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Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mistlurker \n'b' Family: Tiefling \n'b' Medium humanoid ( tiefling ), alignment varies (usually chaotic) \n'b' Armor Class 17 (studded leather) Hit Points 66 (12d8 + 12) Speed 45 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 12 (+1) INT: 11 (+0) WIS: 13 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Cha +6 Skills Acrobatics +7, Survival +4 Damage Resistances cold Senses darkvision 60 ft., passive Perception 11 Languages Common, Infernal, Aquan Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Crystal Clarity (recharge 5-6) . When the mistlurker makes an ability check or saving throw, it can cause a magical wave of calm to wash over it that allows it to access and approach the task at hand as if time were slowed. It rolls 1d6 and adds the result to the roll. \n'b' Heart of Ice . The mistlurker can channel its elemental legacy at will, allowing it to coat itself in ice. It ignores difficult terrain , has advantage on ability checks and saving throws made to deal with freezing terrains and environments, and when taking the Dodge action it gains a bonus to its armor class equal to its proficiency bonus (+3). Additionally, the Mistlurker can see normally within the range of its own fog cloud spell. \n'b' Innate Spellcasting . The mistlurker\xe2\x80\x99s spellcasting ability is Charisma (Spell Attack +6, Spell Save DC 14). 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' At will : chill touch (2d8 damage) \n'b' 2/Day each : ice knife, misty step \n'b' 1/Day each : fog cloud , snowball storm \n'b'\n'b' Mist Flourish . When the mistlurker casts the misty step spell, it creates a temporary misty haze and can attempt to take the Hide action as part of the same bonus action as if it had total cover . If successful, it remains unseen until the end of its turn even if it is in plain sight. \n'b' Sneak Attack (1/turn) . When the mistlurker hits a creature with a weapon attack using a light weapon and has advantage on the attack roll (or their target is engaged with another creature within 5 feet of them who isn\xe2\x80\x99t incapacitated ), the mistlurker deals an extra 14 (4d6) damage on that attack . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mistlurker makes two weapon attacks, choosing between its freezing scimitar and frost knife for either. When it uses its frost knife, the mistlurker magically creates a knife of ice and throws it at a target, only to have it shatter after it strikes or misses. \n'b' Freezing Scimitar . Melee Weapon Attack : +7 to hit, reach 5 ft., 1 target. Hit : 8 (1d6+4) slashing damage plus 6 (1d10) cold damage. \n'b' Frost Knife . Ranged Weapon Attack : + 7 to hit, range 20/60 ft., 1 target. Hit : 7 (1d4+4) magic piercing damage and 6 (1d10) cold damage \n'b'\n'b' REACTIONS \n'b'\n'b' Ice Deflection . As a reaction to being hit with a weapon attack, the mistlurker can thicken ice on its skin to reduce the damage it takes by 10 (1d6 + 6) points. If the damage was cold damage, it takes none instead. \n'b'\n'b' ABOUT \n'b' The mistlurker is a kyanite crystal tiefling who has tapped into their innate powers over ice to strike at enemies in a manner that disorients them. They are assassin-like, trying to exploit weaknesses in their targets\xe2\x80\x99 defenses and subject them to icy conditions the tiefling would have an advantage in. Usually working as bodyguards or spies, they are like ghosts in the fog who strike then flee from their targets.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ruby Champion \n'b' Family: Tiefling \n'b' Medium humanoid ( tiefling ), neutral evil \n'b' Armor Class 16 (breastplate) Hit Points 90 (12d8 + 36) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 17 (+3) INT: 12 (+1) WIS: 10 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Cha +6 Skills Athletics +7, Intimidation +6 Damage Resistances fire Condition Immunities frightened Senses darkvision 60 ft., passive Perception 10 Languages Common, Infernal, Ignan Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Burning Death . If the ruby champion is reduced to 0 hit points or killed while under the effects of its lord of brass feature, it instead is reduced to 1d8 + 2 hit points and the effects of lord of brass end. If it is flying during this time, it safely descends 60 feet immediately (provoking no opportunity attacks) before the wings of flame vanish. \n'b' Improved Critical . The ruby champion scores a critical hit on a weapon attack roll of 19 or 20. \n'b' Innate Spellcasting . The ruby champion\xe2\x80\x99s spellcasting ability is Charisma (Spell Attack +6, Spell Save DC 14). 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' At will : firebolt (2d10 damage) \n'b' 2/Day each : hellish rebuke, scorching ray \n'b' 1/Day each : fireball , heat metal \n'b'\n'b' Shroud of Warmth . When the ruby champion and/or all creatures within 10 feet of it would take cold damage, they take half as much cold damage instead (calculated aside from their normal resistances). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ruby champion makes three weapon attacks with its burning halberd or longbow. \n'b' Burning Halberd . Melee Weapon Attack : +7 to hit, reach 10 ft., 1 target. Hit : 10 (1d10 + 4) slashing damage plus 6 (1d10) fire damage. \n'b' Longbow . Ranged Weapon Attack : +5 to hit, range 150/600 ft., 1 target. Hit : 7 (1d8 + 2) piercing damage. \n'b' Lord of Brass (1/short Rest) . As an action, the ruby champion\xe2\x80\x99s body glows with intense heat, and fiendish wings of flame erupt from their back. For 1 minute they gain a fly speed equal to their movement speed, become immune to fire damage, and their melee weapon attacks deal an extra 5 fire damage. While in this form, any creature that starts their turn within 5 feet of the ruby champion or moves within that range must make a DC 14 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. A creature can only take this damage once per turn. \n'b'\n'b' ABOUT \n'b' A warrior who fights on behalf of a fortunate lord, the ruby champion is a spinel tiefling who comes from a background of combat. They are competitive, seeking glory and praise, and freely give in to their primal instincts. Spreading flames from their bodies to their weapons and hurling them at their opponents, they cut a striking figure among other gladiators and pit fighters. \n'b' Those who are lucky enough to find a master who can afford or earn the respect of such a champion find they are superb bodyguards, messengers and commanders. Powerful fiends may employ them to train or lead others, and their rarity earns them respect even within the depths of Hell.