b' The results were all but catastrophic, though not in the ways the deity might have expected. As it turned out, the corrupted fey were convinced to adopt the values of a lawful good life path such as justice, respect, honesty, valor, and generosity (and many others). Unfortunately, the god who had corrupted them had made them so intrinsically, innately chaotic evil, that even after they decided to be good, they were so bad at it that everything they did, nevertheless, still turned out to be evil. This earned them the name \xe2\x80\x9cthe folly\xe2\x80\x9d because all the time spent teaching them goodness had turned out to be folly. \n'b' More often than fighting fair, the folly will murder or torment those weaker than them in the name of some dreadful misunderstanding of compassion. If faced with an actual challenge, they are likely to attempt to make friends. What the folly desire most is to become good enough to please the near-forgotten deity who tried to teach them. To this end, they seek noble and virtuous leaders to guide them, but woe betide the virtuous party who attempts to help them, and indeed, woe betide also the evil party who gets caught tricking them. The first will see horror and suffering everywhere in their wake, while the second are likely to be poisoned in their sleep in the name of \xe2\x80\x9cjustice\xe2\x80\x9d. \n'b' The folly wear little suits of gleaming armor and are always terribly honest and courteous in the horrible things they say. \xe2\x80\x9cWhy did you burn that house down?\xe2\x80\x9d \xe2\x80\x9cYou asked us to clean it! It\xe2\x80\x99s very clean now! Why, you almost can\xe2\x80\x99t tell there was ever a house there!\xe2\x80\x9d'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'The Fourth Knife \n'b' Medium humanoid (human), neutral evil \n'b' Armor Class 17 (studded leather, cloak of protection ) Hit Points 78 (12d8+24) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 14 (+2) INT: 11 (+0) WIS: 13 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +6, Dex +8, Con +7, Int +4, Wis +5, Cha +5; +3 bonus to saves against poison Skills Deception +4, Intimidate +4, Perception +4, Stealth +7 Senses passive Perception 14 Languages Low Atlantean, Kalay Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Evasion . The darkblade takes no damage instead of half damage when it succeeds on a Dex save against an effect that deals half damage on a successful save. \n'b' Poisoned Blades . The darkblade can use an action to apply poison to its weapons. The first creature hit by a poisoned weapon takes 4d6 poison damage and must make a Con save (DC 13) or become poisoned . At the end of the poisoned creature\xe2\x80\x99s turn, it can attempt a new save to overcome the poison, but takes an additional 4d6 poison damage if that save is failed. \n'b' Sneak Attack (1/turn) . The Fourth Knife deals 4d6 extra damage with his sneak attack , as per the rogue ability. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Fourth Knife makes three serrated dagger attacks, or two javelin attacks. \n'b' Serrated Dagger . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 1d4+4 piercing damage and the target takes an additional 2d4+4 damage at the end of its next turn unless it is magically healed or treated with a Wisdom / Medicine check (DC 15). \n'b' Javelin . Ranged Weapon Attack : +7 to hit, range 30/120 ft., one target. Hit : 1d6+4 piercing damage. \n'b'\n'b' ABOUT \n'b' The leaders of the Seven Knives are, of course, the Seven Knives. Most keep their identities secret, and are in fact powerful nobles or wealthy merchants who hide behind a fa\xc3\xa7ade of respectability. That cannot be said for the Fourth Knife. There are few in the city of Quodeth who do not know of the master assassin of the Seven Knives. While other leaders of the Knives have dozens or even hundreds of followers, the Fourth Knife appears to work alone. If he has a network of spies, informants, and assistants; no one knows who they are, not even the members of the network itself. When grave threats to the guild appear-or when great insults have been flung into the guild\xe2\x80\x99s teeth-the Fourth Knife steps in to put matters to rights. \n'b' None can speak with certainty of the Fourth Knife\xe2\x80\x99s motivation. He seems to take great joy in cutting down the elite nobility and corrupt politicians of Quodeth. He is an agent of chaos in the city, a wildcard that no one can fully control-not even his fellow leaders in the Knives. \n'b' This tall, strongly built man is surprisingly nimble for his size. \n'b' He wears a suit of well-creased black leather armor, tall boots, and a hooded gray cloak laced with tiny razor-sharp blades. \n'b' He carries a set of short ebony-tipped javelins in a quiver on his back, and a long-bladed serrated knife on his belt.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'The Gaoler \n'b' Medium humanoid , neutral evil \n'b' Armor Class 13 (chain shirt) Hit Points 52 (8d8 + 16) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 14 (+2) INT: 11 (+0) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities charmed , frightened Skills Medicine +4 Senses passive Perception 12 Languages Common Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Frenzy . The Gaoler has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hit points . \n'b' Horrific Appearance . Any humanoid that starts its turn within 30 feet of the Gaoler and can see him must make a DC 13 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Gaoler 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 Gaoler\xe2\x80\x99s Horrific Appearance for the next 24 hours. Unless the target is surprised, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the Gaoler. \n'b'\n'b' ACTIONS \n'b'\n'b' Maul . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. \n'b' Psychic Horrors . The Gaoler targets one frightened creature he can see within 30 feet. The target must make a successful DC 13 Wisdom saving throw or drop to 0 hit points . \n'b'\n'b' ABOUT \n'b' The Gaoler is human , or he was at one time. He was a mercenary who originally served as a bodyguard. Now known only as the Gaoler, he wants nothing but to torment the helpless and the innocent; when he can\xe2\x80\x99t get them, he torments himself.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'The Gardener \n'b' Medium ravager (sublime), chaotic evil or chaotic neutral \n'b' Armor Class 19 (natural armor) \n'b' Hit Points 304 (32d8 + 160); Wound Threshold 76 \n'b' Speed 40 ft. (50 ft. with longstrider )\n'b' STATS STR: 16 (+3) DEX: 18 (+4) CON: 20 (+5) INT: 18 (+4) WIS: 22 (+6) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +10, Wis +12, Cha +8\n'b'\n'b' Skills Animal Handling +12, Arcana +10, Medicine +12, Nature * +16, Perception +12, Survival +1 \n'b' Tools farmer\xe2\x80\x99s tools (expertise), herbalism kit (expertise), leatherworker\xe2\x80\x99s tools, woodcarver\xe2\x80\x99s tools \n'b' Condition Immunities charmed , frightened , paralyzed , petrified , poisoned , stunned \n'b' Senses truesight 120 ft., passive Perception 22 \n'b' Languages Common, Druidic, Elvish, Phantasm, Primordial, Sylvan, Undercommon \n'b' Challenge 20 (25,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Feral Instinct . The Gardener has advantage on initiative rolls. \n'b' Swift . The Gardener can take two reactions per round. \n'b' Legendary Resistance (3/Day) . If the Gardener fails a saving throw, it can choose to succeed instead. \n'b' Spellcasting . The Gardener is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). The Gardener knows the following druid spells:\n'b'\n'b'\n'b' Cantrips : druidcraft, poison spray, resistance , shillelag. \n'b' 1st level (4 slots) : entangle , faerie fire , fog cloud , healing word , longstrider . \n'b' 2nd level (3 slots) : heat metal , hold person , lesser restoratio. \n'b' 3rd level (3 slots) : dispel magic , meld into stone , plant kingdom**, wild regression*. \n'b' 4th level (3 slots) : confusion , conjure woodland beings or minor ravagers**, dominate beast , prehensile appendage*. \n'b' 5th level (3 slots) : greater restoration , insect plague , slumber*/**, tree strid. \n'b' 6th level (2 slot) : conjure fey or ravager**, hea. \n'b' 7th level (2 slot) : fire storm , regenerat. \n'b' 8th level (1 slot) : antipathy/sympath. \n'b' 9th level (1 slot) : foresight * (*) The Gardener casts these spells before combat. (**) These spells can be found in Grimoire. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Gardener makes three staff attacks. \n'b' Staff . Melee Weapon Attack : +9 to hit (+12 to hit with shillelagh ), reach 5 ft., one target. Hit : 10 (2d6 +3) bludgeoning damage, 12 (2d8 + 3) bludgeoning damage when wielded with both hands, or 16 (2d8 + 6) bludgeoning damage with shillelagh . \n'b' Sublime Bines (1/Day) . An eruption of thorny, corrupted brambles occurs in a 120-foot radius around the Gardener. Each creature that is not a ravager and is caught in that area must make a DC 20 Dexterity saving throw, taking 28 (8d6) necrotic damage plus 18 (4d8) poison damage plus 22 (4d10) piercing damage on a failure, or half as much damage on a success. The area affected by the Sublime Bines becomes transcended until the plants die. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Call Minions (1/Day) . The Gardener summons 1d6 sublime ravagers (CR 4 to 5); 2d6 sublime ravagers (CR 2 to 3); or 4d6 sublime ravagers (CR 1 or less). The called creatures arrive in 1d4 rounds, acting as allies of the Gardener and following its commands. They remain for 1 hour or until the Gardener dismisses them as a bonus action. \n'b'\n'b' REACTIONS \n'b'\n'b' Ironbark . When it takes damage from an attack , the Gardener can reduce it by half. In addition, its Speed drops by 5 ft. on the next turn. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Gardener 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 Gardener regains spent legendary actions at the start of its turn. \n'b'\n'b' Cantrip . The Gardener casts a cantrip. \n'b' Galvanize . The Gardener gains 20 temporary hit points . \n'b' Healing Touch . The Gardener touches creature other than itself. The target magically regains 16 (2d8 + 7) hp and is rid of poison and disease. The target can make a DC 20 Charisma saving throw to avoid this effect. Otherwise, the creature is exposed to sublimation (see Introduction). \n'b' Roots (Costs 2 Actions) . The Gardener chooses a creature in a 60-foot radius that it can see. The creature must make a DC 20 Strength saving throw or be wrapped in roots and restrained until the end of its next turn. \n'b' Spellcasting (Costs 2 Actions) . The Gardener casts a 6th level or less spell from its list of prepared spells, using a spell slot as normal. \n'b' Staff . The Gardener makes one staff attack . \n'b'\n'b' LAIR \n'b' Under the influence of the Gardener, the places it inhabits look like oases of disturbing life, filled with giant, double-jawed reptiles, beasts that merge with roots or flowers, humanoid corpses turning into statues of gnarled branches\xe2\x80\xa6 The boundaries between life forms are erased to allow the existence of impossible creatures. \n'b' The Gardener\xe2\x80\x99s Lair remains after its departure. Therefore, one can visit the territory and discover that its master has left in search of a new domain, far from here. After a period of a few months to a few years, the Gardener\xe2\x80\x99s primary influence wanes. The territory remains under the Sublime\xe2\x80\x99s sway; however, all effects specifically tied to the Gardener disappear. \n'b' Inside its lair, the Gardener can take a lair action on initiative count 20 (losing all initiative ties). \n'b'\n'b' Life Burst . All creatures within 60 feet of the Gardener magically regain 20 (3d8 + 7) hp . Each creature can make a DC 20 Charisma saving throw to avoid this effect. Otherwise, the creature is exposed to sublimation (see Introduction). \n'b' Mighty Blows . Until its next lair action, the Gardener\xe2\x80\x99s staff attacks deal an extra 9 (2d8) damage. \n'b' Regression . The Gardener chooses a creature that it can see. The creature must succeed on a DC 20 Intelligence saving throw or suffer the effect of the feeblemind spell until the beginning of the next turn. \n'b' Vital Resilience . Until its next lair action, the Gardener gains immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks, as well as to one type of damage of its choice with the exception of radiant damage. \n'b'\n'b' REGIONAL EFFECTS \n'b' The very nature of the places influenced by the Gardener leads to the appearance of mutations: for several miles water, food, and even air are suffused with the transformative energy of Canker in its sublime aspect. \n'b'\n'b' Memory Tampering . While in the Gardener\xe2\x80\x99s lair, creatures have great difficulty keeping their thoughts in order. The atmosphere is heady, exhilarating, almost delirious, imposing Disadvantage on Intelligence checks to remember something. The leader may also apply the Playing Memory Tampering option to reflect the adventurers\xe2\x80\x99 confusion and loss of focus. \n'b' Proliferating Nature . Vegetation is ubiquitous throughout much of the Gardener\xe2\x80\x99s lair. Adventurers will often find themselves in difficult terrain , with the powerful smells, natural cacophony, and cluttered topography imposing Disadvantage on Wisdom ( Perception ) checks. \n'b' Vivification of Death . With the exception of hunting, the unnatural killing of a creature (combat, accident) results in the immediate transformation of the corpse into a plant resembling the deceased. Here, the Gardener\xe2\x80\x99s enemies become topiaries in its garden. A creature transformed this way cannot be magically brought back to life. \n'b'\n'b' ABOUT \n'b' The Gardener his being somewhat resembles a wild, savage, and contemplative druid . However, details of its appearance change as it wanders and creates strange gardens in the Netherworld and on the surface. \n'b' The earliest evidence of the Gardener\xe2\x80\x99s existence dates back about a millennium, in territories beneath Lothrienne. As its nickname suggests, this powerful ravager is particularly interested in sites lush with greenery, preferably maelossas. It is fascinated by life, which it enthusiastically helps spread; but his contribution is corrupt, a proliferating, unbridled growth, the embodiment of Canker. Nature seems entirely unrestrained as it frantically grows and mounds, with heaps of plants growing on the putrefied bed of their rotting predecessors, again and again. The Gardener knows no limits in its search for ever more lush and inordinate fauna and flora. \n'b' Traces of the Gardener\xe2\x80\x99s existence can be found all over the Netherworld. This character can be used as a campaign backdrop, the sort of being whose name keeps coming up but who is never seen. This powerful ravager has traveled extensively under Cyfandir, taking its time to observe and create sublime gardens before moving on. Each creation is unique and spreads sublimation all around. Followers of the Scarlet Shroud zanrolem are very interested in the Gardener\xe2\x80\x99s transformation from Cankerous prince to Sublime prince. Some interpret it as a path of salvation to the wonders of the world to come. \n'b' According to legend, the Gardener was once a druid determined to defend a Netherworld maelossa under Lothrienne, northeast of the Oldstones. Today, the place may be known as Hrynja-a name hinting at the notion of collapse. \n'b' Ravagers were besieging its domain, and all hope was lost. For the most part, enrooted fey and their allies had fled through Eana\xe2\x80\x99s roots before they were eaten, sliced, or rotted. At that point, death was the only salvation for the rearguard defenders. By then, the druid may have tried to die by fusing with Eana through the casting of a destructive spell called \xe2\x80\x9csupreme osmosis.\xe2\x80\x9d Unfortunately, Hrynja was so permeated with Canker\xe2\x80\x99s essence that the druid was instantly consumed, soon to be reborn under a new form: the Gardener. \n'b' For a time, the Gardener was a Cankerous prince in its own right. Sources differ on how long exactly, but I suspect it was a few decades at most. The erstwhile druid tended to ravager nests and destroyed underground oases. It never fully completed its conquests, and its enemies took advantage of its flawed strategies. Perhaps it was incompetent; perhaps its foes were brilliant. Or perhaps it was acting minimally in accordance with its nature.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Behir \n'b' Family: Behir \n'b' Huge monstrosity , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 168 (16d12 + 64) Speed 50 ft., climb 40 ft.\n'b' STATS STR: 23 (+6) DEX: 16 (+3) CON: 18 (+4) INT: 7 (-2) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +7 Damage Immunities lightning Senses darkvision 90 ft., passive Perception 16 Languages Draconic Challenge 11 (7,200 XP) \n'b' Actions \n'b'\n'b' Multiattack : The behir makes two attacks: one with its bite and one to constrict. \n'b' Bite : Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 22 (3d10 + 6) piercing damage. \n'b' Constrict : Melee Weapon Attack : +10 to hit, reach 5 ft., one Large or smaller creature. Hit : 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn\xe2\x80\x99t already constricting a creature, and the target is restrained until this grapple ends. \n'b' Lightning Breath (Recharge 5-6) : The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b' Swallow : The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained , it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir\xe2\x80\x99s turns. A behir can have only one creature swallowed at a time. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. \n'b'\n'b' About \n'b' This slithering, multi-legged blue reptile has a fearsome head crowned with two large, curling horns.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Glass Bear \n'b' Family: The Glass Menagerie \n'b' Large construct , lawful neutral \n'b' Armor Class 15 (natural armor) Hit Points 114 (12d10 + 48) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 18 (+4) INT: 7 (-2) WIS: 14 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Constitution +6 Skills Perception +5, Survival +5 Damage Resistances cold, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 15 Languages Sylvan Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Sapphire Heart . Whenever the bear suffers cold damage, it regains hit points equal to double that amount at the beginning of its next turn. \n'b' Fey Materials . The essence of the feylands resides in each bear, causing them to be fey as well as constructs. \n'b' Enchanted Glass . As a reaction to falling at or below half of its maximum hit points , the bear begins to fracture. The reach of the bear\xe2\x80\x99s melee weapon attacks increases by 5 ft. and they deal an additional 1d8 piercing damage. \n'b' Shattered Dreams . When the bear reaches 0 hit points , it shatters. Nonfey creatures within 10 ft. must succeed on a DC 15 Intelligence saving throw or suffer 35 (14d4) psychic damage, suffering half as much damage on a successful saving throw. \n'b' Magic Weapons . The bear\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . The bear makes three attacks: one with its bite and two with its claws. \n'b' Glass Roar (Recharge 6) . The glass bear exhales a 15- cone of razor-sharp glass. Each creature in the area must succeed on a DC 15 Dexterity saving throw or suffer 7 (2d6) piercing damage and be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage plus 7 (2d6) piercing damage. \n'b' About \n'b' The guards of the Glass Menagerie, glass bears possess a sapphire heart, marking them as protectors. The term \xe2\x80\x9cbears\xe2\x80\x9d belies what these creatures truly are, towering beasts that stand on their hindlegs and spray glass from their mouth and claws. \n'b' Glass bears loyally obey those they choose to serve \xe2\x80\x93 and no other. \n'b' While most glass bears remain in the service of fey, a precious few have been given as gifts to those whom the glass bear has shown a bond.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Glass Fox \n'b' Family: The Glass Menagerie \n'b' Medium construct , lawful neutral \n'b' Armor Class 13 (natural armor) Hit Points 22 (4d8 + 4) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 12 (+1) INT: 12 (+1) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Damage Resistances poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 13 Languages Sylvan Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Emerald Heart . The fox has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Fey Materials . The essence of the feylands resides in each fox, causing them to be fey as well as constructs. \n'b' Shattered Dreams . When the fox reaches 0 hit points , it shatters. Nonfey creatures within 5 ft. must succeed on a DC 13 Charisma saving throw or suffer 2 (1d4) psychic damage, suffering half as much damage on a successful saving throw. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Mirrorwalking (Recharge 4-6) . The fox creates a shimmering mirror at its location and a location it can see within 40 ft. The fox can walk through these locations as if they were adjacent. The mirrors are not physical objects and remain until the fox is slain or the sun next rises or sets. \n'b' About \n'b' An emerald heart pulses within each glass fox, marking them as scouts and hunters. It is said that they are particularly adept at discovering mist otters.\xc2\xa0A number of glass foxes exist , having been given as gifts, or bought at exorbitant rates.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'The Great Sultan \n'b' Huge elemental , lawful evil \n'b' Armor Class 19 (natural armor) Hit Points 580 (40d12 + 320) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 28 (+9) DEX: 16 (+3) CON: 26 (+8) INT: 22 (+6) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +17, Intelligence +15, Wisdom +11, Charisma +13 Skills Arcana +15, History +15, Insight +11, Perception +11, Persuasion +13 Damage Immunities acid, fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 120 ft., passive Perception 21 Languages Common, Primordial, telepathy 120 ft. Challenge 29 (135,000 XP) \n'b' Special Traits \n'b' Elemental Demise . If the Great Sultan dies, his body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment he is wearing or carrying. \n'b' Innate Spellcasting . The Great Sultan\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). The great sultan can innately cast the following spells, requiring no material components: \n'b' At will : detect magic \n'b' 3/day each : enlarge/reduce , tongues \n'b' 1/day each : conjure elemental (fire elemental only), gaseous form , invisibility , major image , plane shift , wall of fire \n'b' Legendary Resistance (3/day). If the Great Sultan fails a saving throw, he can choose to succeed instead.\n'b'\n'b' Living Flame. A creature that touches the Great Sultan or hits him with a melee attack while within 5 feet of him takes 11 (2d10) fire damage. The creature must succeed on a DC 21 Dexterity saving throw or catch fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. \n'b' Lord of Fire. The Great Sultan\xe2\x80\x99s weapon attacks are magical. When the Great Sultan hits a creature with an attack or spell that deals fire damage, the target\xe2\x80\x99s fire resistance is ignored by the Great Sultan\xe2\x80\x99s fire damage. If the target has immunity to fire damage, it instead has resistance to the Great Sultan\xe2\x80\x99s fire damage. \n'b' Magic Resistance . The Great Sultan has advantage on saving throws against spells and other magical effects. \n'b' Spellcasting . The Great Sultan is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). The Great Sultan has the following wizard spells prepared: \n'b' Cantrips (at will): fire bolt, friends, mage hand , prestidigitation , true strike \n'b' 1st level (4 slots): burning hands , charm person , protection from evil and good , shield , thunderwave \n'b' 2nd level (3 slots): arcane lock , hold person , suggestion , web \n'b' 3rd level (3 slots): counterspell , dispel magic , fireball \n'b' 4th level (3 slots): banishment , confusion , wall of fire \n'b' 5th level (3 slots): dominate person , geas , hold monster \n'b' 6th level (2 slots): chain lightning , mass suggestions \n'b' 7th level (2 slots): delayed blast fireball , forcecage \n'b' 8th level (1 slot): dominate monster , incendiary cloud \n'b' 9th level (1 slot): imprisonment , prismatic wall Wish Granting. At his discretion, Sulymon may grant the wish of another creature (as the wish spell). This is an innate power and does not use any spell slots. The great sultan may only grant three wishes per creature. \n'b' Actions \n'b' Multiattack . The Great Sultan makes four Brazen Scimitar attacks. The great sultan can use his Hurl Flame in place of any Brazen Scimitar attack . \n'b' Brazen Scimitar . Melee Weapon Attack : +21 to hit, reach 10 ft., one target. Hit : 22 (3d6 + 12) slashing damage plus 14 (4d6) fire damage. \n'b' Hurl Flame . Ranged Spell Attack : +13 to hit, range 120 ft., one target. Hit : 35 (10d6) fire damage. \n'b' Fire Tornado (recharge 6). The Great Sultan transforms into a roaring, fiery tornado and moves up to his speed in a straight line. Each creature in the path where the Great Sultan moves must make a DC 21 Dexterity saving throw. On a failure, a creature takes 98 (28d6) fire damage and is carried with the Great Sultan to the end of his path. On a success, a creature takes half the damage and isn\xe2\x80\x99t carried. When the Great Sultan reaches the end of his path, each creature he carries must make a DC 21 Dexterity saving throw. On a failure, a creature is thrown up to 10 feet away from the Great Sultan and knocked prone . On a success, a creature is deposited in a space within 5 feet of the Great Sultan, but isn\xe2\x80\x99t knocked prone . When the Great Sultan reaches the end of his path, he returns back to his true form. \n'b' Legendary Actions \n'b' The Great Sultan 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 Great Sultan regains spent legendary actions at the start of its turn. \n'b' Cantrip . The Great Sultan casts a cantrip. \n'b' Move . The Great Sultan moves up to his speed without provoking opportunity attacks. \n'b' Scimitar . The Great Sultan makes one Brazen Scimitar attack . \n'b' Heat of the Molten Skies (costs 2 actions ). The Great Sultan\xe2\x80\x99s body temperature rises, sending waves of heat outward. Each creature within 20 feet of the Great Sultan must succeed on a DC 21 Constitution saving throw or be incapacitated by the heat until the end of its next turn. \n'b' Cast a Spell (costs 3 actions ). The Great Sultan casts a spell from his list of prepared spells, using a spell slot as normal. \n'b' The Sultan of the Efreet \n'b' The Great Sultan of the Efreet, the Burning One, the Charcoal Lord, the Brazen Commander, Lord of the Fire Kingdoms. \n'b' The Sultan\xe2\x80\x99s true name is Nomylus, Ibn al Kabith, Ibn al Nar, Ibn al Shaitan, Ibn al Fajarah, Ibn al Munkar, Ibn al Maakir, Ibn al Dajjal. \n'b' The Sultan\xe2\x80\x99s full title is Grand Sultan of the Efreet, His All-Renowned Grandmaster of Elemental Fire, All-Seeing All-Knowing Caliph of the City of Brass, Arch-Regent of the Throne of Brass, Genius of Geniuses, Shah of Molten Skies, Pillar of the Faith, Khan of the Fire Sea, Destroyer of Worlds, Defiler of Nations, Pillager of Planes, Subduer of Azer , Binder of Demons, Vanquisher of Salamander , Administrator of Pain, Author of Suffering, Creator of Anguish, Distributor of Wealth, Acquirer of Wisdom , Punisher of Infidels, Purveyor of Justice, Bringer of Law, Keeper of Seals, Patriarch of Culture, and Majarajah of Space and Time, the Granter of Wishes and Revealer of Secrets. If present, the Sultan is seated on the Throne of Brass and gains all of its bonuses while seated on or standing close to the throne, as detailed in its description.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon, Balban (Brute Demon) \n'b' Family: Demons \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 126 (11d10 + 66) Speed 40 ft.