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shadow Hand \n'b' Family: Tiefling \n'b' Medium humanoid ( tiefling ), neutral evil \n'b' Armor Class 15 ( hide ) Hit Points 65 (10d8 +20) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 17 (+3) CON: 14 (+2) INT: 13 (+1) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +8, Perception +4 Damage Resistances psychic Condition Immunities charmed Senses darkvision 60 ft., devilsight 60 ft., passive Perception 14 Languages Common, Infernal Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The shadow hand\xe2\x80\x99s spellcasting ability is Charisma (Spell Attack +6, Spell Save DC 14). 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 : hex \n'b' 1/Day each : shadow blade \n'b'\n'b' Shadowmind (1/turn) . When the shadow hand makes a weapon attack from hiding, they don\xe2\x80\x99t automatically reveal themselves. Their target must make a Wisdom ( Perception ) check contested against the shadow hand\xe2\x80\x99s Dexterity ( Stealth ). If the shadow hand wins, they remain hidden. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shadow hand makes two weapons attacks, choosing between their longbow or shortsword. \n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., 1 target. Hit : 6 (1d6 + 3) piercing damage plus 4 (1d8) psychic damage. \n'b' Longbow . Ranged Weapon Attack : +5 to hit, range 150/600 ft., 1 target. Hit : 8 (1d10 + 3) piercing damage plus 4 (1d8) psychic damage. \n'b' Echoes of Dread (1/short Rest) . As an action, the shadow hand can cause shadows to dance around them, granting them the effects of the blur spell for 1 minute. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Dread Leap . As long as they are not within bright light, the shadow hand may teleport magically to any unoccupied space within 60 feet that is not illuminated by bright light. \n'b'\n'b' ABOUT \n'b' Shadow hands are jetstone tieflings who prefer to stay out of sight, analyzing and weakening their targets before leaping in to finish them off. When part of a group they tend to stay back and not be seen, if possible, using their power of shadow to disappear and retreat from the enemies\xe2\x80\x99 reach. When they step within shadows, they seem to blend into them and become semi-corporeal, as if they might fall into the shadow and vanish entirely. \n'b' Attuned to the natural world, waldwalkers are chlorite tieflings who use their gifts to listen closely to the sounds of the trees, guided by the world beneath their feet. Their fiendish origins give them an appreciation for the cycle of death and rebirth, knowing that all things must one day die for new life to appear in its wake. Carrying a staff infused with magic derived from their connection to the Elemental Plane of Earth, they can conjure and bind roots to trap others at will. Often they serve the roles of shaman and soothsayer, offering guidance to those brave enough to chase down rumors about \xe2\x80\x9cthe devil in the wilds\xe2\x80\x9d.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tiefling, Obsidian \n'b' Family: Tiefling \n'b' Medium humanoid ( tiefling ), neutral evil \n'b' Armor Class 16 (scale mail) Hit Points 82 (15d8 + 15) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 13 (+1) INT: 17 (+3) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +6, Wis +4 Skills Insight +7, Perception +7 Damage Immunities necrotic Senses darkvision 60 ft., passive Perception 17 Languages Common, Infernal Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Edge of Perception . An obsidian tiefling possesses an aura that makes them hard to concentrate on. Their movement does not provoke opportunity attacks. \n'b' Innate Spellcasting . An obsidian tiefling\xe2\x80\x99s spellcasting ability is Charisma (Spell Attack +6, Spell Save DC 14). 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 : chaos bolt \n'b' 1/Day each : darkness \n'b'\n'b' Shroud of Emptiness . The obsidian tiefling is not considered to be any specific alignment or creature type. Spells that target it and require specific creature types or alignments fail to affect them. \n'b' Superior Critical . Due to others finding it hard to keep track of their movements, the obsidian tiefling can exploit openings easily. They score a critical hit on attack rolls of 18, 19 or 20. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The obsidian tiefling makes two greataxe attacks. \n'b' Greataxe . Melee Weapon Attack : + 6 to hit, reach 5 ft., 1 target. Hit : 10 (1d12 + 3) slashing damage plus 5 (1d8) necrotic damage \n'b'\n'b' REACTIONS \n'b'\n'b' Clouded Mind . As a reaction to being hit by a weapon attack , the obsidian tiefling may force its attacker to make a DC 15 Wisdom saving throw. If they fail they briefly forget that the obsidian tiefling exists, just long enough for the attack to harmlessly miss them. \n'b' Inverse Rejuvenation . When a creature would regain hit points within 60 feet of the obsidian tiefling by a magic item or spell, they can use their reaction to force the creature to regain no hit points, and instead take necrotic damage equal to half the amount of hit points they would have regained. Alternatively, if a creature within that range takes necrotic damage, this feature causes them to take no damage and gain temporary hit points equal to half the necrotic damage instead. \n'b'\n'b' ABOUT \n'b' Obsidian tieflings are entrenched in the corrupting influence of the Plane of Negative Energy, able to deceive the senses of others simply by standing before them. Their ties to the Material Plane are fleeting, and the world is ever so gently trying to remove the negative energy they harbor at any given time. They take advantage of this, using this strange quality to vanish from the perception of others when it is convenient for them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Waldwalker \n'b' Family: Tiefling \n'b' Medium humanoid ( tiefling ), neutral good \n'b' Armor Class 15 (hide, shield) Hit Points 150 (20d8 + 60) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 13 (+1) CON: 16 (+3) INT: 10 (+0) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +8 Skills Animal Handling +8, Medicine +8, Perception +8 Damage Resistances poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 18 Languages Common, Infernal, Terran Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Earthbound . The waldwalker can move across difficult terrain caused by uneven earth and stone normally. \n'b' Innate Spellcasting . The waldwalker\xe2\x80\x99s spellcasting ability is Charisma (Spell Attack +8, Spell Save DC 16). 