\n'b' STATS STR: 25 (+7) DEX: 14 (+2) CON: 22 (+6) INT: 6 (-2) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +10, Wisdom +6, Charisma +6 Skills Intimidation +6, Perception +6 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 16 Languages Abyssal Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Magic Resistance . The demon has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The demon\xe2\x80\x99s weapon attacks are magical. \n'b' Innate Spellcasting . The demon\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The demon can innately cast the following spells at will, requiring no material components:\n'b'\n'b' fear , darkness , dispel magic , teleport , see invisibility \n'b'\n'b' Charge . If the demon moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone . If the target is prone, the demon can make one slam attack against it as a bonus action. \n'b' Actions \n'b' Multiattack . The demon can use its smash, make one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 16 (2d8 + 7) piercing damage. \n'b' Slam . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 17 (3d6 + 7) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and the demon cannot use this attack against another target. \n'b' Smash . One Medium or smaller creature grappled by the demon is smashed into nearby solid objects or a solid surface. The target takes 25 (4d8 + 7) bludgeoning damage and must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn. \n'b' About \n'b' This creature stands at least 12 feet tall with a squat, pot-bellied body, massive arms, and thick, rounded legs. Its head resembles that of a trunkless and tuskless elephant. Four great backward curving horns sprout from its head behind its eyes. Its skin is slate gray with darker areas on its underbelly and back. \n'b' Almost as stupid as the lowly dretches, balbans are hulking monstrosities standing over 10 feet tall. Demonic generals use these creatures in abundance in their armies, relying on the balbans\xe2\x80\x99 love for battle, their great strength, and their knack for destroying objects and structures. Balban squads are brutish, hulking, and hard to control. \n'b' While many demon lords do employ their services, they are deemed highly expendable and are thus encountered on the front lines of any great battle. \n'b' Balbans spend much of their life battling, not necessarily for survival, but simply because they relish the chaos and bloodshed combat brings. \n'b' Balbans attack any creature they encounter on sight, except those they know are more powerful than themselves. Though lacking in the intelligence department, they do not attack any demonic officer in the service of a demon lord (unless they know the officer is weaker and they can kill him or her and make it look like something else was responsible). \n'b' Balbans have slate gray skin, stand at least 12 feet tall and weigh about 4,500 pounds. Their eyes are coal black and their tongues violet. A seemingly constant stream of saliva and gastric juices oozes from their mouths. \n'b' A balban employs simple tactics in battle; smash an opponent, grab an opponent, smash it into pulp, and devour what\xe2\x80\x99s left. Against weaker foes, they are likely to employ their ability to invoke fear or confuse opponents by shrouding themselves in darkness.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'The Hatter \n'b' Medium fey , chaotic neutral \n'b' Armor Class 14 Hit Points 104 (16d8 + 32) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 14 (+2) INT: 15 (+2) WIS: 20 (+5) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +9, Charisma +10 Skills Deception +10, Perception +9, Persuasion +10 Senses passive Perception 19 Languages Sylvan, Common Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Fey Ancestry . The hatter has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put him to sleep. \n'b' Innate Spellcasting . The hatter\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16). The hatter can innately cast the following spells, requiring no components.\n'b'\n'b' At will : detect thoughts , mage hand , prestidigitation \n'b' 2/day : charm person , counterspell , dispel magic , vicious mockery \n'b' 1/day : dominate person , modify memory , suggestion \n'b'\n'b' Magic Resistance . The hatter has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The hatter makes two attacks with his hats. \n'b' Throw Hat . Ranged Weapon Attack : +7 to hit, range 20/60 ft., one target. On a hit, the hat lands on the target\xe2\x80\x99s head. Each type of hat is different. The hatter has two of each hat in his bag.\n'b'\n'b' Spring Hat . The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The targeted creature awakens if it takes damage or another creature takes an action to wake it. It has no effect on constructs and undead. \n'b' Summer Hat . The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the hatter for 1 hour, or until the hatter harms the creature. \n'b' Fall Hat . The targeted creature must succeed on a DC 16 Wisdom saving throw or suffer the effects of a confusion spell. \n'b' Winter Hat . The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target\xe2\x80\x99s speed is halved for 1 minute. In addition, the creature can\xe2\x80\x99t take reactions , and it can take either an action or a bonus action on its turn, not both. The creature 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'The Horned Lord \n'b' Medium undead , lawful evil \n'b' Armor Class 23 (natural armor, robe of the archmagi , Harrowblade , cloak of protection ) Hit Points 285 (38d8 + 114) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 16 (+3) INT: 20 (+5) WIS: 22 (+6) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +9, Intelligence +12, Wisdom +13, Charisma +12 Skills Arcana +12, Deception +12, History +12, Insight +13, Intimidation +12, Perception +13, Persuasion +12, Religion +12 Damage Resistances force; bludgeoning, piercing and slashing damage from nonmagical weapons Damage Immunities cold, necrotic, poison, psychic Condition Immunities charmed , deafened, exhaustion , frightened , paralyzed , poisoned , unconscious Senses truesight 120 ft., passive Perception 23 Languages Common Challenge 22 (41,000 XP) \n'b' Special Traits \n'b' Special Equipment . The Horned Lord wears a cloak of protection , ring of spell turning , and a black robe of the archmagi . He has +1 to all saving throws while wearing the cloak. He also wields the infamous Harrowblade (see sidebar for more details). \n'b' Spellcasting . The Horned Lord is an 18th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). The Horned Lord has the following wizard spells prepared:\n'b'\n'b' Cantrips (at will) : acid splash , chill touch , ray of frost \n'b' 1st level (4 slots) : detect magic , magic missile , shield , thunderwave \n'b' 2nd level (3 slots) : acid arrow , blur , detect thoughts , levitate \n'b' 3rd level (3 slots) : animate dead , dispel magic , fireball , lightning bolt \n'b' 4th level (3 slots) : confusion , ice storm \n'b' 5th level (3 slots) : cloudkill , scrying \n'b' 6th level (1 slot) : disintegrate , wall of ice \n'b' 7th level (1 slot) : finger of death , teleport \n'b' 8th level (1 slot) : dominate monster , power word stun \n'b' 9th level (1 slot) : power word kill \n'b'\n'b' Turn Resistance . The Horned Lord has advantage on saving throws against any effect that turns undead. \n'b' Magic Resistance . The Horned Lord has advantage on saving throws against spells and other magical effects. \n'b' Regeneration . The Horned Lord regains 1d6 hit points at the beginning of his turn if he has at least 1 hit point. \n'b' Actions \n'b' Multiattack . The Horned Lord makes three attacks with Harrowblade. \n'b' Harrowblade . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 12 (2d6+5) slashing damage plus 14 (4d6) cold damage. On a natural 19 or 20 attack roll, living creatures must make a DC 20 Wisdom saving throw, taking 14 (4d6) psychic damage on a failed save, or half as much damage on a successful one. \n'b' Dominate (Recharge 5-6) . The Horned Lord speaks in a commanding voice, calling on all to bow down to him. Each creature within 60 feet of the Horned Lord must succeed on a DC 20 Wisdom saving throw or be incapacitated for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the Horned Lord\xe2\x80\x99s Dominate for the next 24 hours. \n'b' Legendary Actions \n'b' The Horned Lord 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 Horned Lord regains spent legendary actions at the start of his turn. \n'b' Cantrip . The Horned Lord casts a cantrip. \n'b' Cast a Spell (Costs 2 Actions) . The Horned Lord casts a prepared spell. \n'b' Stunning Wave (Costs 2 Actions) . The Horned Lord unleashes a pulse of overwhelming evil energy. Each living creature within 20 feet of the Horned Lord must make a DC 20 Constitution saving throw or be stunned until the end of the Horned Lord\xe2\x80\x99s next turn. \n'b' Death Gaze (Costs 3 Actions) . The Horned Lord chooses one creature within 60 feet of it that it can see. The creature must make a DC 18 Constitution saving throw. On a failure, the creature drops to 0 hit points . On a success, a creature takes 21 (6d6) psychic damage. \n'b' Lair Actions \n'b' The Horned Lord instinctively makes his lair in a dark fortress, located in the heart of a wasteland far from civilization, and here, he marshals his evil forces, summons nightmarish demons, and performs unspeakable sacrifices. Guarded by hordes of evil humanoids and fiends, the Horned Lord can also perform several unique acts to help defend himself against those who dare to challenge him in his lair. \n'b' On Initiative 20 (losing initiative ties), the Horned Lord takes a lair action to cause one of the following effects. The Horned Lord can\xe2\x80\x99t use the same effect two rounds in a row. \n'b' Miasmal Cloud . A dark miasma permeates the area in a 90-foot radius from the Horned Lord. All living creatures in the area must make a DC 20 Constitution saving throw or be poisoned until the end of Horned Lord\xe2\x80\x99s next turn. \n'b' Shades . The Horned Lord summons memories and shades from one living creature\xe2\x80\x99s past. The creature must make a DC 18 Wisdom saving throw or take 36 (8d8) psychic damage and gain a level of exhaustion . \n'b' Wall of Arms . The Horned Lord can make the ghostly limbs of past victims manifest in the air around foes in a 60-foot radius centered on him. Each creature in this area must make a DC 20 Dexterity saving throw or be restrained until the end of the Horned Lord\xe2\x80\x99s next turn. \n'b' Special Equipment: \xe2\x80\x9cHarrowblade\xe2\x80\x9d \n'b' Weapon (scythe), artifact (requires attunement) \n'b' This perpetually bloody weapon is a crooked scythe, a farming implement. It appears truly ancient, the blade filthy with ichor and long rust-covered. It stands 7 feet tall and exudes menace; it awakens a primal fear within all living creatures, causing their bowels to loosen in terror. \n'b' Unholy Aura . Living creatures cannot take long rest s within 300 feet of Harrowblade. In addition, within 10 feet of Harrowblade, all holy water is destroyed, and creatures of CR 0 and plants that are not creatures die. \n'b' Magic Weapon . Harrowblade is a heavy, two-handed weapon that deals 2d6 slashing damage plus 4d6 cold damage on a hit, and you have a +3 bonus to attack and damage rolls made with the weapon. You score a critical hit if you roll a natural 19 or 20 on the attack roll with the weapon, and any living creature struck by the critical hit must make a DC 20 Wisdom saving throw, taking an additional 4d6 psychic damage on a failed saving throw, or half as much damage on a successful saving throw. Finally, Harrowblade also functions as a mace of terror , save that it has 7 charges and regains them at midnight. \n'b' Blessings of the Dead . You have a +1 bonus to your Armor Class while you wield Harrowblade, and have resistance to radiant damage. In addition, at the beginning of each of your turns, you regain 1d6 hit points if you have at least 1 hit point remaining. \n'b' Sentience . Harrowblade is a lawful evil magic weapon . It has hearing and vision to a distance of 120 feet and understands all the languages you do. It can communicate with emotions alone. It has an Intelligence of 10, a Wisdom of 14, and a Charisma of 16. Harrowblade\xe2\x80\x99s purpose is to enslave all living creatures and enthrone its wielder atop the new empire of tyranny it has helped create. It will rebel against a wielder whom it believes is not strong enough to carry out such a task. \n'b' Destruction . Harrowblade can be destroyed by a group of 7 lawful good clerics immersing Harrowblade into a bath of holy water, then each casting holy aura on the weapon. The combined might of these blessings is enough to shatter the blade of the magic weapon into fragments, leaving it nascent\xe2\x80\xa6until the Horned Lord rises again. \n'b' Regional Effects \n'b' The region around the Horned Lord\xe2\x80\x99s lair is warped by his magic, creating one or more of the following effects: Hot Lava. Fissures and magma eruptions spread across the area, destroying structures and causing 11 (2d10) fire damage per turn to anyone who falls into one. \n'b' Dark and Stormy . The sky grows gloomy and clouded, causing dim light conditions and occasionally lightly obscured patches of smoke and dark fog. \n'b' Sulfurous Gas . Vents of sulfurous gas release poison into the atmosphere. Anyone encountering such a vent must make a DC 12 Constitution saving throw or take 13 (3d8) poison damage and be poisoned for 1d6 hours. If the Horned Lord dies, conditions surrounding the lair return to normal over the course of 1d10 days. \n'b' About \n'b' An aura of terror radiates from the figure on the throne as it regards you with burning red eyes. It is a clean, fleshless skeleton seemingly crafted from pale stone, a pair of great antlers rising from its bare skull, and it is clad in rich purple robes. In one hand it clutches a tall, wickedly curved scythe that pulses with evil energies. \n'b' The foul being known as the Horned Lord has troubled civilization for millennia, returning time and again from apparent destruction to once more lead his hordes in a war of conquest. So many times has the Horned Lord returned that his origins are lost the depths of legend, to the point that no one living knows the truth. \n'b' The Horned Lord\xe2\x80\x99s rising recurs every few generations, usually just as the tales of his last rise are beginning to fade from memory. He returns through some unusual process, often foretold by prophecy \xe2\x80\x93 accidentally awakened by adventurers, summoned by cultists, returned when the stars are right, and so on \xe2\x80\x93 inevitably accompanied by his feared minions, the twelve shadow captains. Once he has proclaimed his return, the Horned Lord begins to assemble an army of orcs, gnolls, humans, or other evil beings, corrupt the surrounding kingdoms through the acts of cultists or secret followers, and sets out once more on the path of conquest. \n'b' Just as surely as the Horned Lord rises, so he falls, but only after untold destruction and bloodshed. The coming of the Horned Lord inevitably heralds an end to civilization and the beginning of a barbaric dark age. Only when civilization has returned to its original level does the Horned Lord return and the cycle repeats itself. \n'b' No one truly knows where the Horned Lord came from, and in fact, he rises up again only when stories about him have begun to fade from memory. The truth can be found, but it would require travel into the distant past, research into incredibly ancient books, or communication with the gods themselves. Countless millennia ago a monarch sought to build the greatest empire that the world had ever known. In doing so he made deals with many gods and wielded vast magical power, and as his power grew, so did his arrogance. When at last he had achieved his goal \xe2\x80\x93 a vast and unconquerable empire with him at its head \xe2\x80\x93 he was blinded by his pride and declared himself greater than the gods and turned his back on them. The emperor was to be the realm\xe2\x80\x99s only god, and all the deities of the past were to be forgotten, their priests slaughtered and their temples overthrown. \n'b' As one might guess, the gods were mightily displeased and struck down the emperor, cursing both him and his realm. \n'b' Soon his proud empire had crumbled to dust and barbarism ruled the land. \n'b' But the gods had not finished with the emperor, so great was his transgression. He was transformed into an undead thing, doomed to be reborn again and again, consumed by the desire for conquest \xe2\x80\x93 a desire that can never be fulfilled. Always would the Horned Lord see his dreams crumble, and perish among the ruins of civilization. Always would he return with the same dreams of conquest, only to be crushed and forgotten. \n'b' Dealing with the Horned Lord can provide PCs with a number of challenges. At the very least, he is your garden variety Evil Dark LordTM determined to spread his evil like a stain across the land. On the other hand, should the adventurers learn something about his history and the cyclical nature of his appearances, they may deduce that this one is subtly different. Further research may reveal a way of lifting the Horned Lord\xe2\x80\x99s curse and possibly freeing him \xe2\x80\x93 and the entire world \xe2\x80\x93 from his endless cycle of war and destruction. This would, of course, require a fairly involved series of high-level adventures, possibly including direct contact and appeal to the gods themselves.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'The King of Spirits \n'b' The king of spirits manifests as a large lion with thick, white fur. He wears a red mask and his body is adorned with gilded armor, polished to a mirror finish . \n'b' Large celestial, lawful good \n'b' Armor Class 20 (natural armor) Hit Points 225 (18d10 + 126) Speed 60 ft., fly 60 ft.\n'b' STATS STR: 25 (+7) DEX: 20 (+5) CON: 25 (+7) INT: 18 (+4) WIS: 23 (+6) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +13, Wisdom +12, Charisma +12 Skills Insight +12, Perception +12, Persuasion +12 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities radiant Condition Immunities charmed , exhaustion , frightened Senses truesight 120 ft., passive Perception 22 Languages all, telepathy 120 ft. Challenge 17 (18,000 XP) \n'b' Special Traits \n'b' Aura of Protection . All allies within 30 feet of the king of spirits gain a +6 bonus to saving throws as long as the king of spirits is conscious. \n'b' Divine Weapons . The king of spirits\xe2\x80\x99s weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 18 (4d8) radiant damage (already included below). \n'b' Magic Resistance . The king of spirits has advantage on saving throws against spells and other magical effects. \n'b' Pack Tactics . The king of spirits has advantage on attack rolls against a creature if at least one of his allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Multiattack . The king of spirits makes two attacks: one with his bite and one with his claws. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 11 (1d8 + 7) piercing damage plus 18 (4d8) radiant damage. \n'b' Claws . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 10 (1d6 + 7) slashing damage plus 18 (4d8) radiant damage. \n'b' Summon Spirit (1/day) . The king of spirits can summon any combination of 2d4 good-aligned ghosts, uraeuses, or couatls; 1d4 temple dogs, unicorns, or good-aligned wraiths; or one buraq or deva. The spirits and celestials appear in unoccupied spaces within 60 feet of the king of spirits and act as his allies. They remain for 1 minute or until the king of spirits dismisses them as an action. \n'b' Reactions \n'b' Divine Protection . When a creature makes an attack against the king of spirits or one of his allies within 30 feet, the king of spirits grants the target of the attack a +5 bonus to its AC until the start of his next turn. \n'b' Legendary Actions \n'b' The king of spirits 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 king of spirits regains spent legendary actions at the start of his turn. \n'b' Claw . The king of spirits makes one claw attack . \n'b' Enlightening Roar . Each creature he chooses within 30 feet of him can immediately repeat a saving throw to end one condition currently affecting it. \n'b' Divine Command (Costs 2 Actions) . The king of spirits roars a command at one allied undead or celestial within 30 feet of him. It can move up to its speed and make one attack as a reaction . The creature doesn\xe2\x80\x99t provoke an opportunity attack from this movement. \n'b' About \n'b' Sworn Enemies . The king of spirits has sworn his life to the defeat of his former lover, the demon queen of witches. Though he works to spread harmony throughout existence, much of his time is spent countering her schemes. \n'b' Celestial Allies . The king of spirits is rarely without an entourage of like-minded celestials ready to aid him at a moment\xe2\x80\x99s notice. Good-aligned ghosts and wraiths flock to him, particularly those wronged by loved ones or who fell victim to the demon queen of witches and the machinations of her worshipers.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'The Last Guardian \n'b' Large mythic fey , lawful good \n'b' Armor Class 27 (natural armor) or 32 (Ablative Light) Hit Points 2,484 (184d10 + 1,472) Speed 50 ft., fly 90 ft.\n'b' STATS STR: 28 (+9) DEX: 19 (+4) CON: 27 (+8) INT: 20 (+5) WIS: 28 (+9) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +20, Dex +15, Con +19, Int +16, Wis +20, Cha +18 Skills Acrobatics +15, Nature +27, Perception +20, Survival +20 Damage Resistances bludgeoning, piercing, and slashing from non-Epic creatures Damage Immunities poison Condition Immunities charmed Senses darkvision 120 ft., passive Perception 30 Languages Celestial, Elvish, Sylvan, Symastai Challenge Mythic 7 \n'b' SPECIAL TRAITS \n'b'\n'b' Ablative Light . While it is not incapacitated the guardian is surrounded by a shimmering barrier of golden force in a 20-foot-radius sphere. The guardian has a +5 to its AC against attacks from outside the area and takes half damage from creatures outside the area. \n'b' Glorious Charger . The guardian can take the Dash action as a bonus action. Additionally, if the guardian moves at least 20 feet straight toward a target and hits it with a Horn attack on the same turn, the target is instead critically hit and the guardian may push the target ahead of it for as long as it continues to move in a straight line that turn. \n'b' Graceful Resilience (5/Day) . When the guardian fails a saving throw, it can choose to fail gracefully. When it does so, the guardian is immune to any effects it would suffer on a failure for 1 minute. \n'b' Prismatic Power . The guardian\xe2\x80\x99s weapon attacks are magical. When the guardian hits with any attack, it deals an extra 27 (6d8) radiant damage (included in the attack). Additionally, the attack deals extra damage based on which lights it has awakened according to its Awakened Radiance mythic action. The details of the extra damage are listed here, and its effects are cumulative with each light the guardian has awakened.\n'b'\n'b'\n'b' Red . 18 (4d8) fire \n'b' Orange . 18 (4d8) acid \n'b' Yellow . 18 (4d8) lightning \n'b' Green . 18 (4d8) poison \n'b' Blue . 18 (4d8) cold \n'b' Indigo . 18 (4d8) force \n'b' Violet . 18 (4d8) necrotic \n'b' Mysterious . 18 (4d8) arcane \n'b'\n'b' MYTHIC ACTIONS \n'b' On initiative count 10 (losing initiative ties), the guardian takes a mythic action to cause the following effect: Awakened Radiance. The guardian awakens the magical power of light, unleashing a color of its choice from the following options. When it does so it unleashes a burst of light in a 300-foot-radius sphere. Each enemy creature in the area must succeed on a DC 28 Constitution saving throw or suffer an effect according to which color the guardian chose, as detailed here. Additionally, the guardian gains immunity to a type of damage associated with the color it chose. The benefits of this feature last until the guardian finishes a short or long rest, and the guardian cannot choose the same color more than once per short or long rest. \n'b'\n'b' Red . The guardian is immune to fire damage. On a failed save a creature takes 65 (10d12) fire damage. \n'b' Orange . The guardian is immune to acid damage. On a failed save a creature takes 55 (10d10) acid damage and is blinded until the end of its next turn. \n'b' Yellow . The guardian is immune to lightning damage. On a failed save a creature takes 55 (10d10) lightning damage and is stunned until the end of its next turn. \n'b' Green . The guardian is immune to poison damage. On a failed save a creature takes 55 (10d10) poison damage and has Epic disadvantage on attack rolls, saving throws, and ability checks until the end of its next turn. \n'b' Blue . The guardian is immune to cold damage. On a failed save a creature takes 55 (10d10) cold damage and its speed is reduced to 0 until the end of its next turn. \n'b' Indigo . The guardian is immune to force damage. On a failed save a creature takes 55 (10d10) force damage and is pushed 60 feet away from the guardian. \n'b' Violet . The guardian is immune to necrotic damage. On a failed save a creature\xe2\x80\x99s hit point maximum is reduced to its current hit points . This effect immediately ends if the target is affected by a heal or greater restoration spell. \n'b' Mysterious . The guardian is immune to non-Epic spells. On a failed save a creature takes 55 (10d10) arcane damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The guardian makes two Hooves attacks and one Horn attack . Instead of making its two Hooves attacks, the guardian can take the Dash action. \n'b' Gaze of Tranquility . The guardian locks eyes with a creature that can see it and attempts to inflict the creature with an Epic curse. The target must succeed on a DC 28 Wisdom saving throw or be cursed with feelings of peace and nonviolence. While so cursed the creature has Epic disadvantage on attack rolls and cannot make attacks on other creature\xe2\x80\x99s turns. A targeted creature can take a reaction to automatically succeed on this saving throw by averting its eyes, but a creature that does so falls prone in shame and must remain prone until the end of its next turn. \n'b' Hooves . Melee Weapon Attack : +20 to hit, reach 5 ft. One target. Hit : 27 (4d8 + 9) bludgeoning and 27 (6d8) radiant. \n'b' Horn . Melee Weapon Attack : +20 to hit, reach 5 ft. One target. Hit : 35 (4d12 + 9) bludgeoning and 27 (6d8) radiant. If the target is a creature, the guardian can choose to instead deal no damage and instantly cast an Epic spell from the options listed. The Epic spell only affects the target of the attack, and the guardian does not need to concentrate to maintain the spell\xe2\x80\x99s effects for the duration. Once the guardian has cast an Epic spell in this manner, it cannot cast that Epic spell again until it finishes a long rest. \n'b' Epic spell options4 : antimagic ray (tier 3), determinism, planar eviction, transmogrification, venom lance (tier 3) \n'b' Mystical Wish . The guardian casts the spell wish (spell save DC 28, +20 to hit with spell attacks), but it cannot target itself with any effect it produces in this manner. If the guardian would suffer stress (as per the wish spell) when taking this action, it instead suffers no stress and cannot use this feature again until it finishes a long rest. \n'b' Sunfall (Recharge 5-6) . The guardian magically teleports itself to an unoccupied space within 300 feet of it that is in the air and begins to glow like the sun, emitting daylight in a 300-foot radius until the end of its next turn. At the start of the guardian\xe2\x80\x99s next turn, enemy creatures within the area of daylight that are also outside the guardian\xe2\x80\x99s area of Ablative Light must succeed on a DC 28 Constitution saving throw or be stunned for 1 minute and permanently blinded . At the end of each of its turns a creature so stunned can repeat the saving throw, ending the effect on a success. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The guardian 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 guardian regains spent legendary actions at the start of its turn. \n'b'\n'b' Canter . The guardian moves up to 30 feet. \n'b' Hooves . The guardian makes a Hooves attack . \n'b' Gather the Sun (Costs 2 Actions) . The guardian recharges its Sunfall action. \n'b' Gaze of Tranquility . The guardian uses its Gaze of Tranquility action. \n'b' Mystical Wish (Costs 2 Actions) . The guardian uses its Mystical Wish action. \n'b'\n'b' MYTHIC EFFECTS \n'b' As a mythic creature, the last guardian causes the following effects. \n'b' The Last One . The guardian is the last of its kind and is considered sacred by the universe. It cannot be returned to life by non-Deific effects, and other creatures cannot take its form or create illusions of it. \n'b' Protector of Leaf and Claw . The guardian is aware of the presence of any beasts and plants within 10 miles of it. If a beast or plant within the area dies, the guardian learns the subject\xe2\x80\x99s exact location at its time of death. Additionally, the guardian can instantly identify on sight whether a creature has killed a beast or plant within the last 24 hours, regardless of what form the perpetrator has assumed. \n'b' Description \n'b' The fey creature appears as a winged unicorn with a mane and tail of shimmering, prismatic light. Its eyes burn with a vengeful flame, and its hooves emit brilliant displays of light wherever it treads. Its power is staggering and has gone unchallenged throughout its five-hundred-year tenure as warden of the wilds. The guardian can be found confidently patrolling at all hours. It is customary to avert one\xe2\x80\x99s eyes while in the presence of the guardian, and those who disrespect the creature reap devastating consequences.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'The Lernaean Hydra \n'b' Gargantuan monstrosity , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 525 (30d20 + 210) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 27 (+8) DEX: 7 (-2) CON: 25 (+7) INT: 4 (-3) WIS: 17 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +15, Con +14, Wis +10 Skills Intimidation +8, Perception +17 Damage Immunities acid, poison Senses darkvision 120 ft., passive Perception 27 Languages \xe2\x80\x93 Challenge 23 (50,000 XP) \n'b' Special Traits \n'b' Amphibious . The Lernaean Hydra can breathe air and water. \n'b' Burning Blood . When the hydra takes piercing or slashing damage, each creature within 5 feet of the hydra takes 10 (3d6) acid damage. \n'b' Multiple Heads . The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded , charmed , deafened, frightened , stunned, or knocked unconscious. Whenever the hydra takes 40 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of each turn, it grows two heads for each that died since its last turn. The hydra does not regrow heads that have been destroyed by fire damage. The hydra regains 10 hit points for each head regrown in this way. \n'b' Reactive Heads . For each head the hydra has above one, it gets an extra reaction that can be used only for opportunity attacks. \n'b' Actions \n'b' Breath Weapon (Recharge 5-6) . The Lernaean Hydra exhales burning poison in a 60 ft cone. Each creature in the affected area must make a DC 22 Dexterity saving throw, taking 40 (9d8) acid damage and 40 (9d8) poison damage on a failed save, or half as much damage on a successful one. \n'b' Multiattack . The hydra makes as many Bite attacks as it has heads and one Tail Swipe attack. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 20 ft., one target. Hit : 19 (2d10 + 8) piercing damage. \n'b' Tail Swipe . Melee Weapon Attack : +15 to hit, reach 25 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. In addition, the target must succeed on a DC 23 Strength saving throw or be knocked prone . \n'b' Legendary Actions \n'b' The hydra 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 hydra regains spent legendary actions at the start of its turn. \n'b' Detect . The hydra makes a Wisdom ( Perception ) check. \n'b' Move . The hydra moves up to half its movement speed. \n'b' Attack . The hydra makes a Bite attack or Tail Swipe attack. \n'b' About \n'b' The Lernaean Hydra, or \xe2\x80\x93 more commonly \xe2\x80\x93 the hydra, is an aquatic monster with many heads that lives in the lake Lerna situated above the entrance of the underworld. It\xe2\x80\x99s breath is said to be so poisonous that just breathing it is enough to be burned from the inside. The hydra\xe2\x80\x99s main, and most well-known, strength is the ability to regrow two heads each time one is cut down; making it a fierce opponent for even the most legendary warriors.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'The Magpie Count \n'b' Medium fey , chaotic neutral \n'b' Armor Class 15 \n'b' Hit Points 121 (22d8 + 22) \n'b' Speed 30 ft., fly 60 ft.\n'b' STATS STR: 13 (+1) DEX: 18 (+4) CON: 12 (+1) INT: 12 (+1) WIS: 15 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Wis +5, Cha +7 \n'b' Skills Animal Handling +5, History +4, Persuasion +7, Religion +4 \n'b' Senses passive Perception 12 \n'b' Languages Auran, Common, Sylvan \n'b' Challenge 7 (2,900 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Bird Speech . The Magpie Count can speak with and be understood by birds with an intelligence score of 3 or less. \n'b' Deceptive Beauty . The Magpie Count has advantage on all Charisma ability checks and saving throws. \n'b' Flyby . The Magpie Count does not provoke opportunity attacks when he flies out of an enemy\xe2\x80\x99s reach. \n'b' Mimicry . The Magpie Count can mimic animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom ( Insight ) check. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Magpie Count makes two Thieving Talons attacks. \n'b' Thieving Talons . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 4) slashing damage. On a hit, the target must succeed on a DC 15 Dexterity saving throw or have an item (GM\xe2\x80\x99s choice) stolen from them. If stolen, the item magically teleports into the hands of the Magpie Count. \n'b' Birdsong . The Magpie Count sings a lovely song. Each creature within 30 feet of the Magpie Count that can hear must make a DC 15 Charisma saving throw or fall unconscious as the song lulls them to sleep . A creature awakens if it takes damage or if another creature takes an action to wake it. \n'b' Summon Ravens . The Magpie Count summons 1d4 swarms of ravens. The swarms act right after the Magpie Count on the same initiative count. The Magpie Count can have no more than four swarms of ravens under his control at one time. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Summon Magpies (1/Day) . The Magpie Count summons a swarm of knighted magpies. The swarm acts right after the Magpie Count on the same initiative count. The Magpie Count can have only one swarm of knighted magpies under his control at one time. \n'b'\n'b' REACTIONS \n'b'\n'b' Spellsteal . Immediately after a creature casts a spell that targets the Magpie Count or includes him in its area of effect, he can make a Charisma ability check against the spellcaster\xe2\x80\x99s spell save DC. If successful, the Magpie Count negates the spell\xe2\x80\x99s effect against him, and he steals the knowledge of that spell. The Magpie Count knows this spell and can cast it as an action. The Magpie Count\xe2\x80\x99s spell save DC is 15, and he has a +7 to hit with spell attacks. The spellcaster can\xe2\x80\x99t cast the stolen spell until the Magpie Count steals another spell or the spellcaster takes a long rest. The Magpie Count can only know one stolen spell at a time. If he attempts to steal a spell, he loses knowledge of any previously stolen spell. \n'b'\n'b' TACTICS \n'b' The Count and his traveling court call both the Material Plane and the Fey Realm home. They are usually encountered in forests and cities, on roofs, or within crowns of tall towers. Since the lowlier birds that fill his court migrate and he considers himself a most gracious sovereign, it\xe2\x80\x99s more likely to find him in the South during winter and North in the summer. He\xe2\x80\x99s been known to take up residence in quiet hollers near urban centers where trade is plentiful, so his agents might come across carts to burgle for their shiny wares. \n'b' The Count rarely leaves his court, and so will be in the thick of a strange collection of glittering nests, broken glass littering the ground, and bits of wrapping paper and coins strewn over a throne decorated with colorful trash. The Count sits here, handing out decrees and managing his flock of allies. \n'b' ABOUT \n'b' The beautiful, petty ruler of broken and shiny things, the Magpie Count is a member of imagined nobility who keeps a court of colorful trash, winged scavengers, and those who\xe2\x80\x99ve wandered through his domain, only to be lost to his mesmerizing allure. The Count\xe2\x80\x99s aims are to acquire beautiful things and destroy all which he desires but cannot possess. \n'b' The Magpie Count at least dresses as a noble peer, typically appearing as a tall, androgenous man with long black hair and wearing a velvet suit adorned with medals, bright ribbons, and other trinkets. A wide set of black wings are wrapped around his back, held fast by a silken sash. Within a human court, in a dark corner, he might almost pass as an eccentric military man whose theaters are far behind him or a long-lost cousin no one wants to claim ancestry to. His eyes are a bright green that sparkle with their own light and nervously snap from place to place. \n'b' Stories regarding the Magpie Count\xe2\x80\x99s origin abound, all of them more fantastical than the last. Some tales claim he is a bird turned into a man by a sorceress who fancied herself a queen and needed a consort she could control. Others claim the Count was a haughty, jealous man cursed into a kind of wandering kleptomaniac after he stole from a sorcerer . No matter the tale, there must be something magical about the Count\xe2\x80\x99s formation, for the birds he keeps do seem to follow him around, answering his summons and obeying his whims. \n'b' Most curious of these is the large flock of magpies he calls his \xe2\x80\x9cknights,\xe2\x80\x9d marked with silver lines of shining paint that run down their breasts. \n'b' Whatever the truth of his history, the Magpie Count is an envious and prideful creature, given to fits of rage should he not get what he wants. He is not cruel so much as he is scattered in what it means to have a \xe2\x80\x9cproper\xe2\x80\x9d manner, almost as if he were a child-king on a toy throne, and all promises ought to be followed to the letter. While quick and clever, the Count is not beyond being tricked. Just be aware that a trick played on him will be visited ten-fold back on the trickster. \n'b' Lonely Mimic . With most of his allies being birds, the Magpie Count finds himself often lonely. To fill this void, he talks to himself using various accents and has taught his court of birds a set of unique voices. The Count spends hours going through conversations with them, but given the stilted, all-to-quick responses of the birds, one must think these are well-rehearsed parodies, and all the \xe2\x80\x9ctalking\xe2\x80\x9d of the court is merely some pre-scripted series of actions . A farce of friends and lively conversation. \n'b' A Mockery of Courtly Life . In proper keeping with other noble courts, the Magpie Count has established an inner circle of advisors. A barn owl for its wisdom, a crow for its scheming mind, several doves for their beauty and gossip, a kestrel for its strength, and a raven he slyly names as his loyal assassin. Whether these birds serve their supposed purpose is anyone\xe2\x80\x99s guess, but the Magpie Count seems to think they are all quite capable in their roles. \n'b' Jealous Thief . If the Magpie Count can\xe2\x80\x99t have it, no one can. The Count may want that broach an adventurer is wearing, the glittery hilt of a ceremonial family sword, or the knowledge of spells locked away inside a sorcerer \xe2\x80\x99s mind. He may even desire those intangible things called \xe2\x80\x9chappiness\xe2\x80\x9d and \xe2\x80\x9clove\xe2\x80\x9d he has heard so much about. If he finds them near his court, he may do terrible things to have them. \n'b' An Admirer of Beauty . The Magpie Count is enamored with beauty. It is easy to distract and tempt him with offers of something shiny he wishes to add to his collection. What he considers \xe2\x80\x9cbeautiful,\xe2\x80\x9d however, can be a bit strange. While a human might be obsessed with a magnificent painting, the Count might be just as taken by a bit of garland twisting about in a tree. \n'b' Sincere Wishes . The Magpie Count is eager to make friends and have more voices in his court beyond himself and his birds. To that end, he is willing to accept deals that would ensure someone at least comes back to visit him and spend time in his domain. The Count makes his deals plainly and keeps his end of any bargain without fault. Woe to those negotiators who fail to keep up their side of the bargain. \n'b' The Magpie Count\xe2\x80\x99s Feathers \n'b' The Magpie Count\xe2\x80\x99s feathers have magical properties. The Count sometimes gifts them to those who have assisted him.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Behir, Adult \n'b' Family: Behir \n'b' Huge monstrosity , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 168 (16d12 + 64); Wound Threshold 42 Speed 50 ft., climb 40 ft.\n'b' STATS STR: 23 (+6) DEX: 16 (+3) CON: 18 (+4) INT: 8 (-1) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +7 Damage Immunities lightning Condition Immunities frightened Senses darkvision 90 ft., passive Perception 16 Languages Behir, Undercommon Challenge 11 (7,200 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The behir makes two attacks: one with its bite and one to constrict, or two playful swipes. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 22 (3d10 + 6) piercing damage. \n'b' Constrict . Melee Weapon Attack : +10 to hit, reach 5 ft., one Large or smaller creature. Hit : 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 18) if the behir isn\xe2\x80\x99t already constricting a creature, and the target is restrained until this grapple ends. \n'b' Lightning Breath (Recharge 5-6) . The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b' Playful Swipe . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 11 (1d10 + 3) bludgeoning damage. \n'b' Swallow . The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained , it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir\xe2\x80\x99s turns. A behir can have only one creature swallowed at a time. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone . \n'b'\n'b' ABOUT \n'b' Some behirs from agreements with the more savage tribes. They then become the executioners of ruthless judiciary systems. They sometimes have arenas or sinister pits carved out for them, into which their victims are dropped. The layout may be simple, or a veritable maze in which one could wander for hours. The judges may tell the convict that there\xe2\x80\x99s an exit, and that they\xe2\x80\x99ll be pardoned if they manage to escape. The behir itself may deign to spare some of its prey, while making sure any survivors are so few in number and so traumatized by the experience that people will live in terror of it, which seems to bring it great pleasure. \n'b' Behirs are certainly arcane creations, going back to the era of the Fated Kings. A wizard named Beh\xe2\x80\x99Irren designed this monstrous species. \n'b' Beh\xe2\x80\x99Irren may have been a drow living in the Netherworld deep beneath the Drakenbergen. \n'b' Their goal was to create a supreme guardian for their domain. However, Beh\xe2\x80\x99Irren was confronted with a challenge. He (or she) was dead set on having a behir capable of speech and of understanding orders, but such an intelligent creature would be open to emotions, and might take pity on any intruders. \n'b' The ability to feel fear is indissociable from being able to recognize fear in others. This was also intimately linked with empathy and altruism. Beh\xe2\x80\x99Irren decided to completely suppress their creation\xe2\x80\x99s ability to feel fear in order to remove this flaw. \n'b' The experiment succeeded to an extent: without experiencing fear, behirs could no longer recognize it. Many believe that behirs take pleasure in instilling fear, but in reality, they\xe2\x80\x99re simply amused by the erratic behavior caused by extreme terror. They enjoy what they gain by threatening others, seeing these methods as effective and easy to use. \n'b' From this unfortunate tale, we should note that Beh\xe2\x80\x99Irren never obtained the guardians they desired, because they ended up being killed and devoured. Their lair was then charged with magic, meaning time had little impact on its state of decay, despite the centuries. It may still be possible to find Beh\xe2\x80\x99Irren\xe2\x80\x99s work there and learn how to restore the behirs\xe2\x80\x99 sense of fear and empathy. Even if it\xe2\x80\x99s a perilous quest, it\xe2\x80\x99s no doubt easier than trying to exterminate these creatures. \n'b' The behir is a fascinating creature, possessing swift flexibility like a bright blue snake, and many legs with which it can cling to any rocky surface. It prefers the underground, gorges, and caves, but may also venture above ground, preferably in dark undergrowth or at night. \n'b' Passion for the Hunt \n'b' A behir\xe2\x80\x99s existence is devoted to hunting, which it does in a manner similar to cats. It locates prey, ensures they have no escape, and toys with them. It tries to scare them with falling rocks, strange hooting, fleeting apparitions\xe2\x80\xa6 Its victims\xe2\x80\x99 nerves are viciously put to the test. It prefers to attack lone travelers (those off scouting, tending to biological needs, fetching water\xe2\x80\xa6), before hiding and savoring the resulting echoing sounds of panic.\xc2\xa0It also uses the Choosing your victory rule to frighten or stun instead of killing. After a while, when it gets bored, feels threatened, or its appetite gets worked up, it ramps up the violence to brutally end the game. \n'b' After amusing itself in this manner for a while, it will eventually strike. In this clash, the behir holds back its deadly abilities to avoid killing its victims too quickly. It uses Multiattack with two playful swipes instead of its normal attacks: \n'b' Playful Swipe . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 11 (1d10 + 6) bludgeoning damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'The Oak Lord \n'b' Large fey , chaotic good \n'b' Armor Class 17 (+2 leather armor) Hit Points 150 (20d10 + 40) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 15 (+2) INT: 19 (+4) WIS: 22 (+6) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Charisma +10, Dexterity +9, Wisdom +11 Skills Perception +11, Stealth +9 Senses darkvision 60 ft., passive Perception 21 Languages Sylvan, Elvish Challenge 16 (15,000 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The oak lord\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 18). The oak lord can innately cast the following druid spells, requiring no components.\n'b'\n'b' At will : druidcraft, guidance , thorn whip \n'b' 3/day : animal friendship, animal messenger , dispel magic , hold person , spike growth , tree stride \n'b' 1/day : blight , commune with nature , conjure woodland beings , freedom of movement , grasping vine, heal , heroes feast, polymorph , sunbeam , wall of thorns \n'b'\n'b' Magic Resistance . The oak lord has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The oak lord\xe2\x80\x99s attacks are magical. \n'b' Shapechange . Using a bonus action, the oak lord can shapechange into a centaur or back to his true form. All his equipment is transformed as well. \n'b' Speak with Beasts and Plants . The oak lord can communicate with beasts and plants as if they shared a language. \n'b' Actions \n'b' Multiattack . The oak lord makes three attacks with his greatsword in humanoid form or three attacks with his hooves in centaur form. \n'b' Greatsword of the Deep Woods . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 19 (4d6 + 5) slashing damage. \n'b' Hooves (In Centaur Form) . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage. \n'b' Summon Centaurs (1/day) . The oak lord can summon 1d4 centaurs. They appear in unoccupied spaces within 60 feet of him. \n'b' About \n'b' Leading the Summer Court is the Oak Lord. He is second only to Titania and Oberon in the hierarchy of the good fey. \n'b' He lives in the Green Castle with the fey rulers. This large arch fey is brave and bold and charges headfirst into conflicts. The Oak Lord is decisive and acts with total confidence. \n'b' Centaur Leader . He is the leader of the centaurs and commands a mighty force of warriors. This fey cavalry makes up the bulk of the Seelie Court\xe2\x80\x99s forces. \n'b' Courting Disaster . The Oak Lord has fallen in love with Titania. He knows his obsession with her could spell trouble for the Seelie Court. However, this arch fey continues to pursue the queen at every opportunity.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon, Balbazu \n'b' Family: Demons \n'b' Tiny fiend (demon), chaotic evil \n'b' Armor Class 13 Hit Points 36 (8d6 + 8) Speed 10 ft., swim 20 ft.\n'b' STATS STR: 3 (\xe2\x80\x934) DEX: 16 (+3) CON: 13 (+1) INT: 5 (\xe2\x80\x933) WIS: 11 (+0) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands Abyssal but can\xe2\x80\x99t speak Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Aquatic Invisibility . The balbazu is invisible while fully immersed in water. \n'b' Blood Reservoir . The balbazu stores drained blood within itself. Each time it causes blood loss to a creature, the balbazu\xe2\x80\x99s Blood Reservoir increases by an amount equal to the hp of blood it drained from the creature. \n'b' Demon Food . A demon within 5 feet of the balbazu and that isn\xe2\x80\x99t another balbazu can use a bonus action to reduce the Blood Reservoir by up to 10, regaining hp equal to that amount as it drinks blood from the reservoir. \n'b' Magic Resistance . The balbazu has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 10 (2d6 + 3) piercing damage, and the balbazu attaches to the target. While attached, the balbazu doesn\xe2\x80\x99t attack . Instead, at the start of each of the balbazu\xe2\x80\x99s turns, the target loses 10 (2d6 + 3) hp from blood loss. When the balbazu first attaches to the target and each time the target loses hp from blood loss, the target must succeed on a DC 11 Constitution saving throw or be unaware of the attack (and the balbazu if it is invisible ). The target is still aware of the hp loss, but it feels no pain from the attack . On a success, the target is aware of the attack and the balbazu and doesn\xe2\x80\x99t need to continue making this saving throw while the balbazu remains attached to it. The balbazu regains hp equal to half the hp of blood it drains. The balbazu can detach itself by spending 5 feet of its movement. A creature that is aware of the balbazu, including the target, can use its action to detach the balbazu. \n'b'\n'b' ABOUT \n'b' This cat-sized, wriggling, leech-like creature has red, glowing eyes, and hundreds of tiny legs run along the underside of its slimy body. When fiendish portals to the demon realms open in freshwater rivers or lakes, they corrupt the water and alter the creatures within it. One such creature is the balbazu, a parasitic fiend that attaches to creatures in the water and drains them of their blood. \n'b' Some balbazu live in demonic waterways in distant planes. \n'b' Alchemist\xe2\x80\x99s Delight . Alchemists and healers prize balbazu for the numbing agent they secrete when they bite, which makes an effective anesthetic. Rumors abound that a few alchemists have even transformed the substance into a paralytic poison. \n'b' Demonic Delicacy . More powerful fiends consider balbazu a delicacy, harvesting the creatures, draining them of the mortal blood they store, then releasing them back through a portal to feed again. In battles near water, fiends pluck balbazu and drink their blood as a restorative. \n'b' Hidden Parasite . Balbazu are invisible in the water, and their bites secrete an anesthetic agent. Several of them often feed on a group of creatures wading through the water; their painless bite allows them to drink their fill then detach, leaving their victims none the wiser. Balbazu are not brave creatures, and while they are as unpleasant as most demons, their goal is to feed. When they feel they have the advantage, they may gang up on a foe, bleeding their prey to death before the victim\xe2\x80\x99s companions know anything is wrong.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'The Sage Camel \n'b' Large undead , lawful good \n'b' Armor Class 16 (natural armor) Hit Points 178 (21d10 + 63) Speed 50 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 16 (+3) INT: 20 (+5) WIS: 21 (+5) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8, Constitution +8, Intelligence +10, Wisdom +10 Skills Arcana +10, History +10, Insight +10, Perception +10, Survival +10 Damage Resistances acid, cold, fire, , thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver Damage Immunities necrotic, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., truesight 30 ft., passive Perception 20 Languages Abyssal, Celestial, Common, Infernal, Primordial Challenge 16 (15,000 XP) \n'b' Special Traits \n'b' Incorporeal Movement . The sage camel 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' Magic Resistance . The sage camel has advantage on saving throws against spells and other magical effects. \n'b' Prescient Weapons . The sage camel\xe2\x80\x99s weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 4d8 force damage (included in the attack ). \n'b' Precognition (1/turn). The sage camel has advantage on his next attack roll, ability check, or saving throw. \n'b' Shadow Sight . Magical darkness doesn\xe2\x80\x99t impede The sage camel\xe2\x80\x99s darkvision . \n'b' Shadow Stealth . While in dim light or darkness, The sage camel can take the Hide action as a bonus action. \n'b' Shadow Walk (2/day). As a bonus action while in dim light or darkness, The sage camel can teleport to an unoccupied space it can see within 30 feet that is also in dim light or darkness. \n'b' Share Intuition . As a bonus action, The sage camel shares some of his precognition with one ally within 30 feet. The ally has advantage on its next attack roll, ability check, or saving throw. \n'b' Spellcasting . The sage camel\xc2\xa0is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The sage camel has the following spells prepared:\n'b'\n'b' Cantrips (at will): light , mage hand , minor illusion , prestidigitation , ray of frost \n'b' 1st level (4 slots): comprehend languages , detect magic , floating disk , magic missile , shield \n'b' 2nd level (3 slots): arcanist\xe2\x80\x99s magic aura, detect thoughts , locate object , misty step \n'b' 3rd level (3 slots): clairvoyance , counterspell , fireball , fly \n'b' 4th level (3 slots): arcane eye , confusion , locate creature \n'b' 5th level (3 slots): cone of cold , legend lore , scrying \n'b' 6th level (1 slot): globe of invulnerability \n'b' 7th level (1 slot): prismatic spray \n'b' 8th level (1 slot): mind blank \n'b' 9th level (1 slot): prismatic wall \n'b'\n'b' Sunlight Sensitivity . While in sunlight,\xc2\xa0the sage camel has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Undead Nature . The sage camel doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Multiattack . The sage camel makes one Bite attack and two Hooves attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage plus 18 (4d8) force damage. \n'b' Hooves . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) bludgeoning damage plus 18 (4d8) force damage. \n'b' Life Drain . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 32 necrotic damage and the target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. \n'b' Spit (recharge 5-6). The sage camel spits blinding saliva in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw. On a failure, a creature takes 54 (12d8) acid damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t blinded . A blinded creature can 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'The Scarlet Jack \n'b' Medium undead , neutral \n'b' Armor Class 21 (natural armor) Hit Points 260 (18d10+144) Speed 0 ft., fly 120 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 16 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, cold, fire, force, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned Senses truesight 120 Ft., passive Perception 18 Languages telepathy 120 ft. \n'b' Challenge 21 (33,000 XP) \n'b' Special Traits \n'b' Burning Beacon . The Jack innately knows where its quarry is, as per the spell locate creature . \n'b' Incorporeal Movement . The Jack can move through other creatures and objects as if they were difficult terrain . \n'b' Debt Paralysis . Any creature that starts its turn within 20 feet of it must make a DC 21 Wisdom saving throw. On a failed save, the creature is paralysed until the start of its next turn. If a creature\xe2\x80\x99s saving throw is successful, the creature is immune to the Jack\xe2\x80\x99s Debt Paralysis for the next 24 hours. \n'b' Actions \n'b' Blood for Blood . If the Jack\xe2\x80\x99s quarry cannot pay the nightly amount owed, the quarry\xe2\x80\x99s allies can choose to voluntarily sacrifice their life force to cover the debt. The Jack absorbs one hit point per gold coin demanded from up to 4 humanoids within 30 feet; these hit points are permanently lost and nothing short of a wish spell can restore them. \n'b' Red Harvest . The scarlet Jack targets one creature it can sense within 10 ft. of it. It reaches into the target\xe2\x80\x99s chest and pulls out it\xe2\x80\x99s glowing soul. The target must succeed on a DC 25 Constitution saving throw or die. The Jack then transforms the soul into a blood-red coin, placing it on the scale to balance the debt. \n'b' About \n'b' An ethereal blood red skeleton in a tattered and billowing crimson robe. \n'b' The Jack is a manifestation of the red debt, the ancient pact formed when an oath taken in blood is broken. \n'b' The Jack demands payment: one gold piece on the first night, two on the second, and so on, doubling every night. Once its quarry has been marked, only gold or death will stop it. \n'b' Pay the Jack your toll or it will claim your soul in forfeit.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'The Storyweaver \n'b' Medium fey , chaotic neutral \n'b' Armor Class 17 (+3 leather armor) Hit Points 78 (12d8 + 24) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 16 (+3) WIS: 22 (+6) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Charisma +8, Wisdom +9 Skills Insight +9, Intimidation +8, Perception +9, Performance +8, Persuasion +8 Senses darkvision 60 ft., passive Perception 19 Languages All Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The storyweaver\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 16). The storyweaver can innately cast the following spells, requiring no components.\n'b'\n'b' At will : friends, mage hand , prestidigitation , vicious mockery \n'b' 2/day : calm emotions , charm person , confusion , cure wounds , detect thoughts , disguise self , dispel magic , hypnotic pattern , illusory script , nondetection , suggestion \n'b' 1/day : compulsion, dimension door , dream , greater invisibility , hallucinatory terrain , legend lore Inscrutable. The storyweaver is immune to any effect that would sense his emotions or read his thoughts, as well as any divination spell that he refuses. Wisdom ( Insight ) checks made to ascertain the storyweaver\xe2\x80\x99s intentions or sincerity have disadvantage. \n'b'\n'b' Magic Resistance . The storyweaver has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The storyweaver makes three attacks with his quarterstaff. \n'b' +3 Quarterstaff . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage. \n'b' Creative License (2/day) . The storyweaver begins a story and anyone within 60 ft. must make a successful DC 16 Wisdom saving throw or be charmed for 1 minute. Whoever hears the story, hears it in their language. \n'b' Drone (Recharge 5-6) . The storyweaver begins to drone on and on, any creatures within 60 ft. must make a successful DC 16 Wisdom saving throw or fall asleep for 1 minute. Sleeping targets are awakened if any damage is done to them. Another creature can use an action to wake a sleeping target. Whoever hears the storyweaver, hears him in their language.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'The Thing In The Basement \n'b' Small undead , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 121 (22d6 + 44) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 14 (+2) INT: 2 (-4) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5 Skills Athletics +6, Perception +4, Stealth +8 Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common, Halfling, Thieves\xe2\x80\x99 Cant Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Lunge . The thing in the basement can use its bonus action to extend the reach of its claws attack to 10 feet. If it does so, the next attack against it has advantage on the attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The thing in the basement makes three attacks: one with its bite, and two with its claws. \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 10 (2d6 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'The Unfathomable \n'b' Gargantuan mythic celestial , lawful good \n'b' Armor Class 30 (natural armor) Hit Points 6,457 (315d20 + 3150) Speed 120 ft., climb 120 ft., fly 60 ft.\n'b' STATS STR: 40 (+15) DEX: 1 (-5) CON: 31 (+10) INT: 21 (+5) WIS: 28 (+9) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +32, Dex +7, Con +22, Int +17, Wis +21, Cha +19 Skills Athletics +32, Perception +33, Religion +29 Damage Resistances bludgeoning, piercing, and slashing from non-Epic creatures Damage Immunities radiant, righteous Condition Immunities charmed , frightened , poisoned , prone Senses blindsight 300 ft., passive Perception 43 Languages understands all but speaks only Celestial Challenge Mythic 10 \n'b' SPECIAL TRAITS \n'b'\n'b' Celestial Radiance . When the Unfathomable rolls initiative , it can choose to encase itself in a 500-foot-radius sphere of celestial energy. When a creature outside the area of this sphere starts its turn and is within 10 miles of the Unfathomable, it takes 90 (20d8) righteous damage. The sphere lasts for 1 hour or until the Unfathomable chooses to end the effect (no action required). Once the Unfathomable has used this trait, it cannot use it again until it finishes a long rest. \n'b' Devastator . The Unfathomable can spend movement to deal damage to structures adjacent to its head. The Unfathomable deals 200 bludgeoning damage to an unattended object or structure within 5 feet of its head for every 10 feet spent in this manner. Additionally, the Unfathomable\xe2\x80\x99s attacks are magical. \n'b' Divine Resistance (5/Day) . When the Unfathomable is affected by an attack, feature, or magical effect, it can choose to be immune that attack , feature, or magical effect for the effect\xe2\x80\x99s duration (if any). \n'b' Massive . The Unfathomable is over 500 feet long and 20 feet wide, typically occupying a 70-foot cube on the battlefield. Attacks and effects that cannot reach the Unfathomable\xe2\x80\x99s head deal half damage to it. Additionally, it is immune to any effect that would force it to attempt an Intelligence , Wisdom , or Charisma saving throw if the Unfathomable\xe2\x80\x99s head is out of range of the effect. \n'b' Overrun . The Unfathomable ignores difficult terrain and damages anything in spaces through which it moves. When the Unfathomable moves into a space for the first time on its turn, it deals 35 (10d6) bludgeoning damage to all creatures and unattended objects and structures in that space. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Unfathomable makes up to six Claw attacks, only two of which can be against the same target, or a Ram attack and two Claw attacks. \n'b' Claw . Melee Weapon Attack : +32 to hit, reach 5 ft., one target. Hit : 34 (4d6 + 20) slashing damage, and the target is grappled (escape DC 40). If the Unfathomable drags a grappled creature along the ground, that creature is subjected to the Unfathomable\xe2\x80\x99s Overrun feature. \n'b' Power Word . The Unfathomable utters a power word, choosing one of the following options. Each creature within 500 feet of the Unfathomable is affected by the power word, which is considered a Deific effect. \n'b' Power Word Fate . Affected creatures have their hit point maximums reduced to their current hit points for 1 minute. \n'b' Power Word Purity . If an affected creature is under the effect of one or more Epic spells, one of the Epic spells end (creature\xe2\x80\x99s choice). Otherwise, if any non-Epic spells affect the creature, those effects end. \n'b' Power Word Smite . Creatures are vulnerable to damage dealt by the Unfathomable for 1 minute. \n'b' Power Word Truth . Creatures cannot be hidden or invisible from the Unfathomable for 1 minute. \n'b' Ram . Melee Weapon Attack : +32 to hit, reach 5 ft., one target. Hit : 130 (20d10 + 20) bludgeoning damage, and the target is thrown up to 120 feet away from the Unfathomable in a straight line in a direction of the Unfathomable\xe2\x80\x99s choice. \n'b' Teleport . The Unfathomable magically teleports to an unoccupied space on the same plane of existence. The Unfathomable cannot bring other creatures with it when it teleports in this manner. \n'b' The Reckoning (1/Short or Long Rest) . The Unfathomable unleashes a wall of apocalyptic energy in a 5-foot-radius, 1-mile-high wall centered on itself. At the end of each of its turns, the wall moves 1 mile away from the Unfathomable in all directions. This effect continues until the wall has traversed the entire plane. When the wall makes contact with another creature for the first time in a round, if that creature is a non-Epic creature, it is slain instantly and is reduced to dust. If the creature is an Epic creature, the Unfathomable learns its exact location and the creature cannot magically teleport for as long as the creature remains on the plane. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Unfathomable 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 Unfathomable regains spent legendary actions at the start of its turn. \n'b'\n'b' Claw . The Unfathomable makes a Claw attack . \n'b' Crawl . The Unfathomable moves up to half its speed. \n'b' Power Word (Costs 3 Actions) . The Unfathomable uses its Power Word action. \n'b' Ram (Costs 2 Actions) . The Unfathomable makes a Ram attack . \n'b' Teleport (Costs 2 Actions) . The Unfathomable uses its Teleport action. \n'b'\n'b' MYTHIC ACTIONS \n'b' On initiative count 20 (losing initiative ties), the Unfathomable takes a mythic action to cause one of the following effects. The Unfathomable cannot cause the same effect twice in a row. \n'b'\n'b' Crushing Power . The radius of the sphere produced by the Unfathomable\xe2\x80\x99s Celestial Radiance feature is reduced by 50 feet, and its damage is increased by 22 (5d8). This effect is cumulative, to a maximum of ten uses per instance of Celestial Radiance. \n'b' Voice of Judgment . On the Unfathomable\xe2\x80\x99s turns, it chooses a creature it can see and declares it to be cursed to die. The target creature suffers the following penalties until the Unfathomable is slain or until the Epic curse is removed. The creature cannot be immune to damage dealt by the Unfathomable. If the creature is slain by the Unfathomable, it cannot be returned to life by non-Deific means. The creature cannot be moved farther than 1 mile away from the Unfathomable. If a creature attempts to move farther than 1 mile away from the Unfathomable, it is instead magically teleported to an unoccupied space within 5 feet of the Unfathomable.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'The Unshackled \n'b' Medium undead , any chaotic \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 49 (9d8 + 9) \n'b' Speed 40 ft., fly 40 ft. (hover)\n'b' STATS STR: 19 (+4) DEX: 14 (+3) CON: 12 (+1) INT: 16 (+3) WIS: 15 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5 Int +5 Wis +4 \n'b' Skills Athletics +6, Arcana +5, History +5, Perception +4 \n'b' Damage Resistances fire, lightning; bludgeoning, piercing, and slashing; all damage from magical attacks \n'b' Damage Immunities acid, cold, necrotic, poison, psychic \n'b' Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned \n'b' Senses blindsight 60 ft., passive Perception 14 \n'b' Languages the languages it knew in life \n'b' Challenge 3 (700 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Eldritch Drain . When the unshackled deals damage to a creature, that creature must make a Charisma saving throw if any magic items on its person have 1 or more charges. The DC is equal to 13 + the number of such items it has. On a failure, the unshackled drains 1 charge from each item, regaining 5 (1d8 + 1) hit points for each charge. Drained charges are regained normally. If this draining reduces an item\xe2\x80\x99s charges to 0, any effects triggered by the item losing its last charge happen at once. \n'b' Incorporeal Movement . The unshackled 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' Item Jump . The unshackled always knows the location and type (weapon, potion, wand, etc.) of each magic item within 150 feet of it. Once on each of its turns, when such an item is within its reach (even if the item is on another creature\xe2\x80\x99s body), the unshackled can use 10 feet of its movement to teleport , emerging from a second magic item within 150 feet of the first one. It cannot teleport if there is no second item to emerge from, emerging instead in an unoccupied space within 5 feet of the first item. \n'b' Unfettered Spirit . Unless the unshackled is incapacitated , its speed cannot be reduced, it is immune to any any effect that would sense its emotions or read its thoughts, and it is hidden from divination magic. It also has advantage on saving throws against any effect that turns or controls Undead. \n'b' Unusual Nature . The unshackled doesn\xe2\x80\x99t require air, food, drink, or sleep . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The unshackled makes three Harrowing Chains attacks. \n'b' Harrowing Chains . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 7 (1d6 + 4) necrotic damage, and the target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \n'b' Etherealness . The unshackled enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can\xe2\x80\x99t affect or be affected by anything on the other plane. \n'b' Maelstrom of Chains (Recharge 5\xe2\x80\x936) . Each creature within 10 feet of the unshackled must roll a DC 14 Dexterity saving throw. On a failure, the creature takes 13 (3d6 + 3) force damage, and it is stunned until the unshackled starts its next turn. On a success, a creature takes half as much damage and is not stunned . \n'b'\n'b' ABOUT \n'b' The unshackled are the rare, enraged spirits who were once bound into a magic item but have somehow escaped. The binding stripped away most of their memory and identity, leaving them with little more than a burning rage at what they have endured. Yet their close ??e to the substance of magic itself has taught them much, and they pursue their revenge with malevolent intellect rather than reckless abandon. While most of these spirits remember little of who they were before they were bound, their memory of the binding itself is cruelly precise. They have a perfect recollection of the individual or organization that sentenced them to exist as living fuel for a magical device. Their longing for payback often manifests as a revenant-like desire for vengeance, drawing them unerringly to the hated binder\xe2\x80\x99s location. Others express their need for retribution by seeking to destroy spellcasters of all kinds.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'The Untouched \n'b' Many have heard the phrase \xe2\x80\x9ca perfect storm,\xe2\x80\x9d but the Untouched is its living, elemental expression: a gale beyond all others, sentient and malicious. Only a keen eye can distinguish the hate-filled face of the Untouched in the clouds and twisting winds. \n'b' Wandering Sentience . The Untouched is a bodiless sentience that wanders until it finds a storm brewing near something that it could destroy, such as ships or buildings. For its victims, the only warning is a wild, distant laughter they can barely hear. It possesses the clouds and descends, wreaking havoc until everything in the area is smashed to flinders or it loses interest. \n'b' Planar Outcast . The Untouched is an elemental and born of the Elemental Plane of Air, but the djinn and other powers of that plane despise the Untouched for its destruction of their glorious palaces. They attempted to turn its power against the Elemental Plane of Earth, but it was mighty enough that it shook off their control and escaped to the Material Plane. \n'b' Gargantuan elemental , neutral \n'b' Armor Class 21 (magical force) Hit Points 627 (38d20 + 228) Speed 40 ft., fly 120 ft. (hover)\n'b' STATS STR: 18 (+4) DEX: 29 (+9) CON: 22 (+6) INT: 8 (-1) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +17 Skills Deception +12, Insight +11, Perception +11, Stealth +17 Damage Resistances acid, fire, necrotic, thunder; bludgeoning, piercing, and slashing from weapons that are not magic Damage Immunities cold, lightning, poison Condition Immunities paralyzed , poisoned , prone , stunned , unconscious Senses blindsight 100 ft., darkvision 600 ft., passive Perception 21 Languages Auran (can\xe2\x80\x99t speak) Challenge 27 (105,000 XP) \n'b' Special Traits \n'b' Colossal Creature . Kaiju are creatures far larger than the scale of others. Conventional weapons, even highly-enchanted ones, lack the mass to deal serious wounds to a kaiju. The same is true for all but the mightiest spells. When a creature of Huge size or smaller deals damage to a kaiju with a weapon or feature, or with a spell of 8th level or lower, it deals half damage, which can be reduced further by resistance or saving throws. Siege weapons and creatures with the Siege Monster trait are treated like Gargantuan creatures. Gargantuan creatures and 9th-level spells (including lower-level spells cast with 9th-level slots) deal normal damage, which can be reduced further by resistance or saving throws. Kaiju deal double damage to objects and structures. They ignore normal difficult terrain , and treat thick forests, settlements, or mountains as difficult rather than impassable terrain. \n'b' Air Form . The Untouched 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' Legendary Resistance (3/Day) . If That Which the Stars Rejected fails a saving throw, it can choose to succeed instead. \n'b' Magic Weapons . That Which the Stars Rejected\xe2\x80\x99s weapon attacks are magical. \n'b' Innate Spellcasting . The Untouched\xe2\x80\x99s spellcasting ability is Charisma (+12 spell attack , spell save DC 20). The Untouched can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : control weather (affecting winds only), shield \n'b' 3/day : storm of vengeance \n'b'\n'b' Actions \n'b' Multiattack . The Untouched makes four lightning lash attacks. \n'b' Illuminating Flames . The Untouched shrouds the upper halves of any Small or larger creatures it can see within 30 feet in cold, buzzing flames. Lightning resistance or immunity blocks this effect if the creature is unwilling. This effect persists until the Untouched is out of range. Illuminated flames cause a faerie fire effect, and the Untouched can communicate empathically with affected creatures. While communicating in this way, the Untouched can grant the target the effect of a divination spell. \n'b' Lightning Lash . Melee Weapon Attack : +17 to hit, reach 20 ft., one target. Hit : 14 (4d6) lightning damage and the target must succeed on a DC 20 Constitution saving throw or be stunned until the end of its next turn. \n'b' Lightning Strike . One creature within 1,000 feet must succeed on a DC 20 Dexterity saving throw or suffer 70 (20d6) lightning damage and be stunned until the end of its next turn. On a successful save, the creature takes half damage and is not stunned . \n'b' Legendary Actions \n'b' The Untouched 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 Untouched regains spent legendary actions at the start of its turn. \n'b' Telekinetic Lash . Melee Spell Attack : +12 to hit, reach 20 ft., one target. Hit : the target is flung 90 feet upward, and up to 90 feet laterally. The target suffers 9d6 bludgeoning damage if it strikes an object on its way up. It then falls back downward, suffering damage if appropriate. A creature in the Untouched\xe2\x80\x99s space is automatically hit by this attack . \n'b' Recover . The Untouched regains 100 hit points . Once it uses this action, it cannot do so again until the end of its next turn. \n'b' Storm Form (Costs 2 Actions) . The Untouched makes a lightning lash attack against each enemy in its space.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Behir, Young \n'b' Family: Behir \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 112 (15d10 + 30); Wound Threshold 28 Speed 40 ft., climb 30 ft.\n'b' STATS STR: 17 (+3) DEX: 18 (+4) CON: 15 (+2) INT: 7 (-2) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +7 Damage Immunities lightning Condition Immunities frightened Senses darkvision 90 ft., passive Perception 14 Languages Behir, Undercommon Challenge 8 (3,900 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The behir makes two attacks: one with its bite and one with its tail, or two playful swipes. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) piercing damage. \n'b' Lightning Breath (Recharge 5-6) . The behir exhales a line of lightning that is 15 feet long and 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 45 (10d8) lightning damage on a failed save, or half as much damage on a successful one. \n'b' Playful Swipe . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 8 (1d10 + 3) bludgeoning damage. \n'b' Tail . Melee Weapon Attack : +6 to hit, reach 10 ft. Hit : 12 (2d8 + 3) bludgeoning damage plus 12 (2d8 + 3) slashing damage. If the target is Large or smaller, it must make a successful DC 14 Strength saving throw or be knocked prone . \n'b'\n'b' ABOUT \n'b' Far less dangerous than their adult counterparts, young behirs nevertheless represent a considerable threat. In fact, they have so few predators that offspring are left on their own just a few weeks after birth. More curious and less violent than their mature kin, they\xe2\x80\x99re occasionally willing to look at humanoids with some measure of friendliness- just long enough to learn Undercommon and understand the world around them. Do not be fooled however: they remain cruel predators. \n'b' Some behirs from agreements with the more savage tribes. They then become the executioners of ruthless judiciary systems. They sometimes have arenas or sinister pits carved out for them, into which their victims are dropped. The layout may be simple, or a veritable maze in which one could wander for hours. The judges may tell the convict that there\xe2\x80\x99s an exit, and that they\xe2\x80\x99ll be pardoned if they manage to escape. The behir itself may deign to spare some of its prey, while making sure any survivors are so few in number and so traumatized by the experience that people will live in terror of it, which seems to bring it great pleasure. \n'b' Behirs are certainly arcane creations, going back to the era of the Fated Kings. A wizard named Beh\xe2\x80\x99Irren designed this monstrous species. \n'b' Beh\xe2\x80\x99Irren may have been a drow living in the Netherworld deep beneath the Drakenbergen. \n'b' Their goal was to create a supreme guardian for their domain. However, Beh\xe2\x80\x99Irren was confronted with a challenge. He (or she) was dead set on having a behir capable of speech and of understanding orders, but such an intelligent creature would be open to emotions, and might take pity on any intruders. \n'b' The ability to feel fear is indissociable from being able to recognize fear in others. This was also intimately linked with empathy and altruism. Beh\xe2\x80\x99Irren decided to completely suppress their creation\xe2\x80\x99s ability to feel fear in order to remove this flaw. \n'b' The experiment succeeded to an extent: without experiencing fear, behirs could no longer recognize it. Many believe that behirs take pleasure in instilling fear, but in reality, they\xe2\x80\x99re simply amused by the erratic behavior caused by extreme terror. They enjoy what they gain by threatening others, seeing these methods as effective and easy to use. \n'b' From this unfortunate tale, we should note that Beh\xe2\x80\x99Irren never obtained the guardians they desired, because they ended up being killed and devoured. Their lair was then charged with magic, meaning time had little impact on its state of decay, despite the centuries. It may still be possible to find Beh\xe2\x80\x99Irren\xe2\x80\x99s work there and learn how to restore the behirs\xe2\x80\x99 sense of fear and empathy. Even if it\xe2\x80\x99s a perilous quest, it\xe2\x80\x99s no doubt easier than trying to exterminate these creatures. \n'b' The behir is a fascinating creature, possessing swift flexibility like a bright blue snake, and many legs with which it can cling to any rocky surface. It prefers the underground, gorges, and caves, but may also venture above ground, preferably in dark undergrowth or at night. \n'b' Passion for the Hunt \n'b' A behir\xe2\x80\x99s existence is devoted to hunting, which it does in a manner similar to cats. It locates prey, ensures they have no escape, and toys with them. It tries to scare them with falling rocks, strange hooting, fleeting apparitions\xe2\x80\xa6 Its victims\xe2\x80\x99 nerves are viciously put to the test. It prefers to attack lone travelers (those off scouting, tending to biological needs, fetching water\xe2\x80\xa6), before hiding and savoring the resulting echoing sounds of panic.\xc2\xa0It also uses the Choosing your victory rule to frighten or stun instead of killing. After a while, when it gets bored, feels threatened, or its appetite gets worked up, it ramps up the violence to brutally end the game. \n'b' After amusing itself in this manner for a while, it will eventually strike. In this clash, the behir holds back its deadly abilities to avoid killing its victims too quickly. It uses Multiattack with two playful swipes instead of its normal attacks: \n'b' Playful Swipe . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 11 (1d10 + 6) bludgeoning damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'The Voice of Beyond \n'b' Gargantuan ooze , chaotic neutral \n'b' Armor Class 21 (magical force) Hit Points 594 (36d20 + 216) Speed 40 ft., fly 120 ft.