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' At will : acid splash (3d6 damage) \n'b' 3/Day each : ray of sickness \n'b' 2/Day each : acid arrow \n'b'\n'b' Spellcasting . The waldwalker is a 10th-level spellcaster. Its spellcasting ability is Wisdom (Spell Attack +8, Spell Save DC 16). The waldwalker has the following spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : druidcraft, infestation (2d6 damage), mold earth, shape water \n'b' 1st level (4 slots) : cure wounds , thunderwave \n'b' 2nd level (3 slots) : flame blade , lesser restoration , moonbeam \n'b' 3rd level (3 slots) : daylight , erupting earth, tidal wave \n'b' 4th level (3 slots) : blight , dominate beast , stoneskin \n'b' 5th level (2 slots) : insect plague , wall of stone \n'b'\n'b' Tree Stride . Even while assuming another shape or form, the waldwalker can merge into large or bigger trees by using 5 feet of movement to step into their space and remain inside them for up to 1 hour. If the tree is destroyed or reduced to a smaller size than large, the Waldwalker is shunted out to within 5 feet of the tree. While within a tree, the waldwalker can spend another 5 feet of movement to magically teleport into another living tree within 120 feet of the tree they occupy. While within a tree you can sense all living plant life (including other trees) within 120 feet. \n'b' Wild Climber . The waldwalker can move on vertical and inverted surfaces without using its hands, as though it were under the effects of the spider climb spell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The waldwalker makes two tree staff attacks. \n'b' Tree Staff . Melee Weapon Attack : +8 to hit, reach 10 ft., 1 target. hit: 9 (1d8 + 4) bludgeoning damage plus 6 (1d10) poison damage. This weapon uses the Waldwalker\xe2\x80\x99s wisdom stat, permanently enchanted as though by the shillelagh spell while in the waldwalker\xe2\x80\x99s possession. If this staff hits a creature with both of its attacks, it can expand out into a series of roots as a bonus action, forcing the creature to make a DC 16 Strength saving throw. On a failed save the target is restrained by roots that separate from the original staff, which returns to the waldwalker\xe2\x80\x99s hands. The target may attempt to escape as an action by making a DC 16 Strength check, breaking free on a success. \n'b' Change Shape . The waldwalker magically polymorphs into a beast or earth elemental with a challenge rating of 5 or less and can remain in this form for up to 5 hours. The waldwalker can choose whether its equipment falls to the ground, melds with its new form, or is worn by its new form. The Waldwalker reverts to its true form if it dies or falls unconscious . It may also revert to its true form using a bonus action on its turn. While in its new form, the waldwalker retains its game statistics and ability to speak, but its AC, movement speeds, Strength , and Dexterity are replaced by those of the new form. It gains any special senses, proficiencies, traits, actions , and reactions (except class features, legendary actions, and lair actions ) that the new form has that the waldwalker originally lacks. It can cast its spells with verbal or somatic components in its new form. The new form\xe2\x80\x99s attacks count as magical for the purpose of overcoming resistances and immunity to non-magical attacks. \n'b' Wild Avatar . As an action, the waldwalker can become shrouded in toxic gas and covered in bark-like skin for 1 minute. While in this state, all creatures who move within 5 feet of the waldwalker on their turn or start their turn there must make a DC 16 Constitution saving throw, taking 2d6 poison damage on a failed save or half as much damage on a successful one.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Berstuc \n'b' Family: Demons \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 157 (15d10 + 75) Speed 40 ft., burrow 20 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 20 (+5) 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 Str +10, Wis +6, Cha +8 Skills Deception +8, Nature +9, Stealth +4, Survival +6 Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 12 Languages Abyssal, Common, Sylvan, telepathy 120 ft. Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' False Presence . The berstuc detects as a Fey when sensed by spells and features, such as the detect evil and good spell or a paladin\xe2\x80\x99s Divine Sense. However, it is still a Fiend and can be subjected to spells and features that affect Fiends, such as Divine Smite. Beasts and Plants find the berstuc\xe2\x80\x99s presence soothing and don\xe2\x80\x99t attack the berstuc unless ordered to or provoked. \n'b' Forest Camouflage . The berstuc has advantage on Dexterity ( Stealth ) checks made to hide in forest terrain. \n'b' Magic Resistance . The berstuc has advantage on saving throws against spells and other magical effects. \n'b' Twisted Path . While in a nonmagical forest, the berstuc leaves no trail and can\xe2\x80\x99t be tracked, except by magical means. Creatures of the berstuc\xe2\x80\x99s choice within 30 feet of it that travel with it can\xe2\x80\x99t retrace their own trails, and become hopelessly lost after 1 hour of travel with the berstuc. Creatures led astray by the berstuc have disadvantage on ability checks to discern their location or to navigate for 24 hours. \n'b' Verdant Nature . The berstuc doesn\xe2\x80\x99t require food or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The berstuc makes three Slam attacks. If two Slam attacks hit a Medium or smaller creature, the berstuc can use Enclose on it. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage, and the target is grappled (escape DC 17) if it is a Large or smaller creature and the berstuc doesn\xe2\x80\x99t have two other creatures grappled . \n'b' Enclose . The berstuc encloses a Medium or smaller creature grappled by it in a mossy growth on the berstuc\xe2\x80\x99s body, and the grapple ends. While enclosed in the berstuc\xe2\x80\x99s growth, the target is blinded and restrained , it has total cover from attacks and other effects outside the berstuc, and it takes 21 (6d6) poison damage at the start of each of the berstuc\xe2\x80\x99s turns. The berstuc can have only one creature enclosed at a time. If the berstuc takes 30 damage or more on a single turn from a creature inside its growth, the berstuc must succeed on a DC 15 Constitution saving throw at the end of that turn or expel the enclosed creature as the growth bursts. The expelled creature falls prone in a space within 5 feet of the berstuc. If the berstuc dies, an enclosed creature is no longer restrained by it and can escape from the growth by using 5 feet of movement, exiting prone . \n'b'\n'b' ABOUT \n'b' Although slightly stooped, this male figure is muscular and broad-shouldered. The creature\xe2\x80\x99s head is lost in a riot of moss, while a thick mustache and beard reach almost to its waist. \n'b' The hulking, moss-haired berstuc looks sculpted out of a primordial forest\xe2\x80\x94it stands over 12 feet tall and weighs 800 pounds. Despite its great stature, it seems strangely gentle, with a serene, almost soothing presence. Nothing could be further from the truth; the berstuc is a murderous demon that stalks woodlands and jungles of the Material Plane. \n'b' Poisoned Fruit . Berstuc prowl forests in search of travelers to torment. A berstuc demon poses as a benevolent, or at least indifferent, wood spirit to gain the trust of mortals. It allows itself to be persuaded to help lost travelers (reluctantly) or to lead them to their destinations. Once it draws its unwitting prey deep into the woods, it strikes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tigebra \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 190 (20d10 + 80) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 18 (+4) INT: 5 (\xe2\x80\x933) WIS: 15 (+2) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +9, Wis +7 Skills Perception +7 Damage Immunities poison Condition Immunities charmed , frightened , paralyzed , poisoned Senses blindsight 10 ft., passive Perception 17 Languages \xe2\x80\x94 Challenge 13 (10,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Final Fury . When a tigebra is reduced to 0 hp , its head and neck separate from the body. The snake?like remnant immediately attacks the nearest creature, moving up to its speed if necessary, even if it has already taken its turn this round. This snake remnant has the same statistics as the original tigebra, except it is Medium, has 30 hp , and can make only one Bite attack on its turn. The head remains active for 1d4 rounds or until killed. \n'b' Keen Hearing and Smell . The tigebra has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Magic Resistance . The tigebra has advantage on saving throws against spells and other magical effects. \n'b' Potent Poison . A creature that normally has resistance to poison damage doesn\xe2\x80\x99t have resistance to the tigebra\xe2\x80\x99s poison damage. If a creature normally has immunity to poison damage, it has resistance to the tigebra\xe2\x80\x99s poison damage instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tigebra makes one Bite attack and two Claw attack . \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 15 ft., one creature. Hit : 27 (4d10 + 5) piercing damage plus 10 (3d6) poison damage, and the target must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. While poisoned , the creature suffers wracking pain that halves its speed. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. \n'b' Claws . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 23 (4d8 + 5) slashing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Hypnotic Gaze . The tigebra fixes its gaze on one creature it can see within 60 feet of it. If the target can see the tigebra, it must succeed on a DC 17 Wisdom saving throw or be paralyzed until the end of its next turn. On a successful saving throw, the target is immune to the tigebra\xe2\x80\x99s Hypnotic Gaze for the next 24 hours. \n'b'\n'b' ABOUT \n'b' This creature is an impossible amalgam of lizard and tiger. Its head and neck are that of a rearing cobra. \n'b' Tigebra roam the borders of jungles and grasslands, not completely at home in either. They have just enough intelligence to sense their otherness, leaving them in a perpetual state of rage. Tigebra attack any creature they encounter, no matter how big or small, often killing without the intent of eating their prey. \n'b' Origin . No one is certain how tigebra came into existence.\xc2\xa0Rumors abound of ill-fated breeding experiments involving monitor lizards, tigers, and giant cobras, but no one has found evidence. Others believe tigebra are the result of a wizard\xe2\x80\x99s botched casting of polymorph or shapechange in an area of wild magic. Regardless of the truth, no one denies the danger these abominations pose to any living creature that encounters them. \n'b' Potent Bite . Tigebra venom is extremely powerful, and their bites are incredibly painful. Even creatures ordinarily resistant or immune to poison suffer some of the effects of tigebra venom. \n'b' Spiteful Beyond Death . Tigebra are vicious creatures, and that anger keeps them alive, even beyond death. After it dies, the tigebra\xe2\x80\x99s cobra head and neck survive for a time, separating from the body to continue fighting.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tiger, Dire Fiendish \n'b' Family: Tiger - Dire \n'b' Large beast , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 120 (16d10 + 32) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+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' Skills Perception +5, Stealth +11 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver Damage Immunities fire, poison Condition Immunities poisoned Senses passive Perception 15 Languages \xe2\x80\x93 Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Keen Smell . The tiger has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pounce . If the tiger moves at least 20 feet straight toward a creature or attacks a creature with advantage and then hits it with a Claw attack on the same turn or attack, that target must succeed on a DC 16 Strength saving throw or be knocked prone . If the target is prone , the tiger can make one Bite attack against it as a bonus action. \n'b' Actions \n'b' Multiattack . The tiger makes one Bite attack and one Claw attack . \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 21 (3d10 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 16 (3d6 + 5) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Beli \n'b' Small fey , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 45 (10d6 + 10) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 12 (+1) INT: 8 (-1) WIS: 11 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5 Skills Perception +4, Stealth +5 Damage Vulnerabilities fire Damage Immunities cold Senses darkvision 60 ft., passive Perception 14 Languages Common, Dwarvish, Giant Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Arctic Hunter . The beli has advantage on Dexterity ( Stealth ) checks made to hide in snowy terrain. In addition, it has advantage on Wisdom ( Perception ) checks that rely on sight in snowy terrain. \n'b' Cold Regeneration . If it starts its turn in an area with below freezing temperature, the beli regains 3 hp. If the beli takes fire damage, this trait doesn\xe2\x80\x99t function at the start of the beli\xe2\x80\x99s next turn. The beli dies only if it starts its turn with 0 hp and it doesn\xe2\x80\x99t regenerate . \n'b' Flyby . The beli doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b'\n'b' ACTIONS \n'b'\n'b' Ice Dagger . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage plus 5 (2d4) cold damage. \n'b' Icy Shortbow . Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 6 (1d6 + 3) piercing damage plus 5 (2d4) cold damage, and the target must succeed on a DC 13 Constitution saving throw or suffer one level of exhaustion from the arrow\xe2\x80\x99s icy chill. On a success, the target can\xe2\x80\x99t suffer further levels of exhaustion from any beli\xe2\x80\x99s Icy Shortbow for 24 hours. If a creature would suffer a sixth level of exhaustion from this attack , it is reduced to 0 hp instead and must make death saving throws as normal. A creature reduced to 0 hp in this way can\xe2\x80\x99t suffer further levels of exhaustion from any beli\xe2\x80\x99s Icy Shortbow for 24 hours. \n'b' Invisibility . The beli magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the beli wears or carries is invisible with it. \n'b'\n'b' ABOUT \n'b' With their pale skin and translucent wings, these winter fairies blend perfectly into their snowy environment. Only their beady black eyes stand out against the snow and ice. These malevolent ice-sprites are a plague upon the people of snowy climates, ambushing unwary prey with icy arrows and freezing powers. \n'b' Servants of the North Wind . Known as patzinaki in some dialects of Dwarvish, the beli are the servants of winter gods and venerate the north wind as Boreas and other gods of darker aspects. They are frequent allies with the fraughashar . \n'b' Feast Crashers . Beli especially delight in disrupting feasts and making off with the holiday cakes\xe2\x80\x94the least deadly of their malicious pranks. \n'b' Fear of Druids . They have an irrational fear of northern druids and their snow bear companions.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tiger, Dire \n'b' Variants \n'b' Large beast , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 135 (18d10 + 36) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+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' Skills Perception +4, Stealth +9 Senses passive Perception 14 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Improved Critical . The tiger\xe2\x80\x99s Bite attack scores a critical hit on a roll of 19 or 20. \n'b' Keen Smell . The tiger has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pounce . If the tiger moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone . If the target is prone , the tiger can make one Bite attack against it as a bonus action. \n'b' Actions \n'b' Multiattack . The tiger makes one Bite attack and one Claw attack . \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 21 (3d10 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) slashing damage. \n'b' About \n'b' While the tiger itself is a fearsome predator, its strength and ferocity pales in comparison to that of the larger dire tiger. Known to many scholars as the smilodon and to tribal societies as the saber-toothed tiger, the dire tiger is invariably one of the region\xe2\x80\x99s top predators. Its defining feature is a pair of huge incisors that hang down like fearsome knives from the upper jaw, protruding menacingly even when the creature\xe2\x80\x99s mouth is shut. \n'b' These immense hunting cats grow to be over 12 feet long and can weigh up to 6,000 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tililcoatl \n'b' Small beast , unaligned \n'b' Armor Class 13 natural armor \n'b' Hit Points 13 (3d6+3) \n'b' Speed 25 ft., swim 25 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 12 (+1) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses tremorsense 60 ft., passive Perception 10 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1/4 (50 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage and 5 (2d4) poison damage. \n'b' Spit Venom . Ranged Weapon Attack : +4 to hit, range 20/60 ft., one target. Hit : 9 (2d8) poison damage. \n'b'\n'b' ABOUT \n'b' Central and South America and the Caribbean are the home to a wide variety of venomous and constrictor snakes. In addition to the titanic and truly monstrous menaces described elsewhere in this book and the mundane reptiles commonly known on Earth, however, there are a variety of unusual serpents drawn from myth and legend. \n'b' Chimalcoatl . Also called the \xe2\x80\x9cshield snake,\xe2\x80\x9d this thick, 8-foot-long gray and red serpent is unique for the broad, fleshy oval section on its back that resembles nothing so much as a round shield. This oval section has a flexible bony skeleton undergirding it and a vividly colored iridescent pattern that shifts and changes as the chimalcoatl moves. Its appearance is seen as an omen, with the changing patterns on its back indicating whether it brings weal or woe, prosperity and good fortune or death and war. \n'b' Tililcoatl . These curious snakes have dark black to purple scales, but their most distinguishing feature is that their body forks after about 2 feet of length into two separate tails, each another 2 to 3 feet in length. One of its tails contains its stomach and digestion and the other a venom sac which holds