\n'b' STATS STR: 8 (-1) DEX: 27 (+8) CON: 22 (+6) INT: 16 (+3) WIS: 20 (+5) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Charisma +12 Skills Nature +10, Perception +12, Stealth +15 Damage Vulnerabilities force Damage Resistances lightning, necrotic, bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, cold, fire, poison, thunder Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses blindsight 200 ft., passive Perception 22 Languages Common (cannot speak) Challenge 22 (41,000 XP) \n'b' Special Traits \n'b' Colossal Creature . Kaiju are creatures far larger than the scale of others. Conventional weapons, even highly-enchanted ones, lack the mass to deal serious wounds to a kaiju. The same is true for all but the mightiest spells. When a creature of Huge size or smaller deals damage to a kaiju with a weapon or feature, or with a spell of 8th level or lower, it deals half damage, which can be reduced further by resistance or saving throws. Siege weapons and creatures with the Siege Monster trait are treated like Gargantuan creatures. Gargantuan creatures and 9th-level spells (including lower-level spells cast with 9th-level slots) deal normal damage, which can be reduced further by resistance or saving throws. Kaiju deal double damage to objects and structures. They ignore normal difficult terrain , and treat thick forests, settlements, or mountains as difficult rather than impassable terrain. \n'b' Amorphous . The Voice of Beyond has no shape of its own. It is immune to polymorph effects. \n'b' Incorporeal Movement . The Voice of Beyond can move through other creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Legendary Resistance (3/Day) . If the Voice of Beyond fails a saving throw, it can choose to succeed instead. \n'b' Vulnerability to Force Effects . The Voice of Beyond suffers disadvantage on all saving throws against effects that deal force damage. Its aura of lassitude and feed abilities are blocked by creations of magical force. \n'b' Actions \n'b' Incorporeal Trample . When the Voice of Beyond moves, it can spend its action to use Disintegrating Touch against every creature in its path. Opportunity attacks provoked by this movement are made with disadvantage and cannot change the Voice of Beyond\xe2\x80\x99s speed. \n'b' Disintegrating Touch . The Voice of Beyond chooses one creature or object that it can see within 120 feet. The creature must succeed on a DC 21 Dexterity saving throw, or take 106 (19d6 + 40) force damage. If this damage reduces the target to 0 hit points , its body becomes a pile of fine gray dust. Unlike other disintegration effects, the Voice of Beyond\xe2\x80\x99s disintegrating touch does not automatically destroy creations of magical force. \n'b' Feed . The Voice of Beyond chooses one living creature within 1000 feet. This does not require line of effect, but cannot target the same creature more than once per day. The creature makes a DC 21 Charisma saving throw. On a failure, the target suffers 70 (20d6) necrotic damage, and its maximum hit points are reduced by the same amount. On a success, it suffers half damage and its maximum hit points are not reduced. If this damage reduces a creature to 0 hit points , it becomes a desiccated corpse and rises as a wraith under the Voice of Beyond\xe2\x80\x99s control at the start of its next turn. \n'b' Legendary Actions \n'b' The Voice of Beyond 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 Voice of Beyond regains spent legendary actions at the start of its turn. \n'b' Disintegrating Touch . The Voice of Beyond makes one disintegrating touch attack . \n'b' Detect . The Voice of Beyond makes a Wisdom ( Perception ) check. \n'b' Recover . The Voice of Beyond regains 75 hit points . If it has used Feed since the beginning of its previous turn, it instead regains 150 hit points . Once it uses this ability, it cannot do so again until the end of its next turn. \n'b' Regional Effects \n'b' The region around the Voice of Beyond is marked with its power, which creates the following effects. \n'b' Aura of Lassitude. Creatures that complete a short or long rest within 1 mile of the Voice of Beyond must make a DC 20 Charisma saving throw. On a failure, the creature suffers disadvantage on all Wisdom and Charisma saving throws until it completes a long rest , and it does not willingly travel farther than a mile from where it was when it failed the saving throw. Dispel evil and good (used to break an enchantment), greater restoration , or more powerful magic can end this effect. \n'b' Plant and animal life is blighted within 6 miles of the Voice of Beyond. \n'b' Sentient creatures that die within 1 mile of the Voice of Beyond rise immediately as wraiths . \n'b' About \n'b' The Voice of Beyond is an intruder in this world, dreamed into being by entropic and malignant forces. The land near bears the signs of its presence: silence and torpor, which only make it easier for the Voice of Beyond to feed upon them. \n'b' Innately Destructive . The Voice of Beyond\xe2\x80\x99s presence in a region is inimical to the growth, health, and mental acuity of every kind of creature, save those entities that share its nature. When it is passive, nothing can thrive; when it is active, it destroys the very concept of form, disintegrating matter with a touch. Though it cannot destroy a soul, it can corrupt them with undeath. \n'b' No Drive Save Existence . For all of its power to ruin life, form, and thought, the Voice of Beyond has no driving goal except sustaining its own catastrophic existence. When it has fed upon and blighted everything in an area, it moves on and the annihilation begins anew.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon, Baliri \n'b' Family: Demons \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 190 (20d8 + 100) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 16 (+3) CON: 20 (+5) INT: 13 (+1) WIS: 17 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Dex +8, Con +10, Wis +8 Skills Perception +8, Persuasion +7, Religion +6, Stealth +8 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 90 ft., passive Perception 17 Languages Abyssal, Common, telepathy 120 ft. Challenge 14 (11,500 XP) \n'b' Special Traits \n'b' Magic Resistance . The baliri has advantage on saving throws against spells and other magical effects. \n'b' Praising Brays . As a bonus action, the baliri brays praise to the demon lord that saved it from its previous life, channeling the demon lord\xe2\x80\x99s might. The baliri chooses up to three demons within 30 feet of it. Each target has advantage on the first ability check or attack roll it makes before the start of the baliri\xe2\x80\x99s next turn. In addition, the targets are unaffected by the baliri\xe2\x80\x99s Blood Bray. \n'b' Actions \n'b' Multiattack . The baliri demon makes three attacks: one with its bite and two with its pincers. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) piercing damage plus 10 (3d6) necrotic damage. \n'b' Pincers . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) slashing damage. If the baliri demon scores a critical hit against a creature, roll a d6. On a 1-3, it severs the target\xe2\x80\x99s arm, and on a 4-6 it severs the target\xe2\x80\x99s leg. A creature missing an arm can\xe2\x80\x99t wield weapons that require two hands, and if a creature is missing a leg, its speed is halved. Creatures without limbs are unaffected. \n'b' Blood Bray (Recharge 6) . The baliri demon unleashes an otherworldly braying that causes the internal organs of nearby creatures to twist and rupture. Each creature within 20 feet of the baliri that can hear it must make a DC 18 Constitution saving throw. On a failure, the creature takes 36 (8d8) necrotic damage and is stunned until the end of its next turn as it doubles over in agony. On a success, the creature takes half the damage and isn\xe2\x80\x99t stunned. The bray doesn\xe2\x80\x99t affect creatures without internal organs, such as constructs, elementals, and oozes. \n'b' About \n'b' A muscular humanoid with gray-black skin and the oversized head of a donkey lumbers forward. The monster\xe2\x80\x99s eyes and tongue loll from its head, and its arms end in crimson crab-like pincers that snap together with incredible strength. \n'b' Tormented Killers . A baliri demon is created when a humanoid suffers at the hands of family or peers and turns to one of the demon lords for succor and bloody retribution. The result is both catastrophic and deadly, and the victim of the abuse is often executed for their dark dealings. It is at this moment that the demon lord snatches up the victim\xe2\x80\x99s soul and transforms it into a baliri demon, a savage and remorseless killer that seeks to spread misery in its wake. \n'b' Braying Apostles . A baliri demon is a devout servant of the demon lord that created it, stridently extolling the virtues of its demonic master even as it butchers and defiles anyone who stands in its way. The loud braying prayers and hymns of a baliri demon carry for miles across the blasted Abyssal landscape and fill the hearts of mortals and lesser demons alike with dread. Baliri demons are not picky when it comes to choosing their victims but have a preference for anyone who resembles an aggressor from their previous life.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'The Wahid \n'b' Large elemental , lawful evil \n'b' Armor Class 19 (natural armor) Hit Points 300 (24d10 + 168) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 23 (+6) DEX: 19 (+4) CON: 24 (+7) INT: 18 (+4) WIS: 16 (+3) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +10, Intelligence +10, Wisdom +9, Charisma +9 Skills Acrobatics +15, Deception +9, Perception +9, Sleight of Hand +15, Stealth +15 Damage Immunities fire Senses darkvision 120 ft., passive Perception 19 Languages Common, Ignan, Thieves\xe2\x80\x99 Cant, telepathy 120 ft. Challenge 18 (20,000 XP) \n'b' Special Traits \n'b' Action Surge (recharges after a short or long rest ). The Wahid may make one additional action on his turn on top of his normal action (and possible bonus action). \n'b' Cunning Action . The Wahid can take a bonus action on each of his turns in combat. This action can be used only to disarm a trap or open a lock, or to take the Dash , Dexterity ( Sleight of Hand ), Disengage , Hide , or Use an Object action. \n'b' Elemental Demise . If the Wahid dies, his body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment he was wearing or carrying. \n'b' Evasion . The Wahid can nimbly dodge out of the way of certain area effects. When he is subjected to an effect that allows him to make a Dexterity saving throw to only take half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. \n'b' Innate Spellcasting . The Wahid\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The wahid can innately cast the following spells, with no need for material components: \n'b' At will : detect magic \n'b' 3/day each : enlarge/reduce , tongues \n'b' 1/day each : conjure elemental (fire elemental only), gaseous form , invisibility , major image , plane shift , wall of fire \n'b' Maneuvers (5/day) . The Wahid may use any one of the following maneuvers, once per turn: \n'b' Counterstrike . When a creature misses the Wahid with a melee attack , he may use his reaction to make a melee weapon attack against that creature. If he hits, he rolls 1d8 and adds the result to his damage roll. \n'b' Disarming Strike . When the Wahid hits a creature with a weapon attack, he rolls 1d8 and adds the result to his damage roll. The target must succeed on a DC 20 Strength saving throw, or it drops an object of the Wahid\xe2\x80\x99s choice that it was holding. \n'b' False Strike . The Wahid uses his bonus action to feint at one creature within 5 feet of him. The wahid then has advantage on his next attack roll against that creature. If the attack hits, he rolls 1d8 and adds the result to his damage roll. \n'b' Terrorizing Strike . When the Wahid hits a creature with a weapon attack, he rolls 1d8 and adds the result to his damage roll. The target must succeed on a DC 20 Wisdom saving throw or be frightened until the end of the Wahid\xe2\x80\x99s next turn. \n'b' Tripping Strike . When the Wahid hits a creature with a weapon attack, he rolls 1d8 and adds the result to his damage roll. If the creature is Huge or smaller, it must succeed on a DC 20 Strength saving throw or be knocked prone . \n'b' Sneak Attack . Once per turn, the Wahid can deal an extra 4d6 damage to one creature he hits with a Dagger attack if he has advantage on the attack roll. The wahid doesn\xe2\x80\x99t need advantage on the attack roll if another enemy of the target is within 5 feet of it and that enemy isn\xe2\x80\x99t incapacitated. \n'b' Thieves\xe2\x80\x99 Tools . The Wahid adds his proficiency bonus to any ability checks he makes to disarm traps or open locks. \n'b' Uncanny Dodge . When an attacker the Wahid can see hits him with an attack, he can use his reaction to halve the attack\xe2\x80\x99s damage against him. \n'b' Actions \n'b' Multiattack . The Wahid makes two Scimitar and two Dagger attacks or uses its Hurl Flame three times. \n'b' +1 Scimitar . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 16 (2d8 + 7) slashing damage plus 7 (2d6) fire damage. \n'b' +2 Dagger . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 13 (2d4 + 8) slashing damage plus 7 (2d6) fire damage. \n'b' Hurl Flame . Ranged Spell Attack : +9 to hit, range 120 ft., one target. Hit : 17 (5d6) fire damage. \n'b' Bonus Actions \n'b' Amulet of Shapechange (1/day). The Wahid uses his amulet of shapechange. \n'b' Second Wind (recharges after a short or long rest ). The Wahid may regain 1d10 + 20 hit points .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'The Waugan \n'b' Gargantuan monstrosity (titan), chaotic evil \n'b' Armor Class 21 (natural armor) Hit Points 518 (28d20 + 224) Speed 0 ft., swim 60 ft.\n'b' STATS STR: 30 (+10) DEX: 20 (+5) CON: 27 (+8) INT: 10 (+0) WIS: 15 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +18, Dex +13, Con +16, Wis +10 Skills Athletics +18, Perception +10 Damage Immunities cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , deafened , exhaustion , frightened , paralyzed , poisoned Senses truesight 120 ft., passive Perception 20 Languages Aquan Challenge 26 (90,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/day) . If the Waugan fails a saving throw, it can choose to succeed instead. \n'b' Magical Weapons . The Waugan\xe2\x80\x99s weapon attacks are magical. \n'b' Siege Monster . The Waugan does double damage to objects and structures. \n'b' Undertow . As a bonus action when the Waugan is underwater, it can cause all water within 90 feet of it to be difficult terrain for other creatures until the start of its next turn. \n'b' Water Breathing . The Waugan can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Waugan makes one bite attack and two fist attacks. \n'b' Bite . Melee Weapon Attack : +18 to hit, reach 5 ft., one target. Hit : 32 (5d8 + 10) piercing damage. \n'b' Fist . Melee Weapon Attack : +18 to hit, reach 20 ft., one target. Hit : 23 (3d8 + 10) bludgeoning damage. \n'b' Wave Attack (Recharge 5-6) . The Waugan creates waves and sends them out in a 90-foot cone. Any creatures in the area must make a DC 21 Constitution saving throw or take 42 (12d6) bludgeoning damage, half as much damage on a save. \n'b'\n'b' REACTIONS \n'b'\n'b' Swat Away . In response to being hit by a ranged weapon attack , the Waugan can swat the projectile away with its tail and take no damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Waugan 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 Waugan regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The Waugan makes a Wisdom ( Perception ) check. \n'b' Ink Jet . The Waugan shoots out of jet of ink from its mouth in a 120 ft. line, 5 feet wide. Any creatures in range must make a DC 21 Dexterity saving throw or take 35 (10d6) bludgeoning damage. In addition, the target is blinded until the end of its next turn. \n'b' Tail Attack (Costs 2 Actions) . Melee Weapon Attack : +18 to hit, reach 20 ft., one target. Hit : 23 (3d8 + 10) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' The only creature larger than krakens is the Waugan. This immense titan travels around the entire ocean. At times it can also be found swimming through huge sea caves. It is a solitary creature and has no allies except for an aquarian wizard . \n'b' There\xe2\x80\x99s Always a Bigger Fish . This massive monster hunts constantly and needs a great deal of nourishment. It feeds on whales, killer whales, dolphins, seals, sea lions, and pretty much anything it wants. \n'b' Sizeable Impact . The Waugan is so powerful it can devastate an undersea castle or settlement in minutes. Some people say that it does more damage than an earthquake or tsunami. Entire sahuagin and merfolk colonies have been destroyed by this titan. \n'b' Secluded Sea Cave . Legends say that the Waugan inhabits a mammoth sea cave. The creature has looted many of the ships it has sunk and taken the bounty. Therefore, most scholars believe a sizeable treasure hoard must be stowed in its cave.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Therianthropic Beast \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 19 (natural) Hit Points 263 (25d10+125) Speed 40 ft., climb 30ft.\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 21 (+5) INT: 14 (+2) WIS: 17 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +8, Stealth +8 Damage Immunities bludgeoning, piercing, and slashing damage from weapons that aren\xe2\x80\x99t silvered Condition Immunities charmed , frightened , paralyzed , petrified , poisoned Senses blindsight 30ft., darkvision 60 ft., passive Perception 25 Languages Abyssal, Common, Sylvan Challenge 19 (22,000 XP) \n'b' SPECIAL Traits \n'b'\n'b' Beast Empathy . The theranthropic beast can cast animal friendship at will ( Wisdom save DC 19). \n'b' Control Lycanthrope . The therianthropic beast can use its action to attempt to control any lycanthrope that it can see. The target must succeed on a DC 19 Charisma saving throw or become charmed . The beast has a telepathic link to all lycanthropes it has charmed and may issue commands through the link as a bonus action. Charmed lycanthropes must obey to the best of their ability. A charmed lycanthrope can attempt a new save each time it completes a long rest. \n'b' Keen Senses . The therianthropic beast gains advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Magic Resistance . The therianthropic beast gains advantage on saves against spells and spelllike abilities. \n'b' Shapechanger . The theranthropic beast can use its action to assume the hybrid or animal form of any type of lycanthrope whose blood it has tasted, or that of any Small, Medium, or Large beast it has consumed. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The therianthropic beast makes four attacks: two with its claws, one with its bite, and one with its tail. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 10ft., one target. Hit : 13 (2d8+4) slashing damage. The therianthropic beast\xe2\x80\x99s claw attacks are considered both magical and silvered. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10ft., one target. Hit : 15 (2d10+4) piercing damage. The therianthropic beast\xe2\x80\x99s bite attack is considered both magical and silvered. If the target is a humanoid, celestial, fiend, or monstrosity it must succeed on a DC 19 Constitution saving throw or contract a form of lycanthropy based on the form the therianthropic beast is currently in. \n'b' Tail . Melee Weapon Attack : +10 to hit, reach 15ft., one target. Hit : 13 (2d8+4) bludgeoning damage. If the target is Huge or smaller, it must make a DC 19 Strength saving throw or be knocked prone . \n'b'\n'b' ABOUT \n'b' An ape-bodied beast charges forward. Its arms are long, with oversized, humanlike hands. Its skull is a disturbing mix of wolf and man, and it seems barely covered in a thin layer of skin. Its body has patches of short wiry hair and areas of scales. A heavy tail drags behind it. \n'b' Therianthropic beasts are a horrifying mix of humanoid and beast, originally spawned from an Abyssal layer populated by fiendish animals and lycanthropes. They are not demons, although they are just as evil and destructive. \n'b' Therianthropic beasts see themselves as natural alphas to all werebeasts, and they seek to unite them into massive marauding packs. \n'b' Therianthropic beasts hunt nearly any creature simply for the challenge. They use their pack of controlled lycanthropes to distract, confuse, and soften up their target, before moving in for the kill. Their pride drives them to meet nearly any challenge, although they flee if badly outmatched. \n'b' Therianthropic beasts view humanoids as weak cattle that exist only to serve as food or to be \xe2\x80\x9cremade\xe2\x80\x9d with the gift of lycanthropy. It is rumored that some ancient therianthropic beasts can inflict the curse of lycanthropy onto other types of creatures, leading packs of shapeshifted demons and aberrations across the planes.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Thessal-Titan \n'b' Gargantuan celestial (titan), chaotic evil \n'b' Armor Class 25 (natural armor, +2 scale mail armor) Hit Points 738 (36d20 + 360) Speed 50 ft.\n'b' STATS STR: 30 (+10) DEX: 10 (+0) CON: 30 (+10) INT: 20 (+5) WIS: 22 (+6) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +19, Constitution +19 Skills Perception +15 Damage Immunities acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded , charmed , frightened , poisoned , prone Senses truesight 120 ft., passive Perception 25 Languages all, telepathy 300 ft. Challenge 30 (155,000 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The thessal-titan\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : bestow curse , dispel magic , dominate person , levitate \n'b' 3/day : chain lightning , hold monster (as 7th level slot) \n'b' 1/day : arcane hand (as 7th level slot), dominate monster , freedom of movement , planar ally , meteor swarm \n'b'\n'b' Multiple Heads . The thessal-titan has seven heads. While it has more than one head, the thessal-titan has advantage on saving throws against being blinded , charmed , deafened, frightened , stunned, and knocked unconscious. Whenever the thessal-titan takes 90 or more damage in a single turn, one of its heads is severed and dies. When one of its heads dies, the wound heals immediately and the thessal-titan regains 40 hit points . If all its heads die, the thessal-titan dies. \n'b' Reactive Heads . For each head the thessal-titan has beyond one, it gets an extra reaction that can be used only for opportunity attacks. \n'b' Regeneration . The thessal-titan regains 10 hit points at the start of its turn. The thessal-titan dies if it is reduced to 0 hit points , and this ability does not function. \n'b' Trampling Charge . If the thessal-titan moves at least 40 feet straight toward a target and then hits it with a Slam attack on the same turn, that target must succeed on a DC 24 Strength saving throw or be knocked prone . If the target is prone, the thessal-titan can make one Stomp attack against it as a bonus action. \n'b' Wakeful . While the thessal-titan sleeps, at least one of its heads is awake. \n'b' Actions \n'b' Multiattack . The thessal-titan makes one Stomp attack, four Slam attacks, and as many Bite attacks as it has heads. It may substitute one Acid Spit attack for one Bite attack . \n'b' Bite . Melee Weapon Attack : +19 to hit, reach 10 ft., one target. Hit : 15 (1d10 + 10) piercing damage plus 7 (2d6) acid damage. \n'b' Slam . Melee Weapon Attack : +19 to hit, reach 15 ft., one target. Hit : 23 (3d8 + 10) bludgeoning damage. \n'b' Acid Spit . The thessal-titan spits a stream of acid at a single target within 60 feet of it. If the target is a creature, it must make a DC 20 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save or half as much on a successful one. \n'b' Stomp . Melee Weapon Attack : +18 to hit, reach 10 ft., one target. Hit : 32 (4d10 + 10) bludgeoning damage, and all creatures within 20 feet of the thessal-titan must succeed on a DC 20 Dexterity saving throw or be knocked prone as the thessal-titan causes the ground to heave.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Thin Man \n'b' Medium fey , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 60 (8d8+24) Speed 30 ft., burrow 20 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 16 (+3) INT: 8 (-1) WIS: 11 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Senses passive Perception 10 Languages Aklo Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Vanish (1/Day) . If the thin man is lightly or heavily obscured, it can spend a bonus action to Hide , with a +10 bonus. Any effect that would prevent it from Hiding, even special senses like blindsight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The thin man makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, 5 ft. reach, 1 target. Hit : 8 (1d8 + 4) slashing damage. A creature hit by two claw attacks in the same round takes an additional 8 (1d8+4) slashing damage. \n'b'\n'b' ABOUT \n'b' The mysterious thin men have long been a part of legend. \n'b' They inhabited their tiny island home long before human colonists first arrived, and the so-called thin men have lived on the periphery of society or among the indigenous cane fields since times long forgotten. Their natural coloration and slender frames serve particularly well in concealing them from the prying eyes of suspicious humans. \n'b' The thin men use their naturally hard and sharp claws to dig narrow burrows beneath the fields and copses of the island. Their bodies have few bones\xe2\x80\x93instead, their skeletal frameworks are almost entirely cartilaginous in nature, which allows them to navigate their tiny burrows with relative ease and escape the notice of their human neighbors. Their close connection with the earth likewise gives them immunity to natural toxins. \n'b' Though the thin men generally keep to themselves, only observing their human counterparts from the shadows, on occasion they tire of the meager fare of plant roots, grubs, and small vermin on which they normally subsist, and catch a local farmer alone in his fields or traveling at night. On these occasions, they murder the hapless victim and feast on his remains. Their uncanny ability to hide in the endless waving fields of cane lets them avoid the patrols or posses of vengeful farmers that come around to search for the killer.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Thin Stranger \n'b' Medium fiend ( demon ), chaotic evil \n'b' Armor Class 15 (natural armor) Hit points 110 (13d8 + 52) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 19 (+4) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities cold, thunder Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, necrotic, poison Condition Immunities poisoned Skills Arcana +7, History +7, Intimidation +7, Perception +5, Stealth +5 Senses darkvision 60 ft., passive Perception 15 Languages Common Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting (Psionics) . The thin stranger\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: \n'b'\n'b' At will : alter self , detect thoughts \n'b' 1/day each : dominate monster , plane shift (requires four sentinel spheres present) Loathsome Limbs Whenever the thin stranger takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it: \n'b'\n'b' d% \n'b' Result \n'b'\n'b' 1-10 \n'b' Nothing else happens. \n'b'\n'b' 11-14 \n'b' One leg is severed from the thin stranger if it has any legs left. A severed leg is unable to attack and has a speed of 5 feet. The thin stranger\xe2\x80\x99s speed is halved if it\xe2\x80\x99s missing a leg. If it loses both legs, it falls prone . \n'b'\n'b' 15-18 \n'b' One arm is severed from the thin stranger if it has any arms left. A severed arm has a speed of 5 feet and can make one unarmed strike attack on its turn, with disadvantage on the attack roll unless the thin stranger can see the arm and its target. Each time the thin stranger loses an arm, it loses an unarmed strike attack . If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can\xe2\x80\x99t benefit from bonuses to speed. \n'b'\n'b' 19-20 \n'b' The thin stranger is decapitated, but the thin stranger dies only if it can\xe2\x80\x99t regenerate . If it dies, so does the severed head. If its head is severed, the thin stranger loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet and the thin stranger\xe2\x80\x99s Keen Smell trait. It can make a bite attack but only against a target in its space. If the thin stranger finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the thin stranger\xe2\x80\x99s initiative and has its own action and movement. A severed part has AC 13, 10 hit points , and the thin stranger\xe2\x80\x99s Regeneration trait. \n'b'\n'b' Magic Resistance . The thin stranger has advantage on saving throws against spells and other magical effects. Regeneration. The thin stranger regains 10 hit points at the start of its turn. If the thin stranger takes cold or thunder damage, this trait doesn\xe2\x80\x99t function at the start of the thin stranger\xe2\x80\x99s next turn. The thin stranger dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The thin stranger makes two unarmed attacks. \n'b' Unarmed Strike . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the thin stranger can grapple the target (escape DC 15). \n'b' Extract Brain . Melee Weapon Attack : +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the thin stranger. Hit : The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points , the thin stranger kills the target by extracting its brain. A humanoid slain by this attack rises 24 hours later as a zombie or sentinel sphere under the thin stranger\xe2\x80\x99s control, unless the humanoid is restored to life or its body is destroyed. The thin stranger can have no more than 26 zombies or sentinel spheres in total under its control at one time. \n'b'\n'b' About \n'b' A gaunt, nearly skeletal man dressed in black with wide, staring eyes seems to move towards you in slow motion. \n'b' Thin strangers are fiends from beyond, looking for brains to fuel their sentinel spheres.