a potent toxin it stores and can spit at its enemies. \n'b' Velachif . This bright golden snake is only 3 feet long but is both poisonous and venomous. Its bite can be deadly to small creatures. Its flesh is considered a fine delicacy, but proper preparation is essential to remove the poison sacs that line each flank. An intact velachif can be sold for 5 to 50 gp to the right buyer. Xicalcoatl: This strange serpent is only 2-3 feet long, with scales of brown, bronze, and black with variegated scales on its belly. Its strangest feature, however, is a rounded protuberance they develop in adulthood that looks like a jicara, a drinking gourd or cup, with a smooth surface and the appearance of painted designs and patterns. The xicalcoatl can release pheromones that simulate the scent of brewed coffee or cocoa, and they lie in wait either in the grass or floating just below the surface of a pool, using the jicara as a lure. Creatures curious to see or fascinated by the aroma may be drawn into the water, at which point the xicalcoatl surges through the water at great speed creating a vortex that drags its victim into the water, drowning it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Time Elemental, Common \n'b' Family: Time Elemental \n'b' Medium elemental , neutral \n'b' Armor Class 17 (natural armor) Hit Points 97 (13d8 + 39) Speed 50 ft., fly 50 ft. (hover)\n'b' STATS STR: 16 (+3) DEX: 20 (+5) CON: 16 (+3) INT: 14 (+2) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison, psychic Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 12 Languages telepathy 120 ft. Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Cell Death . Damage dealt by the elemental can only be healed magically. In addition, a creature that is slain by a time elemental can only be restored to life by a true resurrection or wish spell. \n'b' Foresight . A time elemental can see a few seconds into the future. This ability prevents it from being surprised. \n'b' Immunity to Temporal Magic . Time elementals are immune to all time-related spells and effects that are not cast by other time elementals. \n'b' Actions \n'b' Multiattack . The time elemental makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b' Multi-Manifestation (Recharge 5-6) . The time elemental summons 1d4 duplicate manifestations of itself from alternate dimensions. Each of these manifestations have the same statistics of the time elemental but can only use melee attacks . Each manifestation can move and attack immediately after it is summoned. Attacks that deal damage to one manifestation deal the same damage to the elemental and the other manifestations. The elemental can have no more than four manifestations under its control at any time. The manifestations disappear at the start of the elemental\xe2\x80\x99s next turn. \n'b' Time Jaunt . A time elemental can slip through the time stream and appear anywhere on the same plane of existence as if by teleport . This ability transports the time elemental and up to four other creatures of the elemental\xe2\x80\x99s choice that are within 30 feet of it. Unwilling creatures must succeed on a DC 15 Wisdom saving throw to avoid being carried away.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Time Elemental, Noble \n'b' Family: Time Elemental \n'b' Large elemental , neutral \n'b' Armor Class 18 (natural armor) Hit Points 123 (13d10 + 52) Speed 50 ft., fly 50 ft. (hover)\n'b' STATS STR: 18 (+4) DEX: 20 (+5) CON: 18 (+4) INT: 18 (+4) WIS: 18 (+4) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +9, Wisdom +9, Charisma +7 Skills Insight +9, Perception +9, Stealth +10 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison, psychic Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 19 Languages telepathy 120 ft. Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Cell Death . Damage dealt by the elemental can only be healed magically. In addition, a creature that is slain by a time elemental can only be restored to life by a true resurrection or wish spell. \n'b' Foresight . A time elemental can see a few seconds into the future. This ability prevents it from being surprised. \n'b' Immunity to Temporal Magic . Time elementals are immune to all time-related spells and effects that are not cast by other time elementals. \n'b' Actions \n'b' Multiattack . The time elemental makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage. \n'b' Alter Age (1/day) . The elemental can attempt to age a target creature within 5 feet of it. The target must make a DC 17 Constitution saving throw or be aged 1d4 x 10 years. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. \n'b' Multi-Manifestation (Recharge 5-6) . The time elemental summons 1d4 duplicate manifestations of itself from alternate dimensions. Each of these manifestations have the same statistics of the time elemental but can only use melee attacks . Each manifestation can move and attack immediately after it is summoned. Attacks that deal damage to one manifestation deal the same damage to the elemental and the other manifestations. The elemental can have no more than four manifestations under its control at any time. The manifestations disappear at the start of the elemental\xe2\x80\x99s next turn. \n'b' Temporal Displacement (1/day) . The time elemental can remove a target creature from the current timeline. The target must succeed on a DC 18 Constitution saving throw, or disappear in a flash of white energy. For a number of minutes equal to the time elemental\xe2\x80\x99s Wisdom modifier, it is as if the displaced creature never existed. The creature is completely undetectable while in this state. A displaced creature can use its action to attempt to end the displacement. When it does so, it makes a DC 18 Intelligence check. If it succeeds, it escapes, and the effect ends. When the effect ends, the creature reappears in the same space it was in before being displaced. If the space is occupied when the creature returns, it appears in the nearest open space and takes no damage. \n'b' Time Jaunt . A time elemental can slip through the time stream and appear anywhere on the same plane of existence as if by teleport . This ability transports the time elemental and up to four other creatures of the elemental\xe2\x80\x99s choice that are within 30 feet of it. Unwilling creatures must succeed on a DC 15 Wisdom saving throw to avoid being carried away.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Time Elemental, Royal \n'b' Family: Time Elemental \n'b' Large elemental , neutral \n'b' Armor Class 20 (natural armor) Hit Points 380 (40d10 + 160) Speed 50 ft., fly 50 ft. (hover)\n'b' STATS STR: 18 (+4) DEX: 20 (+5) CON: 18 (+4) INT: 21 (+5) WIS: 21 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +10, Wisdom +11, Charisma +11 Skills Insight +11, Perception +11, Stealth +11 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison, psychic Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 21 Languages telepathy 120 ft. Challenge 17 (18,000 XP) \n'b' Special Traits \n'b' Cell Death . Damage dealt by the elemental can only be healed magically. In addition, a creature that is slain by a time elemental can only be restored to life by a true resurrection or wish spell. \n'b' Foresight . A time elemental can see a few seconds into the future. This ability prevents it from being surprised. \n'b' Immunity to Temporal Magic . Time elementals are immune to all time-related spells and effects that are not cast by other time elementals. \n'b' Actions \n'b' Multiattack . The time elemental makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 23 (4d8 + 5) bludgeoning damage. \n'b' Alter Age (1/day) . The elemental can attempt to age a target creature within 5 feet of it. The target must make a DC 17 Constitution saving throw or be aged 1d4 x 10 years. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. \n'b' Multi-Manifestation (Recharge 5-6) . The time elemental summons 1d4 duplicate manifestations of itself from alternate dimensions. Each of these manifestations have the same statistics of the time elemental but can only use melee attacks . Each manifestation can move and attack immediately after it is summoned. Attacks that deal damage to one manifestation deal the same damage to the elemental and the other manifestations. The elemental can have no more than four manifestations under its control at any time. The manifestations disappear at the start of the elemental\xe2\x80\x99s next turn. \n'b' Temporal Displacement (1/day) . The time elemental can remove a target creature from the current timeline. The target must succeed on a DC 18 Constitution saving throw, or disappear in a flash of white energy. For a number of minutes equal to the time elemental\xe2\x80\x99s Wisdom modifier, it is as if the displaced creature never existed. The creature is completely undetectable while in this state. A displaced creature can use its action to attempt to end the displacement. When it does so, it makes a DC 18 Intelligence check. If it succeeds, it escapes, and the effect ends. When the effect ends, the creature reappears in the same space it was in before being displaced. If the space is occupied when the creature returns, it appears in the nearest open space and takes no damage. \n'b' Time Jaunt . A time elemental can slip through the time stream and appear anywhere on the same plane of existence as if by teleport . This ability transports the time elemental and up to four other creatures of the elemental\xe2\x80\x99s choice that are within 30 feet of it. Unwilling creatures must succeed on a DC 15 Wisdom saving throw to avoid being carried away.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Time Maestro \n'b' Small humanoid (lightfoot halfling ), chaotic neutral \n'b' Armor Class 20 ( Intelligence ) Hit Points 315 (42d6+168) Speed 45 ft.\n'b' STATS STR: 13 (+1) DEX: 21 (+5) CON: 18 (+4) INT: 23 (+6) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +13, Int +14, Wis +10, Cha +11 Skills Arcana +22, Deception +19, Insight +18, Investigation +22, Nature +22, Perception +10 Damage Immunities psychic Condition Immunities charmed , exhaustion , frightened Senses darkvision 90 ft., passive Perception 20 Languages Common, Deep Speech, Draconic, Dwarvish, Elvish, Halfling, Primordial, Undercommon Challenge 25 (75,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Evasion . When the time maestro makes a Dexterity saving throw to reduce the damage of a spell or attack , on a success he takes no damage and on a failure he takes half damage. \n'b' Halfling Nimbleness . The time maestro can move through the space of any creature that is of a size larger than his. \n'b' Intellectual Combatant . The time maestro adds his Intelligence bonus to his AC and he can use his bonus action to take the Dodge action. \n'b' Knowledge of Many Times . The time maestro has advantage on Intelligence checks. If a skill applies to the check, he gains his proficiency bonus (+8). \n'b' Legendary Resistance (3/Day) . If the time maestro fails a saving throw, he can choose to succeed instead. \n'b' Lucky . When the time maestro rolls a 1 on the d20 for an attack roll, ability check, or saving throw, he can reroll the die and must use the new roll. \n'b' Naturally Stealthy . The time maestro can attempt to hide even when he is obscured only by a creature that is at least one size larger than him. \n'b' Technological Spellcasting . The time maestro is a 17th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 22; +14 to hit with spell attacks). He casts spells using technological devices he crafts (2 lb. cantrips, 1/2 lb. per spell level; AC 10 + spell level, 34 hp each) and his spells ignore the effects of counterspell, dispel magic , and antimagic fields. The time maestro has the following spells prepared:\n'b'\n'b'\n'b' Cantrips : acid splash , mage hand , minor illusion , vicious mockery \n'b' 1st level (4 slots) : feather fall , grease , shield \n'b' 2nd level (4 slots) : aid , detect thoughts , mirror image \n'b' 3rd level (3 slots) : haste , lightning bolt \n'b' 4th level (3 slots) : dimension door , freedom of movement \n'b' 5th level (2 slots) : animate objects , telekinesis \n'b' 6th level (2 slots) : harm , mass suggestion \n'b' 7th level (2 slots) : delayed blast fireball , teleport \n'b' 8th level (1 slot) : clone , feeblemind \n'b' 9th level (1 slot) : time stop \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The time maestro attacks twice, or casts a spell and attacks once. \n'b' Hourglass Sword Cane . Melee Weapon Attack : +16 to hit, reach 5 ft., one target. Hit : 10 (1d4+8) magical bludgeoning damage. The target makes a DC 22 Intelligence saving throw or it is stunned for 1d4 rounds as its mind becomes unstuck in time. At the end of each of its turns, the creature makes a new saving throw to end the effect. \n'b' Stopping