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Third Harbinger: Famine \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 19 (natural armor) Hit Points 345 (30d8+210) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 18 (+4) CON: 24 (+7) INT: 15 (+2) WIS: 24 (+7) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +9, Cha +10 Skills Insight +14, Nature +16, Perception +14, Persuasion +17 Damage Resistances cold; bludgeoning, piercing, and slashing Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , disease, frightened , poisoned Senses darkvision 120 ft., truesight 60 ft., passive Perception 24 Languages all Challenge 23 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ageless . Famine cannot suffer from frailty of old age, die from old age, or be aged magically. \n'b' Innate Spellcasting . Famine\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). Famine can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : blight , cloudkill , contagion , control water , detect poison and disease , fly , move earth , phantom steed \n'b' 3/day each : control weather , detect thoughts , insect plague , mirage arcana, plane shift \n'b'\n'b' Legendary Resistance (3/Day) . If Famine fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . Famine has advantage on saving throws made against spells and other magical effects. \n'b' Magic Weapons . Famine\xe2\x80\x99s weapon attacks are magical. \n'b' Shapechanger . Famine can use a bonus action to polymorph into a Small, Medium, or Large beast or humanoid it has seen, or back into its true form. Its statistics, other than its size and the ability to breathe water, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Famine uses its Frightful Presence and attacks twice. \n'b' Withering Touch . Melee Spell Attack : +14 to hit, reach 5 ft., one target. Hit : 51 (8d10+7) necrotic damage. If the target is a creature and takes more than 50 necrotic damage, it makes a DC 22 Constitution saving throw or gains one level of exhaustion . \n'b' Sap Vitality . Ranged Spell Attack : +14 to hit, range 50/200 ft., one creature. Hit : The target gains one level of exhaustion . At the end of its next turn, if the target is still alive it can make a DC 22 Constitution saving throw to immediately recover from the last level of exhaustion inflicted by Sap Vitality. \n'b' Frightful Presence . Each creature of Famine\xe2\x80\x99s choice that is within 120 feet of it and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to Famine\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Famine 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. Famine regains spent legendary actions at the start of its turn. \n'b'\n'b' Decrepit Pod . Famine conjures a decrepit pod of plant seeds in its hands and throws them at a square within 30 feet. When it hits the decrepit pod spreads into a 20-foot-radius sphere of pollen that hangs in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The sphere spreads around corners and its area is heavily obscured. When a creature other than Famine starts its turn inside of the pollen or first enters into the pollen on a turn, the creature makes a DC 22 Constitution saving throw or has disadvantage on attack rolls and ability checks for 1 round. In addition, any food in the area spoils, and any nonmagical plants in the area that aren\xe2\x80\x99t creatures wither and die. \n'b' Cast Spell (Costs 2 Actions) . Famine casts a spell. \n'b' Scales of Starvation (Costs 2 Actions) . Foul energies roil out of Famine in a 40-foot radius. Each creature in the area must make a DC 22 Constitution saving throw, taking 28 (10d6) poison damage on a failed save, or half as much damage on a successful one. A creature that takes 25 or more poison damage repeats the saving throw or gains one level of exhaustion . Any plant creatures take double damage. Nonmagical plants in the area wither and die, and food in the area spoils.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Thistfolk \n'b' Medium humanoid (thistfolk, ozian), lawful neutral \n'b' Armor Class 16 (natural armor) Hit Points 34 (4d8 + 16) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 18 (+4) INT: 10 (+0) WIS: 9 (-1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Damage Immunities poisoned Skills Arcana +2 Senses passive Perception 9 Languages Common Challenge 1 (200 XP) \n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This odd being\xe2\x80\x99s head is shaped like a diamond and its body like a heart. All the hair it has is a little bunch at the tip top of its diamond-shaped head and its eyes are very large and round, but its nose and mouth is very small. \n'b' Their clothing is tight-fitting and of brilliant colors, being handsomely embroidered in quaint designs with gold and silver threads; but on its feet it wears sandals, with no stockings whatever. \n'b' Thistfolk, who refer to themselves as thists, feed on thistles. They are capable of eating the prickly plants because their throats and stomachs are lined with solid gold. It\xe2\x80\x99s the only crop their region produces, and they are kept from the outside world by an illusion that keeps the city from being easily reached. \n'b' Dragon-Makers . Thistfolk are famous for their clockwork auto-dragons, which they produce in a factory, their major export. Thistfolk enjoy music and incorporate music boxes incorporate them into all of their clockworks. \n'b' Thistfolk are ruled by the High Coco-Lorum, or rather he pretends to rule because he knows the laws. The High Coco-Lorum pretends to be a public servant, but by manipulating the laws keeps the other thists in check.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Thistfolk High Coco-Lorum \n'b' Medium humanoid (thistfolk, ozian), lawful neutral \n'b' Armor Class 16 (natural armor) Hit Points 68 (8d8 + 32) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 18 (+4) INT: 14 (+2) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +4, Deception +4, Insight +4, Perception +4, Persuasion +4 Damage Immunities poison Damage Immunities poisoned Senses passive Perception 14 Languages Common Challenge 4 (1,100 XP) \n'b' ACTIONS \n'b'\n'b' Scepter . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, the noble can utter a special command 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 odd being\xe2\x80\x99s head is shaped like a diamond and its body like a heart. All the hair it has is a little bunch at the tip top of its diamond-shaped head and its eyes are very large and round, but its nose and mouth is very small. \n'b' Their clothing is tight-fitting and of brilliant colors, being handsomely embroidered in quaint designs with gold and silver threads; but on its feet it wears sandals, with no stockings whatever. \n'b' Thistfolk, who refer to themselves as thists, feed on thistles. They are capable of eating the prickly plants because their throats and stomachs are lined with solid gold. It\xe2\x80\x99s the only crop their region produces, and they are kept from the outside world by an illusion that keeps the city from being easily reached. \n'b' Dragon-Makers . Thistfolk are famous for their clockwork auto-dragons, which they produce in a factory, their major export. Thistfolk enjoy music and incorporate music boxes incorporate them into all of their clockworks. \n'b' Thistfolk are ruled by the High Coco-Lorum, or rather he pretends to rule because he knows the laws. The High Coco-Lorum pretends to be a public servant, but by manipulating the laws keeps the other thists in check.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Styx-Corrupted Behir \n'b' Family: Behir \n'b' Huge monstrosity , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 168 (16d12 + 64) Speed 50 ft., climb 40 ft., fly 30 ft.\n'b' STATS STR: 23 (+6) DEX: 18 (+4) CON: 18 (+4) INT: 7 (-2) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +8 Damage Immunities lightning Senses darkvision 90 ft., passive Perception 16 Languages Draconic Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Stygian Agility . The behir has advantage on Dexterity ability checks and Dexterity saving throws. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The behir makes two attacks: one with its bite and one to constrict. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 22 (3d10 + 6) piercing damage. \n'b' Constrict . Melee Weapon Attack : +10 to hit, reach 5 ft., one Large or smaller creature. Hit : 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn\xe2\x80\x99t already constricting a creature, and the target is restrained until this grapple ends. \n'b' Hellish Lightning Breath (Recharge 5-6) . The Styxcorrupted behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each non-fiend creature in that line must make a DC 16 Dexterity saving throw, taking 38 (7d10) lightning damage and 31 (7d8) necrotic damage on a failed save, or half as much damage on a successful one. \n'b' Swallow . The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir\xe2\x80\x99s turns. A behir can have only one creature swallowed at a time. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. \n'b'\n'b' ABOUT \n'b' Dim-witted behirs have an ancient feud with dragonkind, and silver-tongued fiends sometimes stoke this hatred. Promising the power to fight against their draconic enemies in the skies and the agility to dodge draconic breath weapons, these fiends tempt behirs into sacrificing their hoards and their souls to the legion. This multi-legged serpentine horror flaps a set of membranous insectoid wings as it curls its sinuous body in ever-tightening coils. \n'b' Styx Corruption \n'b' Masters of flight and tempests, fiends of the Styx legion attack their foes from the air. Creatures caught in the ferocious windstorms created by the legion find themselves hurled helplessly about, and those that survive might be seduced by the corruption of Styx. Such creatures become particularly agile and invariably sprout wings of some variety, such as leathery, bat-like wings or the membranous wings of giant insects. Feathered wings are rare in creatures subject to the Styx corruption, and are generally a nauseating green-black in color. \n'b' Styx corruption grants the Styxian Agility trait. \n'b' Stygian Agility . Styx corruption grants a fly speed of 30 ft. or increases a corrupted creature\xe2\x80\x99s existing fly speed by 30 ft. The corrupted creature has advantage on Dexterity ability checks and Dexterity saving throws.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon, Balor \n'b' Family: Demons \n'b' Huge fiend (demon), chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 262 (21d12 + 126) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 26 (+8) DEX: 15 (+2) CON: 22 (+6) INT: 20 (+5) WIS: 16 (+3) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +14, Con +12, Wis +9, Cha +12 Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities poisoned Senses truesight 120 ft., passive Perception 13 Languages Abyssal, telepathy 120 ft. Challenge 19 (22,000 XP) \n'b' Special Traits \n'b' Death Throes : When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren\xe2\x80\x99t being worn or carried, and it destroys the balor\xe2\x80\x99s weapons. \n'b' Fire Aura : At the start of each of the balor\xe2\x80\x99s turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren\xe2\x80\x99t being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. \n'b' Magic Resistance : The balor has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons : The balor\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack : The balor makes two attacks: one with its longsword and one with its whip. \n'b' Longsword : Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice. \n'b' Whip : Melee Weapon Attack : +14 to hit, reach 30 ft., one target. Hit : 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor. \n'b' Teleport : The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. \n'b' About \n'b' This winged fiend\xe2\x80\x99s horned head and fanged visage present the perfection of the demonic form, fire spurting from its flesh.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Thoqqua \n'b' Medium elemental , neutral \n'b' Armor Class 13 (natural armor) Hit Points 52 (8d8 + 16) Speed 30 ft., burrow 20 ft.\n'b' STATS STR: 13 (+1) DEX: 13 (+1) CON: 15 (+2) INT: 6 (-2) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Vulnerabilities cold Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire, poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , stunned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 13 Languages understands Ignan but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' Special Traits \n'b' Molten Body . A creature that touches the thoqqua or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. In addition, at the start of each of its turns, the thoqqua deals 10 (3d6) fire damage to any creature grappling it. Any nonmagical weapon made of metal or wood that hits the thoqqua melts or burns. 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 thoqqua is destroyed after dealing damage. \n'b' Actions \n'b' Slam . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 8 (2d6 + 1) bludgeoning damage, plus 10 (3d6) fire damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Thorn Crawler \n'b' Huge plant , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 184 (16d12 + 80) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 20 (+5) INT: 3 (-4) WIS: 14 (+2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses tremorsense 120 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Scent . The crawler can smell blood up to 1 mile away. \n'b' Recoil From Flame . When the crawler takes fire damage, it releases any creatures it is grappling. \n'b' Woodland Stride . The crawler ignores difficult terrain from nonmagical foliage. Creatures make ability checks to track the crawler with disadvantage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The crawler makes three attacks: one with its bite and two with its tendrils. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 21 (3d10 + 5) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained , and the crawler can\xe2\x80\x99t bite another target. \n'b' Tendrils . Melee Weapon Attack : +9 to hit, reach 15 ft., one target. Hit : 15 (3d6 + 5) slashing damage. \n'b' Swallow . The crawler makes a bite attack against a creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained , and it has total cover against attacks and other effects outside the crawler. At the start of each of the crawler\xe2\x80\x99s turns, the creature takes 17 (5d6) piercing damage, and the crawler regains a number of hit points equal to the damage dealt. If the crawler takes 25 damage or more on a single turn from a swallowed creature, or if the crawler dies, it regurgitates all swallowed creatures, which fall prone in a space within 10 feet of the crawler. The crawler can have up to two Medium or smaller creatures swallowed at a time. \n'b' Thorn Burst (Recharge 5-6) . The crawler magically causes thorns to explode from plants within 30 feet of it. Creatures in that area must make a DC 17 Dexterity saving throw, taking 38 (11d6) piercing damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Thorn crawlers resemble massive centipedes made entirely of twisted roots, branches, vines, and undergrowth, with every inch of the monstrosity\xe2\x80\x99s body covered in razor-sharp thorns. These carnivorous plant creatures roam only the world\xe2\x80\x99s most primeval forests, using their ability to scent blood from a mile away to track down and consume injured prey. Despite their massive size , thorn crawlers are adept at navigating dense forests; they easily squeeze under tree roots and scurry through weed-choked gulches, even climbing into the forest canopy to better survey the ground and get the drop on unsuspecting prey. \n'b' Like many carnivorous plants, thorn crawlers feed on bodily fluids, leeching blood and humors into their root systems. A thorn crawler\xe2\x80\x99s digestive organs, such as they are, are located along the inner diameter of a hollow cavity in the monster\xe2\x80\x99s body. Thorn crawlers tuck captured forest critters and unwary travelers in this cavity, piercing its prey with sharp roots and swiftly draining the creature of vital fluids. Days later, a thorn crawler unceremoniously expels the victim\xe2\x80\x99s desiccated husk onto the forest floor. \n'b' A newly introduced thorn crawler can challenge a forest\xe2\x80\x99s apex predators and decimate the local ecosystem if left unchecked. Rulers of nations whose forests are beleaguered by thorn crawlers sometimes arrange for formal hunts of the creatures. Because the peasantry would turn such a hunt into little more than a slash and burn of the entire forest, rulers prefer to send adventurers who have a lighter touch to hunt down and eliminate the pesky plants. \n'b' Variant Thorn Crawlers \n'b' Their ability to traverse a wide variety of terrain means that thorn crawlers can be found in forests throughout the world. Those in temperate forests typically become dormant during the winter, slumbering in thicketed ravines; those in tropical climates, however, are active year-round. Some species develop a natural paralytic poison that afflicts anyone on the wrong end of their thorns, while others have been afflicted by powerful consumed magic items or artifacts which have unlocked theretofore unknown primal powers.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Thorned Sulfurlord \n'b' This fiend appears as a humanoid made from ashen twists of briar, but, instead of legs, its torso is connected to a shifting mass of twisting briar and thorns. Its visage is a wooden mask that changes from torment to malevolence to ecstasy. Its powerful hands are encircled by great clouds of yellow, sulfurous smoke. A forge-hot flame burns in its heart with enough intensity to scald living things that draw too close. \n'b' Huge fiend , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 171 (18d12 + 54) Speed 20 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 9 (-1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +9 Skills Athletics +9, Perception +7 Damage Vulnerabilities cold Damage Immunities fire, poison Condition Immunities charmed , poisoned Senses truesight 120 ft., passive Perception 17 Languages Abyssal, Infernal, telepathy 120 ft. Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Burning Tangle . The ground within 10 feet of the thorned sulfurlord is difficult terrain . \n'b' Hell Core . At the start of each of the thorned sulfurlord\xe2\x80\x99s turns, each creature within 10 feet of the sulfurlord takes 7 (2d6) fire damage. If the thorned sulfurlord takes cold damage, this trait doesn\xe2\x80\x99t function at the start of its next turn. \n'b' Like Calls to Like . The thorned sulfurlord knows if a creature within 100 feet of it is evil-aligned or not. \n'b' Root (3/day) . As a bonus action , the thorned sulfurlord sends its roots deep into the ground. For 1 minute, the sulfurlord\xe2\x80\x99s speed is halved, it is immune to effects that would move it, and it can\xe2\x80\x99t be knocked prone . \n'b' Actions \n'b' Multiattack . The thorned sulfurlord makes two sulfur slam attacks or two fiery spike attacks. \n'b' Sulfur Slam . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage plus 9 (2d8) fire damage. The target must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn. \n'b' Fiery Spike . Ranged Weapon Attack : +6 to hit, range 60/240 ft., one target. Hit : 12 (3d6 + 2) piercing damage plus 9 (2d8) fire damage. \n'b' The World Shall Know Fire (Recharge 5-6) . The thorned sulfurlord targets a creature that has taken fire damage from it within the last minute and causes a burst of fire to expand out from that creature in a 30-foot-radius. Each creature in the area, including the target, must make a DC 17 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren\xe2\x80\x99t being worn or carried. \n'b' About \n'b' Immolating Reclaimer . Unlike most other fiendish plants whose evil is tempered somewhat by its plant-like origins, the thorned sulfurlord is a craven destructor. Wherever it goes, it burns natural vegetation to cinders and uses this new base to promote the growth of execrable shrubs and devil boughs. It is especially fond of lairing in towns or cities that were reduced to ruins by fire, drawing power and pleasure from burned edifices. \n'b' Servant to None . The thorned sulfurlord does not respect the hierarchy of the Hells or the Abyss.\xc2\xa0It may form alliances with other fiends or evil creatures, provided the partnership furthers its desire to burn and replace the natural world. It may form a pact with a circle of dark-hearted druids, but only if it is given a large grove to immolate and seed. \n'b' Fiendish Flora \n'b' Whenever the celestial or fiendish planes intersect with the material one, there is an opportunity for a commingling of flora. \n'b' Fiendish flora grows at sites where great evil has transpired, where foul things are worshipped, and where devils and demons have tread. These foul life forms are carnivorous and require blood to grow and thrive on the Material Plane. Cunning devils cut and clip the plants into unholy gardens which bolster their powers. Demons promote the flora\xe2\x80\x99s wild and expanding nature, sacrificing animals and humanoids to allow the fiendish plants to grow as rapidly as possible. \n'b' Carnivores . Fiendish plants require blood to grow. On the Material Plane, the plants do best in forests where careless animals are plentiful. These evil, sentient plants form relationships with all manner of dark-hearted beings.\xc2\xa0Fiendish flora offer power and protection in exchange for fresh blood. The craven nature of these plants often sees them devouring their allies when fresh blood is scarce. \n'b' Discord, Dismay, and Darkness . The fiendish plants propagate and thrive wherever there is a concentration of evil, chaos, and misery. If a fiend treads the Material Plane, there is a good chance that fiendish plants will trace its steps. A single shrub hidden in a farmer\xe2\x80\x99s field can affect the temperament of nearby animals and humanoids, causing nightmares, depression, and a darkening of disposition.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Thornheart Guardian \n'b' Large construct , lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 133 (14d10 + 56) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 18 (+4) INT: 7 (-2) WIS: 14 (+2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 16 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The thornheart guardian is immune to any spell or effect that would alter its form \n'b' Magic Resistance . The thornheart guardian has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The thornheart guardian\xe2\x80\x99s weapon attacks are magical. \n'b' Woodland Walk . Difficult terrain composed of nonmagical plants doesn\xe2\x80\x99t cost the thornheart guardian extra movement. In addition, the thornheart guardian can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The thornheart guardian makes three attacks: two with its barbed greatsword and one with its thorny whip. \n'b' Barbed Greatsword . Melee Weapon Attack +8 to hit, reach 5 ft, one target. Hit : 13 (2d8 + 4) slashing damage plus 7 (2d6) piercing damage. \n'b' Thorny Whip . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 11 (2d6 + 4) piercing damage, and the target is grappled (escape DC 16) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained , the guardian can automatically hit the target with its thorny whip, and the guardian can\xe2\x80\x99t make thorny whip attacks against other targets. \n'b' Grasp of the Briar (Recharge 5-6) . The thornheart guardian summons grasping, thorny vines to impede and drain the life of its foes. The ground within 20 feet of the thornheart guardian becomes difficult terrain for 1 minute. This difficult terrain doesn\xe2\x80\x99t cost the thornheart guardian extra movement. A creature that enters or starts its turn in the area must succeed on a DC 16 Strength saving throw or be restrained by the plants. A restrained creature takes 7 (2d6) necrotic damage at the start of each of its turns. A creature, including the restrained target, can take its action to break the target free of the vines by succeeding on a DC 16 Strength check. \n'b'\n'b' ABOUT \n'b' A hulking figure clad in a black armor adorned with thorny ornaments slowly walks forward, seemingly unhindered by the thick vegetation of the surrounding woods. \n'b' Thornheart guardians are unyielding and merciless defenders of the forest domains of hags and other sinister fey. They are the twisted cousins of green knights of the woods, and good-aligned fey often send green knights on hunts to destroy thornheart guardians and their creators. \n'b' Shadow Origins . Thornheart guardians are created from the bodies and souls of unfortunate knights who foolishly fell for the charms of hags or dark fey and swore eternal servitude to them.\xc2\xa0In unholy ceremonies, hags fuse the knights\xe2\x80\x99 bodies with armor forged in the Shadow Realm then transform the knights\xe2\x80\x99 hearts into a cluster of enchanted thorns. \n'b' Relentless and Loyal . The thornheart guardian is a terror to behold. Once it has found its mark, it doesn\xe2\x80\x99t back down until the enemies of its sinister liege have been slain. Its enchanted heart gives it power over the plants around it, and it uses these plants to capture and kill its enemies. \n'b' Construct Nature . The thornheart guardian 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'Thornlamm \n'b' Small plant , neutral evil \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 21 (6d6) \n'b' Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 14 (+2) CON: 11 (+0) INT: 3 (\xe2\x80\x934) WIS: 8 (\xe2\x80\x931) CHA: 3 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire, lightning, poison \n'b' Condition Immunities blinded , deafened , exhaustion \n'b' Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 \n'b' Languages \xe2\x80\x94 \n'b' Challenge \xe2\x80\x94 with a caprathorn (1/4 [50 XP] by itself) \n'b' Proficiency Bonus +2 \n'b' ACTIONS \n'b'\n'b' Hooves . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) bludgeoning damage. \n'b' Needles . Ranged Weapon Attack : +4 to hit, range 30/60 ft., one target. Hit : 7 (2d4 + 2) piercing damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Thornling \n'b' Medium plant , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 11 (2d8 + 2) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 12 (+1) CON: 13 (+1) INT: 4 (-3) WIS: 8 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded , deafened Senses blindsight 60 ft. (blind beyond this radius) Languages understands Sylvan but can\xe2\x80\x99t speak Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the thornling remains motionless, it is indistinguishable from a normal thorn bush. \n'b' Mask of the Fey Wild . The thornling can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 6 (2d4 + 1) piercing damage. \n'b' Barbs . Ranged Weapon Attack : +3 to hit, range 30/60 ft., one target. Hit : 8 (2d6 + 1) piercing damage. \n'b' Thorn Burst (Recharges after a Short or Long Rest) . The ground in a 20-foot radius centered on the thornling sprouts spikes and thorns. The area becomes difficult terrain for 1 minute. The thornling cannot move until the effect ends. If the thornling dies, the thorns wither away and the effect ends. When a creature moves into or within the area, it takes 5 (2d4) piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can\xe2\x80\x99t see the area at the time the plants appear must make a DC 10 Wisdom ( Perception ) check to recognize the terrain as hazardous before entering it. \n'b'\n'b' ABOUT \n'b' Thornlings appear to be little more than a jumble of thorny vines. These proud fey regard themselves rulers over plant-kind, and cultivate beautiful gardens wherever they choose to settle. Though their vines usually bear only thorns, thornlings sometimes sprout a few tiny flowers on their bodies during the spring. Thornlings in bloom can present a very strange sight to passers-by, as they tend to sprout many different types of exotic flowers at the same time. \n'b' Ghastly Rumors . For reasons unknown, thornlings tend to favor planting themselves in and around abandoned homes, farms, and keeps. Left undisturbed, these fey aid in the growth of thorn bushes and vines, covering their claimed properties almost completely in a halo of sharp thorns. \n'b' Protective of their gardens, thornlings will lash out at creatures that wander too close to their homes, causing all manner of barbed and entangling plants to sprout from the surrounding area. These sudden and violent growths around destitute buildings lead to rumors of haunting. Clerics that come to face the rumored undead are often caught off guard when they find themselves unable to turn the possessed plants.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Thresholder \n'b' Large fey , any alignment \n'b' Armor Class 18 (mithral plate) Hit Points 135 (18d10 + 36) Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 18 (+4) CON: 14 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7, Perception +7, Stealth +8 Senses passive Perception 17 Languages Sylvan, Common Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Cunning Action . The thresholder can use a bonus action to take the Dash , Disengage , or Hide action. \n'b' Magic Resistance . The thresholder has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The thresholder makes three attacks. \n'b' Gatekeeper Staff . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 16 (3d8 + 3) bludgeoning damage. \n'b' About \n'b' These agile sentinels lurk near gates, faerie rings, and other thresholds. Regardless of who or what they serve, these guardians are harsh judges. They will question any newcomers about their business and decide whether they are worthy enough to visit. If the thresholder decides the strangers aren\xe2\x80\x99t worthy, it will order them to leave.\xc2\xa0Thresholders will attack anyone that disobeys their orders.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Thripper \n'b' Medium humanoid (thripper), chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 104 (16d8 + 32) Speed 25 ft.\n'b' STATS STR: 14 (+2) DEX: 19 (+4) CON: 15 (+2) INT: 11 (+0) WIS: 16 (+3) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Perception +6, Stealth +7 Damage Vulnerabilities cold Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses truesight 60 ft., passive Perception 16 Languages Thrippish, Void Speech Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Feybane Weapons . The thripper\xe2\x80\x99s weapons are cold iron and are magical when used against fey. When the thripper hits a fey with any weapon, the weapon\xe2\x80\x99s damage is force instead of its normal damage type. \n'b' Fey Sense . The thripper can pinpoint, by scent, the location of fey within 60 feet of it and can sense the general direction of fey within 1 mile of it. \n'b' Soft Wings . The thripper can fly up to 40 feet on its turn, but it must start and end its movement on a solid surface such as a roof or the ground. If it is flying at the end of its turn, it falls to the ground and takes falling damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tripper makes two Extractor Spear or Disorienting Chitter attacks. \n'b' Extractor Spear . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) piercing damage plus 7 (2d6) necrotic damage. The target\xe2\x80\x99s hp maximum is reduced by an amount equal to half the necrotic damage taken, and the thripper regains hp equal to that amount. The reduction lasts until the target finishes a short or long rest. The target dies if this effect reduces its hp maximum to 0. \n'b' Disorienting Chitter . Ranged Spell Attack : +6 to hit, range 60 ft., one target. Hit : 16 (3d8 + 3) thunder damage, and the target must succeed on a DC 14 Wisdom saving throw or fall prone as it briefly becomes disoriented and falls. \n'b'\n'b' REACTIONS \n'b'\n'b' Glamour Counter . When a creature the thripper can see within 30 feet of it casts a spell, the thripper can counter the spell. This reaction works like the counterspell spell with a +6 spellcasting ability check, except the thripper can counter only spells from the enchantment or illusion schools, and it must make the ability check, regardless of the spell\xe2\x80\x99s level. \n'b'\n'b' ABOUT \n'b' An insectoid creature bursts through the window and leaps on the tavern table, swinging a spear with a curious tip. It hisses menacingly from its asymmetrical mouth before descending on the elves cowering in the corner. \n'b' Thrippers are humanoid insects from an aberrant dimension. \n'b' Mottled brown in color, feathery winged, and tall and slender, thrippers have their own distinct language of hisses and whooshing they make with their bizarre mouth structures. \n'b' Feykin Hunters . Thrippers hunt and consume fey, requiring their blood to sustain themselves. Their innate magical aptitude allows them to sense and disrupt the fey they hunt and makes them resistant to wily fey magic. In battle, thrippers use hollow spears like straws to attack and harvest their foes up close or release a high-pitched, chitter that disorients distant prey. \n'b' Delicate Wings . A thripper\xe2\x80\x99s wings are soft, delicate, and incapable of sustaining the thripper in flight for long. They use their wings for short bursts of flight, such as catching airborne prey or escaping powerful foes.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Thrummren \n'b' Gargantuan celestial , chaotic good \n'b' Armor Class 17 (natural armor) Hit Points 198 (12d20 + 72) Speed 60 ft.\n'b' STATS STR: 21 (+5) DEX: 19 (+4) CON: 22 (+6) INT: 10 (+0) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Wis +6, Cha +4 Damage Resistances cold, thunder Damage Immunities lightning, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 12 Languages Common, Giant, telepathy 60 ft. \n'b' Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Lightning Absorption . Whenever the thrummren is subjected to lightning damage, it takes no damage and instead regains a number of hp equal to the lightning damage dealt. \n'b' Magic Resistance . The thrummren has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The thrummren\xe2\x80\x99s weapon attacks are magical. \n'b' Storm Hide . A creature that touches the thrummren or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage. The thrummren can choose for its rider to not be affected by this trait. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The thrummren makes two attacks: one with its gore and one with its hooves. \n'b' Gore . Melee Weapon Attack : +9 to hit, reach 15 ft., one target. Hit : 24 (3d12 + 5) piercing damage plus 10 (3d6) lightning damage. \n'b' Hooves . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage plus 10 (3d6) thunder damage. \n'b' Thunder Stomp (Recharge 5-6) . The thrummren rears back and slams its front hooves into the ground. Each creature within 20 feet of the thrummren must make a DC 17 Strength saving throw. On a failure, a creature takes 35 (10d6) thunder damage, is pushed up to 10 feet away from the thrummren, and is deafened until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t pushed or deafened . \n'b'\n'b' REACTIONS \n'b'\n'b' Protect Rider . When the thrummren\xe2\x80\x99s rider is the target of an attack the thrummren can see, the thrummren can choose to become the target of the attack instead. \n'b'\n'b' ABOUT \n'b' The massive, dog-faced elk charges into battle, lightning crackling between its hooves and antlers, as its giant rider throws bolts of lightning. \n'b' The sight of a storm giant charging to battle atop a baying thrummren is both breathtaking and terrifying. \n'b' Heavenly Wanderers . Herds of thrummrens migrate from mountain range to mountain range across vast regions of the Upper Planes. As they travel en masse, storm clouds gather above them, and the pounding of their hooves against the ground is akin to thunder. The lightning storms generated by their proximity are truly amazing to behold. \n'b' Giant Bond . Most thrummrens on the Material Plane serve as the mounts of storm giant cavaliers. The relationship between mount and rider is complex, with control of the pairing seeming to pass from one to the other and back. Thrummrens never abandon their riders, defending riders to the death if necessary.\xc2\xa0If its rider falls in battle, a thrummren continues its assault until all foes have fallen. The thrummren then returns the rider\xe2\x80\x99s body to its home community, regardless of the distance. \n'b' Simurg Friends . When they encounter each other on the forested mountainsides they prefer, thrummren and simurgs share information. The two creatures often converse while on the move with the simurg perched atop the thrummren, looking to observers like some kind of chimeric creature with a long-feathered tail streaming behind it.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Thuellai \n'b' Huge elemental , chaotic neutral \n'b' Armor Class 17 Hit Points 161 (14d12 + 70) Speed 0 ft., fly 100 ft. (hover)\n'b' STATS STR: 22 (+6) DEX: 24 (+7) CON: 20 (+5) INT: 10 (+0) WIS: 11 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +4, Wis +4, Cha +6 Skills Perception +4 Damage Vulnerabilities fire Damage Resistances lightning, thunder; 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 14 Languages Common, Dwarvish, Primordial Challenge 12 (8,400 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Chilling Presence . At the start of each of the thuellai\xe2\x80\x99s turns, each creature within 15 feet of it must succeed on a DC 17 Constitution saving throw or take 7 (2d6) cold damage. For each minute a creature spends within 15 feet of the thuellai, it must succeed on a DC 17 Constitution saving throw or suffer one level of exhaustion from cold exposure. Unprotected, nonmagical flames within 15 feet of the thuellai are extinguished. Any spells of 3rd level or lower that provide resistance to cold damage and that are within 15 feet of the thuellai immediately end. Water freezes if it remains within 15 feet of the thuellai for at least 1 minute. \n'b' Elemental Nature . The thuellai doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Snowsight . The thuellai can see through areas obscured by snowfall, sleet, rain, and other wintry precipitation without penalty. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The thuellai makes three Icy Claw attacks. \n'b' Icy Claw . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) slashing damage plus 10 (3d6) cold damage. \n'b' Freezing Breath (Recharge 5\xe2\x80\x936) . The thuellai exhales an icy blast in a 60-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw, taking 49 (14d6) cold damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' This raging cloud of animate mist and ice has icicle shards for eyes and claws. \n'b' Servants of the North Wind . These fast-flying creatures of air and ice were created by the lord of the north wind, Boreas, to be his heralds, assassins, and hunting hounds. They appear as a swirling blizzard, often blending in with snowstorms to surprise their victims. \n'b' Terrifying Blizzards . Thuellai love to engulf creatures in their blizzards, to lash buildings with ice and cold, and to trigger avalanches with their whirlwinds. They thrive on destruction and fear, and they share their master\xe2\x80\x99s unpredictable nature. \n'b' Immune to Steel . Northerners especially fear the thuellai because of their resistance to mundane steel, their terrifying howls, and their ability to cause madness.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon, Baregara \n'b' Family: Demons \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 189 (18d10 + 90) Speed 30 ft., climb 40 ft.\n'b' STATS STR: 25 (+7) DEX: 19 (+4) CON: 20 (+5) INT: 15 (+2) WIS: 16 (+3) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8, Constitution +9 Skills Perception +7 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities acid, poison Condition Immunities poisoned Senses truesight 120 ft., passive Perception 17 Languages Abyssal, telepathy 120 ft. Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The baregara\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The baregara can innately cast the following spells, requiring no material components: \n'b' At will : dispel magic \n'b' 3/day : disguise self , hold person , invisibility (self only) \n'b' 1/day : conjure fiend, entangle , phantasmal force \n'b' Magic Resistance . The baregara has advantage on saving throws against spells and other magical effects. \n'b' Reckless . At the start of its turn, the baregara 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' Running Leap . The baregara\xe2\x80\x99s long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start. \n'b' Actions \n'b' Multiattack . The baregara makes up to four attacks: one with its bite, two with its claws, and one gore attack . \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 16 (2d8 + 7) piercing damage. \n'b' Claws . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 18 (2d10 + 7) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). The baregara can grapple one target at a time. \n'b' Gore . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 16 (2d8 + 7) piercing damage. \n'b' Teleport . The baregara magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Behtu \n'b' Small humanoid , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 52 (8d6 + 24) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 12 (+1) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5 Skills Athletics +5, Stealth +5 Damage Resistances cold, fire, lightning Senses darkvision 60 ft., passive Perception 10 Languages Behtu , Common, Infernal Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' ACTIONS \n'b'\n'b' Multiattack . The behtu makes one Bite attack and one Spear attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Spear . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack . \n'b' Fire Breath (Recharge 6) . The behtu exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' Ichorous Infusion . The behtu ingests an infusion made from Mechuiti\xe2\x80\x99s blood. For 1 minute, the behtu has advantage on saving throws and ability checks that use Strength and Constitution , and its walking and climbing speeds are doubled. In addition, it has disadvantage on saving throws and ability checks that use Intelligence and Wisdom for the duration. A non-behtu that ingests the infusion must make a DC 14 Constitution saving throw. On a failure, the creature takes 10 (3d6) poison damage and is poisoned for 1 minute. On a success, the creature takes half the damage and isn\xe2\x80\x99t poisoned . The behtu typically has 1d4 + 1 infusions in its possession. \n'b'\n'b' ABOUT \n'b' With the face of a mandrill and the tusks of a great boar, these ferocious half-ape, half-human pygmies have demon blood flowing in their veins. Only the desperate or the suicidal travel to their volcanic temple-islands. Once a peaceful people, the behtu have since been corrupted by the demon lord of apes, cannibalism, and torture. By feeding his blood to the behtu, he filled them with the cruelty and power of a demon, transforming them into the creatures they are today. The behtu carry his worship from island to island, subjugating, devouring, or converting all they meet. \n'b' Temple Builders . The behtus raise shrines to Mechuiti wherever they go. Some are kept and prosper, while others fall into decay and return to the jungle. \n'b' Ichor Drinkers . In his volcanic temples, Mechuiti\xe2\x80\x99s idols weep his ichorous demon blood. Behtus use the ichor to create infusions that give them inhuman strength and speed, and their leaders use it to perform a ritual that transforms simians and humans bathed in the ichor into more behtu. Behtus also etch demonic tattoos using the ichor, granting them infernal powers and protection. \n'b' Scaly Mounts . Behtus breed demonic iguanas as war mounts (use the statistics of a giant lizard). The most powerful behtu sorcerers and druids have been known to ride large crimson drakes and small flame dragons as personal mounts.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Thug \n'b' Medium humanoid , any alignment \n'b' Armor Class 12 \n'b' Hit Points Henchman \n'b' Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 13 \n'b' Languages Terran \n'b' Challenge 1/2 (25 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The thug makes two melee or ranged attacks . \n'b' Buttstroke . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' Rifle . Ranged Weapon Attack : +2 to hit, range 60/120 ft., one target. Hit : 6 (1d12 +1) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Take Cover . If the thug 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'Thulkan \n'b' Huge elemental (titanspawn), lawful evil\n'b' STATS STR: 21 (+5) DEX: 9 (-1) CON: 22 (+6) INT: 14 (+2) WIS: 17 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 16 (natural armor) Hit Points 125 (10d12 + 60) Speed 40 ft. Saving Throws Dexterity +2, Constitution +9, Wisdom +6 Skills Insight +6, Perception +6 Damage Resistances fire, poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities poisoned Senses darkvision 90 ft., passive Perception 16 Languages Primordial (Ignan), Titan Speech, plus any two other tongues Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Heated Body . A creature that touches the thulkan or hits it with a melee attack while within 5 feet of it takes 11 (2d10) fire damage. \n'b' Illumination . The thulkan sheds bright light in a 10-foot radius and dim light for an additional 10 feet. \n'b' Actions \n'b' Multiattack . The thulkan makes two warhammer attacks. \n'b' Warhammer . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage, or 21 (3d10 + 5) bludgeoning damage if used in two hands, plus 3 (1d6) fire damage. \n'b' Flaming Rock . Ranged Weapon Attack : +8 to hit, range 60/240 ft., one target. Hit : 21 (3d10 + 5) bludgeoning damage plus 10 (3d6) fire damage. \n'b' Consummate Artisans . Thulkans are gifted in most crafts, but especially cunning with metalwork, able to forge nearly any weapon, suit of armor, jeweled treasure, or device. They are also skilled at enchanting such items, even though they are not themselves spellcasters. However, they are also fond of placing subtle curses on the items they create. \n'b' Craven Recluses . Despite their considerable power, thulkans are greedy and selfish, and they cherish life far more than they do material things or victory in combat. They are likely to barter their way out of a defeat by offering to create magic items in exchange for double the amount of raw materials required. \n'b' Tactics \n'b' Thulkans rarely join in combat, and often flee as soon as they can, or try to negotiate with their enemies. If necessary they will attack with their warhammer until the foe retreats, in which case they will use flaming rocks to cover their own retreat. \n'b' Description \n'b' A thulkan is a fiery creature seemingly composed of rock and magma, glowing with a dreadful heat. Its giant, humanoid body is strangely featureless and sexless, with a marbled black rocky hide that\xe2\x80\x99s constantly cooling and reheating. Its white-hot eyes seethe with hatred and power.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Thunder Orb \n'b' Medium construct , unaligned\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 20 (+5) INT: 3 (-4) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 12 Hit Points 95 (10d8 + 50) Speed 0 ft., fly 30 ft. (hover) Skills Perception +4 Damage Resistances cold, fire, piercing and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Damage Immunities lightning, necrotic, poison, psychic Condition Immunities blinded , charmed , deafened, exhaustion , frightened , petrified , poisoned , prone , unconscious Senses blindsight 60 ft., passive Perception 14 Languages understands the languages of its creator but does not speak Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Lightning Absorption . If the thunder orb receives lightning damage, it takes no damage and instead gains temporary hit points equal to the damage amount. \n'b' Actions \n'b' Lightning . Ranged Spell Attack : +5 to hit, range 30/90 ft., one target. Hit : 14 (4d6) lightning damage. \n'b' Grand Lightning (Recharge 5-6) . Each creature in a line 100 feet long and 5 feet wide originating from the orb must make a DC 12 Dexterity saving throw. A creature takes 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren\xe2\x80\x99t being worn or carried. \n'b' Reactions \n'b' Free-floating . When struck by a melee attack , the thunder orb can move half its speed without provoking an opportunity attack. \n'b' Relentless Defenders . Thunder orbs are magical constructs tasked with guarding vaults, tombs or other important places. It attacks anyone not allowed safe passage by its creator. Made by an arcane spellcaster by binding an elemental spirit into the orb, it will not retreat before superior foes. Indeed, the spirit trapped within knows that should the orb be destroyed, it will be released, free to return to its own plane. \n'b' Tactics \n'b' Thunder orbs rarely close with their opponents and if the party gangs up on one it will attempt to use its movement and its free-floating reaction to move away from the group, using its grand lightning if available. In more elaborate dungeons, two or more thunder orbs will guard an area, programmed so that when one uses its grand lightning, the others are in the line of fire so that they receive temporary hit points . \n'b' Description \n'b' Hovering a couple feet off the ground, this 4-foot diameter sphere of dark basalt stone crackles with electricity. Its stone surface is carved with arcane runes of confinement which seem to glow from a brighter source within the orb.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Thunder Terrier \n'b' Large monstrosity , unaligned \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 75 (10d10 + 20) \n'b' Speed 50 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 14 (+2) INT: 7 (\xe2\x80\x932) WIS: 12 (+1) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +3 \n'b' Damage Immunities thunder \n'b' Senses passive Perception 15 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The thunder terrier 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 : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone . \n'b' Thundering Bark (recharge 5\xe2\x80\x936) . The thunder terrier emits a thundering bark in a 60-foot cone. Each creature in this area must make a DC 12 Constitution saving throw. On a failed save, a creature takes 9 (2d8) thunder damage, is pushed 10 feet away from the terrier, and is deafened for one minute. On a successful save, the creature takes half as much damage and isn\xe2\x80\x99t pushed or deafened . In addition, unsecured objects completely within the area of effect are automatically pushed 10 feet away from the terrier by the bark\xe2\x80\x99s effect, and the bark emits a thunderous boom audible out to 300 feet. \n'b'\n'b' ABOUT \n'b' Thunder terriers are extraordinarily rare, found most often in the company of storm giants and cloud giants who raise them as pets. Though similar to Yorkshire, Scottish, or West Highland terriers, the coloring of their fur ranges from sky blue to an almost sparkling teal. Like the smaller breed for which they are named, thunder terriers are natural ratters with a disposition to be excitable and gregarious. Thunder terrier pups can be reared and trained like any other dog, though the cost for feeding them is enormous and the likelihood of collateral damage is quite high.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Thunderbird \n'b' Gargantuan monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 248 (16d20 + 80) Speed 20 ft., fly 120 ft.\n'b' STATS STR: 28 (+9) DEX: 10 (+0) CON: 20 (+5) INT: 10 (+0) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +9, Wis +4, Cha +3 Damage Immunities lightning, thunder Skills Perception +4 Senses passive Perception 14 Languages \xe2\x80\x93 Challenge 13 (10,000 XP) \n'b' Special Traits \n'b'\n'b' Keen Sight : The thunderbird has advantage on Wisdom (Perception) checks that rely on sight. \n'b' Storm Rider . The thunderbird is continuously surrounded by stormy weather, as if it had cast control weather , making all weather conditions within 5 miles one step more severe and all conditions within 500 feet two steps more severe. Its movement and senses are never impeded by wind, fog, rain, snow, or other weather effects. If the thunderbird is killed, these stormy weather conditions persist for 1d6 days centered on the site of its death. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack : The thunderbird makes two attacks: one with its beak and one with its talons. \n'b' Beak : Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 27 (4d8 + 9) piercing damage. \n'b' Talons : Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained , and the roc can\xe2\x80\x99t use its talons on another target. \n'b' Thunderstrike . All of the thunderbird\xe2\x80\x99s melee attacks deal 7 (2d6) lightning and 7 (2d6) thunder damage in addition to their normal damage. In addition, if the thunderbird hits a creature two or more times in one round, that target must make a DC 18 Constitution saving throw, being stunned for 1 round on a failed save, or deafened for 1 round on a success. If the thunderbird hits with all three attacks in one round, the target must make a DC 18 Dexterity saving throw or be blinded for 1 round. reactions \n'b' Thunderflash . When the is struck in melee with a metal weapon, the attacker takes 7 (2d6) lightning and 7 (2d6) thunder damage and must make two saving throws as the thunderbird\xe2\x80\x99s thunderstrike ability, as if struck by three attacks in the same round. \n'b'\n'b' ABOUT \n'b' This immense raptor unleashes a shrill cry as it bares its talons, each large enough to carry off a horse.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Thunderbird \n'b' Gargantuan monstrosity , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 248 (16d20 + 80) Speed 20 ft., fly 120 ft.\n'b' STATS STR: 28 (+9) DEX: 10 (+0) CON: 20 (+5) INT: 10 (+0) WIS: 16 (+3) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +10, Wis +8, Cha +4 Skills Perception +8 Damage Immunities lightning, thunder Senses passive Perception 18 Languages \xe2\x80\x93 Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The thunderbird\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 16). The ancient one can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : call lightning (cast as a 6th-level spell), commune with nature , gust of wind , wind wall \n'b'\n'b' Keen Sight and Hearing . The thunderbird has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Storm Healer . Whenever the thunderbird is subjected to lightning or thunder damage, it takes no damage and instead regains a number of hit points equal to the lightning or thunder damage dealt. \n'b' Storm Rider . The thunderbird is continuously surrounded by stormy weather, as if it had cast control weather , making all weather conditions within 5 miles one step more severe and all conditions within 500 feet two steps more severe. Its movement and senses are never impeded by wind, fog, rain, snow, or other weather effects. If the thunderbird is killed, these stormy weather conditions persist for 1d6 days centered on the site of its death. \n'b' Thunderflash . When the thunderbird is struck in melee with a metal weapon, the attacker takes 7 (2d6) lightning and 7 (2d6) thunder damage and must make two saving throws as the thunderbird\xe2\x80\x99s thunderstrike ability, as if struck by three attacks in the same round. \n'b' Thunderstrike . If the thunderbird hits a creature two or more times in one round, that target must make a DC 19 Constitution saving throw, being stunned for 1 round on a failed save, or deafened for 1 round on a success. If the thunderbird hits with all three attacks in one round, the target must make a DC 18 Dexterity saving throw or be blinded for 1 round. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The thunderbird makes three attacks: one with its beak and two with its talons. \n'b' Beak . Melee Weapon Attack : +14 to hit, reach 15 ft., one target. Hit : 27 (4d8 + 9) piercing damage plus 7 (2d6) lightning and 7 (2d6) thunder damage. \n'b' Talons . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 23 (4d6 + 9) slashing damage plus 7 (2d6) lightning and 7 (2d6) thunder damage and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained and takes an additional 7 (2d6) lightning and 7 (2d6) thunder damage each round at the start of its turn. The thunderbird can grapple one Large or smaller creature with each of its talons, and until a grapple ends it can\xe2\x80\x99t use that talon on another target. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The thunderbird 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 thunderbird regains spent legendary actions at the start of its turn. \n'b'\n'b' Search . The thunderbird makes a Wisdom ( Perception ) check. \n'b' Swoop . The thunderbird flies up to its speed and makes one talons attack . \n'b' Thunderbolt (2 Actions) . If the thunderbird has already cast call lightning , it calls down a lightning bolt with its action. One-half of the damage from this bolt is lightning damage and one-half is thunder damage. \n'b'\n'b' ABOUT \n'b' Thunderbirds bring the storm on their wings. In times of drought, they are welcomed with joy and celebration. In other times, they are placated with gifts in hopes that they might leave quickly before flooding begins. When angered, thunderbirds can call down hurricanes and lay waste to entire villages, so in regions where these birds dwell, many villages maintain extensive rituals designed to appease and honor the local thunderbirds. Thunderbirds nest near the base of waterfalls, where the constant thrum of crashing water prepares the hatchlings for a life at the heart of a storm. Once the chicks have hatched, their parents carry the offspring to nests at the top of mountains, where the young are struck by their first bolts of lightning and learn the mysteries of the storm.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Thunderbones \n'b' Large construct , neutral\n'b' STATS STR: 19 (+4) DEX: 11 (+0) CON: 18 (+4) INT: 13 (+1) WIS: 14 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 16 (natural armor) Hit Points 76 (8d10 + 32) Speed 40 ft. Saving Throws Constitution +7, Wisdom +5 Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 12 Languages speaks the languages of its creator Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Improved Critical . The thunderbones\xe2\x80\x99 claws score a critical hit on a roll of 19 or 20. \n'b' Immutable Form . The thunderbones is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The thunderbones has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The thunderbones\xe2\x80\x99 claw attacks are magical. \n'b' Actions \n'b' Multiattack . The thunderbones makes three claw attacks. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 14 (3d6 + 4) slashing damage, plus 3 (1d6) lightning damage. \n'b' Tactics \n'b' Thunderbones are relentless and unimaginative in their approach to combat. They will chose as many targets as they can easily reach and attack all of them. If their foes are canny and retreat in various directions, the thunderbones will choose one of them, seeming at random, to focus upon. Almost all of the original creations have the lightning damage feature to their claws, but some recent creators have innovated and substituted in another damage type, such as fire, cold or even thunder. \n'b' Description \n'b' The creature looks like a large humanoid skeleton made entirely of black iron. The bones are covered with small silver runes, each painstakingly etched. These impressive constructs are a relatively new creation. \n'b' Thunderbones have been appearing more and more recently in the homes and workshops of the youngest generation of accomplished spellcasters. Although the ritual involved in their creation is complex, the relative cost is low compared to that of most other constructs, and the concept itself is simple: transform a large animated skeleton into a construct of animated iron, and bestow magical abilities upon its bladed claws. \n'b' Thunderbones are implacable and utterly loyal, obeying only their creator. Once set in motion, they pursue their goals relentlessly unless their creator is on hand to prevent excessive violence, or unless their instructions explicitly limit their actions. This last can be rather tedious and difficult, for thunderbones\xe2\x80\x99 relative inexpensiveness and ease of construction has a few drawbacks \xe2\x80\x93 it can normally only understand a single command in the form of a straightforward sentence no more than a dozen words in length, such as \xe2\x80\x9cDefend me against all who assault me\xe2\x80\x9d or \xe2\x80\x9cSlay all who enter here, but don\xe2\x80\x99t harm me or my wife.\xe2\x80\x9d'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tiberolith \n'b' Huge construct , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 162 (13d12+78) Speed 30 ft.\n'b' STATS STR: 24 (+7) DEX: 11 (+0) CON: 22 (+6) INT: 1 (-5) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Con +10 Damage Resistances lightning Damage Immunities acid, poison Condition Immunities charmed , frightened , poisoned Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Corrosive Strikes . A tiberolith that has less than half of its maximum hit points deals an extra 7 (2d6) acid damage with its slam attack . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tiberolith makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +11 to hit, 1reach 5 ft., one target. Hit : 40 (6d10 + 7) bludgeoning damage. \n'b' Shockwave (Recharge 5-6) . The tiberolith releases electricity in a 30-foot radius. Each creature in that area must succeed a DC 17 Dexterity saving throw or take 19 (3d12) lightning damage. \n'b' Spell Release . When a spell is trapped within the tiberolith, it can cast that spell as if the original caster had cast it for the purposes of attack rolls and the spell save DC. \n'b'\n'b' REACTIONS \n'b'\n'b' Spell Trap (1/Day) . When the tiberolith fails its saving throw against a spell, it can instead choose to pass it. The spell is then trapped within the tiberolith. \n'b'\n'b' ABOUT \n'b' Tiberoliths are magical constructs with primitive internal mechanical components, held together with sinew and plant matter. Created by a vicious lost civilization to protect its citadels, villages, and treasures, tiberoliths are found in submerged ruins or on the beaches and bluffs of long-deserted islands. They remain immobile unless attacked or approached by unauthorized intruders. Each is covered in a unique pattern of markings that glow blue when it moves. When active, it makes an unmistakable high-pitched whirring sound. Its stone body is filled with an acidic blue alchemical liquid that channels electricity from its mechanisms. In addition to this fluid, its hollow interior spaces have puzzlebox-like devices anchored within them, though how these relate to the creature\xe2\x80\x99s movement is unknown. A tiberolith typically stands 18 feet tall and weighs 7,000 pounds.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tick, Giant \n'b' Small beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 10 (3d6) Speed 10 ft., climb 20 ft.\n'b' STATS STR: 11 (+0) DEX: 10 (+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'\n'b' Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The tick has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Red Ache . Creatures bitten by a giant tick must make a DC 15 Constitution saving throw or become infected with this disease. Within 4 hours of infection, the infected creature will develop red welts that are hot to the touch all over its skin. Its joints will swell and its bones will ache painfully. While infected, the creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength . The saving throw can be repeated after every long rest and if successful in 2 consecutive tries (two long rest s in a row), the creature is cured and the effects of the disease end. A greater restoration spell will also cure the disease. \n'b'\n'b' Actions \n'b'\n'b' Blood Drain . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) piercing damage and the tick attaches to the target. While attached, the tick doesn\xe2\x80\x99t attack . Instead, at the start of each of the tick\xe2\x80\x99s turns, the target loses 2 (1d4) hit points due to blood loss. The tick 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 tick.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Catonoctrix \n'b' Large aberration , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 168 (16d10 + 80) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 21 (+5) DEX: 12 (+1) CON: 21 (+5) INT: 18 (+4) WIS: 15 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +9, Int +8, Cha +8 Skills Arcana +8, History +8, Insight +6, Investigation +8, Perception +6, Stealth +5 Damage Immunities psychic Senses darkvision 120 ft., truesight 30 ft., passive Perception 16 Languages Common, Draconic, Deep Speech, telepathy 120 ft. Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Pierce the Veil . When a creature the catonoctrix can see is stunned by Mind Ravage, the catonoctrix learns one secret the creature knows. \n'b'\n'b' ABOUT \n'b' A blackened, wyvern-like beast with leather purple wings soars the skies. The glowing eyes within its malformed, crystalline skull scour the area. \n'b' A catonoctrix is not a natural being. It exists due to mutations a drake or, more rarely, an immature dragon undergoes either by exposure to otherworldly realms and energies or from experimentation by depraved creatures, such as aboleths or mad wizards. As a result of its newfound intelligence and power, the catonoctrix is twisted by a desire for knowledge either in service of a master or for its own warped obsessions. It satiates this desire by any means necessary, even if it means tearing its victim\xe2\x80\x99s mind apart at the seams. \n'b' Deceitful Diviners . A catonoctrix\xe2\x80\x99s transformation gives it great psychic power and some measure of precognition. It uses this power to manipulate others, often by providing creatures with readings that are accurate but twisted in a way that encourages the creature to aid the catonoctrix\xe2\x80\x99s overall schemes. These manipulative tactics lead some to refer to them as \xe2\x80\x9caugur beasts\xe2\x80\x9d and revere them as all-knowing benefactors. A catonoctrix uses this advantage to weave its way into civilizations, subtly controlling the masses to further its long-reaching agenda.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon, Barizou (Assassin Demon) \n'b' Family: Demons \n'b' Small fiend (demon), chaotic evil \n'b' Armor Class 12 Hit Points 14 (4d6) Speed 30 ft., fly 50 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 10 (+0) INT: 6 (-2) WIS: 6 (-2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 12 Languages Abyssal Challenge 1 (200 XP) \n'b' Special Traits \n'b' Chameleon . As a bonus action, a demon can alter its coloration to blend with its surroundings. This grants the demon advantage on Stealth checks. \n'b' Magic Resistance . The demon has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The demon\xe2\x80\x99s weapon attacks are magical. \n'b' Innate Spellcasting . The demon\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 10, +2 to hit with spell attacks). It can innately cast the following spells at will, requiring no material components:\n'b'\n'b' fear darkness , detect evil and good , see invisibility \n'b'\n'b' Sneak Attack (1/turn) . The demon deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the demon that isn\xe2\x80\x99t incapacitated and the demon doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Actions \n'b' Multiattack . The demon makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b' About \n'b' This humanoid appears to be halfling-sized or smaller with gray skin, a wolf-like head, membranous wings, and hands and feet that end in sharpened talons. Its mouth is littered with a row of razor-sharp fangs. Its back is mottled with sickly patches of bluish-gray. \n'b' Called assassin demons or infiltrator demons, the barizou are employed as such because their small size allows them to move unseen in many places larger demons cannot go. \n'b' The typical barizou stands 3 feet tall and weighs about 60 pounds.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tick, Necrotic \n'b' A tick, bloated to the size of a child\xe2\x80\x99s head, buries its mandibles deep in its victim. Circles of necrotic flesh bubble around the wound. \n'b' Tiny beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 3 (1d4 + 1) Speed 10 ft., climb 10 ft.\n'b' STATS STR: 2 (-4) DEX: 14 (+2) CON: 12 (+1) INT: 1 (-5) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +3 Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Necrotic Regeneration . While attached to a living host, a necrotic tick leaks negative energy into the host\xe2\x80\x99s bloodstream, quickly closing over the creature\xe2\x80\x99s wounds with scabrous, necrotic flesh. If the host doesn\xe2\x80\x99t already have regeneration, it regains 2 hp at the start of its turn if it has at least 1 hit point. Track how many \xe2\x80\x9cnecrotic hp\xe2\x80\x9d a host recovers via Necrotic Regeneration. Magical healing reverses the necrosis and subtracts an equal number of necrotic hp from those accumulated. When the necrotic hp equal the host\xe2\x80\x99s hit point maximum, the host becomes a zombie . \n'b' Ride Host . When a necrotic tick\xe2\x80\x99s living host has lost three-quarters of its maximum hp from Blood Drain, the tick\xe2\x80\x99s toxins fill the host with an unnatural desire to approach other living beings. When a suitable creature is within 5 feet, the tick incites a sudden rage in the host, riding the current host to a new host. The current host must succeed on a DC 13 Wisdom saving throw or it attempts to grapple a living creature within 5 feet of it as a reaction . The host can re-attempt this saving throw at the end of each turn that it suffers damage from the necrotic tick\xe2\x80\x99s Blood Drain. \n'b' Actions \n'b' Blood Drain . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 1 piercing damage, and the tick attaches to the target. While attached, the necrotic tick doesn\xe2\x80\x99t attack . Instead, at the start of each of the tick\xe2\x80\x99s turns, the target loses 5 (1d4 + 3) hp due to blood loss. The target must make a DC 13 Wisdom saving throw. If it fails, it is affected by the tick\xe2\x80\x99s toxins and doesn\xe2\x80\x99t attempt to remove the tick. The host will even replace a dislodged tick unless prevented from doing so for 1 minute, after which the tick\xe2\x80\x99s influence fades. The tick can detach itself by spending 5 feet of its movement. It does so when seeking a new host or if the target dies. A creature, including the target, can use its action to detach the tick. When a necrotic tick detaches, voluntarily or otherwise, its host takes 1 necrotic damage. \n'b' About \n'b' Zombie Hosts . Necrotic ticks are normal ticks that have gorged themselves on blood rich with necrotic energy. They grow unnaturally large as they feed, weighing in excess of four pounds when fully engorged. Most begin their voracious lives attached to the backs of animal zombies, and it is not uncommon to find a cluster of them on a single animal. \n'b' Death Bite . When the blood of a necrotic tick\xe2\x80\x99s undead host runs dry, the parasite rides its victim to a new host-usually an unfortunate living creature. As it sucks the living creature\xe2\x80\x99s blood, it leaks necrotic energy into the bite wound and starts a process that slowly turns the hapless victim into a zombie one pound of flesh at a time. If no potential hosts are available, ridden hosts hide in dark crevices or in trees, where they wait to pounce on the next passerby and deliver their crawling passengers.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Belabra \n'b' Medium aberration , neutral \n'b' Armor Class 13 Hit Points 39 (6d8+12) Speed 5 ft., fly 30 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 14 (+2) INT: 7 (-2) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Acidic Blood . Each time the belabra is hit with an attack that does piercing or slashing damage, all creatures within 10 feet of the belabra must make a DC 12 Dexterity saving throw or be sprayed with the belabra\xe2\x80\x99s blood. On a failed save, the creature takes 4 (1d6 + 1) acid damage and has disadvantage on attacks, saving throws, or ability checks, due to sneezing and partial blindness, until the end of the belabra\xe2\x80\x99s next turn. \n'b' Actions \n'b' Multiattack . The belabra makes three attacks: one with its slam and two with its tentacles. If it is grappling a target, it will bite the target in place of a tentacle attack . \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' Tentacles . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage, and target is grappled (escape DC 12). Until the grapple ends, the target is restrained and takes 4 (1d6 + 1) piercing damage from the tentacle barbs at the start of its turn. The belabra can grapple three targets at the same time. \n'b' About \n'b' This creature resembles a man-sized flying jellyfish with twelve long tentacles. Four thin eyestalks protrude from its cap. Its cap is blackish gray and its eyestalks are dark gray. \n'b' Belabras are large, jellyfish-like omnivores that dwell in deep forests and thick undergrowth. They sustain themselves on a diet of plants, berries, and rodents. Particularly hungry belabras will attack larger creatures (such as humanoids). \n'b' Belabras (called \xe2\x80\x9ctanglers\xe2\x80\x9d by some) resemble jellyfish about 5 feet in diameter. Its eyes have no pupils. A small, bird-like beak is hidden among its array of tentacles. \n'b' A belabra attacks by slamming into its opponents with its hard, chitinous shell or by lashing out with its tentacles. Grabbed opponents are pulled in and bitten.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tiddalik \n'b' Medium monstrosity , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 138 (12d8+84) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 17 (+3) INT: 6 (-2) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +6, Con +6 Skills Stealth +5 Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Deluge . A tiddalik that begins laughing either as a result of a failed saving throw against a hideous laughter spell or a successful DC 15 Charisma ( Performance ) ability check unleashes stored water in a torrent. All creatures within 30 feet of the tiddalik take 9 (2d8) points of bludgeoning damage and are forced\xc2\xa0 prone . A success on a DC 15 Dexterity saving throw halves the damage and negates the prone condition. \n'b' Locate Water . A tiddalik can spend ten minutes to concentrate on the location of the nearest source of pure water measuring at least 10 gallons within a 5-mile radius. It can find water hidden behind natural barriers regardless of thickness, but it cannot discover water within manufactured objects, including worked stone. For each additional ten minutes of concentration, it can extend the radius an additional mile. \n'b' Vulnerability to Hideous Laughter . A tiddalik has disadvantage on all saving throws made against the hideous laughter spell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tiddalik makes one bite attack and one tongue attack . \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 17 (4d8 + 3) piercing damage. \n'b' Tongue . Melee Weapon Attack : +9 to hit, 10 ft. reach, one target. Hit : The creature becomes grappled by the tiddalik (escape DC 15). \n'b' Absorb Liquid (3/Day) . A creature grappled by the tiddalik\xe2\x80\x99s tongue must succeed a DC 15 Constitution saving throw or gain 1 level of exhaustion . A creature that gains a level of exhaustion this way must complete a long rest before it can be affected by this ability again. \n'b'\n'b' ABOUT \n'b' A tiddalik is typically shorter than a human and looks thin to the point of emaciation when it holds no water. When full of water, it bloats considerably, becoming nearly the size of a horse, and it loses all pretense of a humanoid appearance. \n'b' It typically remains rooted in place during the day to avoid sweating out the water it hoards jealously, while it travels at night to find bodies of water it can absorb into its body. Depending on how thirsty it gets, it rests peacefully in water reaching halfway up to its head, or it stands among dry, cracked ground. Purportedly, the tiddalik was an ordinary frog which morphed into a humanoid form as it grew to a disproportionate size-and acquired an equally disproportionate thirst. Theories for the tiddalik\xe2\x80\x99s powerful thirst run the gamut from the original frog insulting a deity to the frog accidentally swallowing a one-way portal to the Plane of Water. Whatever the cause of the frog\xe2\x80\x99s overwhelming desire for water, it unleashes the water uncontrollably when something makes it laugh. \n'b' Unquenchable Thirst . A tiddalik is a walking ecological disaster regardless of how it reacts with respect to water. When it is thirsty, it dries out the land and kills plants, animals, and humanoids dependent on life-giving water. Oddly, killing a tiddalik does not return the water, and many people have learned the hard way that destroying a tiddalik ultimately leads to their own destruction. However, making it laugh is equally fraught with danger, since gushing water accompanies its gales of laughter. This watery release causes immediate damage to everything around it and eventually floods the land upon which it stands, as the water level rises several feet in short order. The best way to deal with a tiddalik is to return it to one of the places where it consumed all the water and trick it into returning the water to its source. Unfortunately, the tiddalik usually contains more water than the basin it dried out, so floods are still inevitable.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tidehunter \n'b' Huge monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 133 (14d10 + 56) Speed 20 ft., swim 40 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 5 (-3) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The tidehunter can breathe air and water. \n'b' Net Maker . With 1 minute of work, the tidehunter can create a net out of seaweed, rope, or similar material. The tidehunter typically carries 2 nets. \n'b' Underwater Camouflage . The tidehunter has advantage on Dexterity ( Stealth ) checks made while underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tidehunter makes three attacks, only one of which can be with its net. It can use Reel in place of two claw attacks. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 15). The tidehunter has two claws, each of which can grapple only one target. \n'b' Net . Ranged Weapon Attack : +7 to hit, range 20/60 ft., one target. Hit : A Large or smaller creature hit by the net is restrained until it is freed. The net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. Dealing 15 slashing damage to the net (AC 13) also frees the creature without harming it, ending the effect and destroying the net. \n'b' Reel . The tidehunter pulls one creature restrained by its net up to 20 feet straight toward it. If the target is within 10 feet of the tidehunter at the end of this pull, the tidehunter can make one claw attack against it as a bonus action. \n'b'\n'b' REACTIONS \n'b'\n'b' Entangle Weapon . When the tidehunter is targeted by a melee weapon attack , the attacker must succeed on a DC 16 Dexterity saving throw or miss the attack as the tidehunter uses its net to interfere with the weapon. The tidehunter must have an empty net to use this reaction . \n'b'\n'b' ABOUT \n'b' Emerging from the surf, this massive crab-like beast has a hard, blue shell covered in barnacles. It holds a net of seaweed between its barbed claws, and a look of intelligence gleams in its elliptical, crimson eyes. \n'b' Lurkers in the Shallows . The tidehunter is an ambush hunter, using its coloration to surprise prey that venture into the shallows. Tidehunters are normally found along coasts with plentiful beaches and underwater vegetation, but some can be found in large lakes and river systems close to the open ocean. \n'b' Most tidehunters are more than 20 feet across and are powerful enough to overcome a hunter shark or small whale with ease. \n'b' They have few natural predators, their intelligence and guile making them challenging prey. \n'b' Net Weavers . Tidehunters can weave nets out of kelp, seaweed, and other fibrous plant material with ease, constructing nets in a matter of minutes with the weirdly hooked barbs on their claws. Their nets are strong and can be thrown with great accuracy over a large distance. Indeed, even those on dry land are not immune to the tidehunter\xe2\x80\x99s attacks, and more than one human has been hauled into the surging tide from the apparent safety of the beach. \n'b' Fishing Buddies . While fisherfolk and tidehunters are normally at odds, a tidehunter will sometimes enter into an unspoken agreement with a group of fisherfolk, sharing the spoils of the sea while keeping out of each other\xe2\x80\x99s way.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Herald of Lightning \n'b' Family: Tiefling \n'b' Medium humanoid ( tiefling ), chaotic evil \n'b' Armor Class 19 ( hide , shield) Hit Points 225 (30d8 + 90) Speed 30 ft., fly (hover) 30 ft.\n'b' STATS STR: 14 (+2) DEX: 20 (+5) CON: 17 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +10 Skills Acrobatics +10, Perception +7 Damage Resistances lightning Senses darkvision 60 ft., passive Perception 17 Languages Common, Infernal, Auran \n'b' Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The herald of lightning\xe2\x80\x99s spellcasting ability is Charisma (Save DC 17). It can innately cast the following spells, requiring no material components (these spells are cast as if by a 3rd level spell slot):\n'b'\n'b'\n'b' 2/Day each : dispel magic , gust of wind \n'b' 3/Day each : zephyr strike \n'b'\n'b' Magic Weapons . The herald of lightning\xe2\x80\x99s weapon attacks count as magical for the purposes of overcoming damage resistance . \n'b' Nerve Assault . When the herald of lightning rolls a natural 20 on an attack roll against a creature while using either a melee weapon, its lightning whip, or lightning spear, lightning energy pumps through the target\xe2\x80\x99s body, crippling their nerves. The target must attempt a DC 18 Constitution saving throw. On a failed save they are paralyzed for 1 minute. A creature paralyzed this way may repeat the saving throw at the end of each of their turns, ending the effect on a success. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The herald of lightning makes three lightning whip attacks. They may replace one of these attacks with one lightning spear attack , if it is charged. \n'b' Lightning Whip . Melee Weapon Attack : +9 to hit, reach 10 ft., 1 target. Hit : 17 (3d8 + 5) lightning damage or 17 (3d8 + 5) slashing damage, depending on it the herald uses their whip in its lightning form or as a mithril whip. \n'b' Lightning Spear (Recharge 4-6) . As an action, the herald of lightning creates a bolt of red lightning in their hand and hurls it at a target within range as a ranged weapon attack +9 to hit, range 120 ft., 1 target. Hit : 42 (8d8 + 10) lightning damage. This action can be used even if the feature\xe2\x80\x99s use through multiattack is recharging. If they wish to, the herald of lightning can target themselves with their own lightning spear as long as it is charged (doing so causes it to have to recharge). They take no damage from the attack , and immediately gain temporary hit points equal to the spear\xe2\x80\x99s damage roll (ignoring the herald\xe2\x80\x99s own damage resistances for these purposes). \n'b' Heaven\xe2\x80\x99s Wrath (1/Long Rest) . As an action, the herald of lightning invokes their elemental powers to call a fissure from the Elemental Plane of Air, splitting the sky open above them. This results in effects identical to the call lightning spell, as if cast at 7th level. As such, the effect deals 35 (7d10) lightning damage with each strike, and its lightning strikes require a DC 18 Dexterity saving throw. The herald must concentrate on this effect as if it were a spell. \n'b'\n'b' REACTIONS \n'b'\n'b' Lightning Shunt . As a reaction to taking lightning damage on their turn, the herald of lightning can immediately teleport in the form of a bolt of lightning to an unoccupied space within their movement speed. \n'b' Skyborn Grounding . When hit by a weapon attack while they have temporary hit points , the herald of lightning can choose to expend a certain amount of temporary hit points as a reaction and force their attacker to make a DC 18 Dexterity saving throw. If they fail, the attacker takes lightning damage equal to the temporary hit points expended + 10. If this attack kills or knocks the attacker unconscious , their attack misses harmlessly. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Quick as the Wind . The herald of lightning can take the Dash action. \n'b'\n'b' ABOUT \n'b' The herald of lightning is a jasper tiefling who has taken to seeing themselves as greater than a mere mortal. Elevated by the support of a cult who sees them as a sign from above, the herald deems themself to be a demigod, punctuated by the mastery over the element of lightning. They have the ability to fly through their supernatural control over wind, and after years of honing their skills they can crack the sky open to create a fury-infused fissure, from which they can call down bolts of red lightning. \n'b' Following the herald is usually a cult who looks up to them, agreeing with their self-appraisal that they are a god. The most common take on these beings is that they are unique devils who should return to the hells and take their place as a ruler, or that they are prophets who speak for a celestial overlord who has yet to descend to the Material Plane. \n'b' Genuinely or not, the herald allows their followers to believe such things to elevate their own position and pursue their own goals.'}
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