Watch . Melee Weapon Attack : +16 to hit, reach 15 ft., one target. Hit : 10 (1d4+8) magical bludgeoning damage and the target makes a DC 22 Charisma saving throw or it comes to an abrupt halt in the flow of time until the start of the time maestro\xe2\x80\x99s next turn. The effect ends if a creature damages the target. \n'b' Revolver . Ranged Weapon Attack : +16 to hit, range 50/150 ft., one target. Hit : 17 (2d6+8) magical piercing damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The time maestro 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. He regains spent legendary actions at the start of his turn. \n'b'\n'b' Trigger Device . The time maestro activates one technological spellcasting device of 3rd-level or lower. \n'b' Grenades (Costs 2 Actions) . The time maestro throws up to 3 grenades at points he can see within 60 feet, each of which explodes in a 20-foot radius. Creatures in the area make a DC 21 Dexterity saving throw, taking 14 (4d6) energy damage on a failed save, or half as much on a successful one. The time maestro chooses the type of energy damage a grenade deals (fire, force, lightning, or psychic) when he throws a grenade. \n'b' Parallel Movement (Costs 3 Actions) . The time maestro activates an improbability drive that swaps his position. He chooses a square within range of the square he began his most recent turn in, teleporting to that square. The time maestro regains a number of hit points equal to the damage he\xe2\x80\x99s taken since the beginning of his last turn so long as the attacks and spells are not within reach of his new location, and any conditions or effects inflicted since the beginning of his last turn are removed. The time maestro\xe2\x80\x99s new path of movement provokes opportunity attacks and damages him if any effect would have, as if he had taken this movement normally. \n'b'\n'b' ABOUT \n'b' A time maestro, perhaps unsurprisingly, has absolutely impeccable timing. In order for their machines to be as precise as required they need energies that are temporally circumstantial so acquiring the right resources is an exacting process. These masters of the arcane and temporal tend to arrive immediately after events of significance (or if they are keen to see things proceed for themselves then just before instead), achieve their objective, and then disappear in a wink of light. Given their penchant for perusing history time maestros also tend to monitor the goings on of future assassins, keeping note of who is targeted and deciphering why-as well as what new and unexpected opportunities a given attack might offer. \n'b' Time maestros also delight in witnessing the most impressive performances throughout history, casting themselves back into the past (or future) to experience the world\xe2\x80\x99s greatest artistic achievements. The most maddened of these temporal travelers (many are quite insane) kidnap certain performers and keep them in stasis in a demiplanar manse, the only clue as to what happened being phase ghosts (after-images left in the wake of their improbability drives) that are spotted stalking said entertainers beforehand and lingering on afterwards. Though they are kept more for their talents than anything else, a time maestro uses abducted artists as hostages and bargaining chips whenever pushed to the limit. \n'b' Making an enemy of one of these chronal manipulators is a terrible mistake as one does not survive time travel without extreme cunning, caution, patience, and perseverance-time maestros never leave home without a clone laying in wait. When engaged directly they are infuriatingly difficult to strike, using Dodge as a bonus action each turn and relying on Parallel Movement to avoid attacks. Their first objective in battle is to feeblemind the smartest opponent, then cast time stop to create and charge a delayed blast fireball , layering themself with protectives and casting other spells that don\xe2\x80\x99t require concentration ( freedom of movement , mirror image , aid , and if there\xe2\x80\x99s time,\xc2\xa0 grease ) before unleashing the potent arcane explosion.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Timingila \n'b' Gargantuan monstrosity ( titan ), neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 232 (15d20 + 75) Speed 0 ft., swim 60 ft.\n'b' STATS STR: 28 (+9) DEX: 5 (-3) CON: 21 (+5) INT: 8 (-1) WIS: 7 (-2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Wis +3 Skills Perception +8, Stealth +7 Damage Immunities cold, thunder Condition Immunities frightened Senses blindsight 120 ft., passive Perception 18 Languages understands Abyssal, Celestial, Draconic, and Infernal but can\xe2\x80\x99t speak Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Siege Monster . The timingila deals double damage to objects and structures. \n'b' Water Breathing . The timingila can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The timingila makes four attacks: one with its bite, one with its tail slap, and two with its flippers. \n'b' Bite . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 25 (3d10 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the timingila. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the timingila, and it takes 21 (6d6) acid damage at the start of each of the timingila\xe2\x80\x99s turns. If the timingila takes 30 damage or more on a single turn from a creature inside it, the timingila must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the timingila. If the timingila dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone . \n'b' Flipper . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 16 (2d6 + 9) bludgeoning damage. \n'b' Tail Slap . Melee Weapon Attack : +14 to hit, reach 20 ft., one target. Hit : 18 (2d8 + 9) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or be pushed up to 10 feet away from the timingila and forced\xc2\xa0 prone . \n'b' Breach . The timingila swims up to its swimming speed without provoking opportunity attacks. If it breaches the water\xe2\x80\x99s surface, it crashes back down, creating a wave in a 30-foot-wide, 120-footlong line that is 30 feet tall. Any Gargantuan or smaller vehicles in the line are carried up to 100 feet away from the timingila and have a 50 percent chance of capsizing. \n'b' Resonating Roar (Recharge 5-6) . The timingila roars in a 90-foot cone. Each creature in the area must make a DC 18 Constitution saving throw. On a failure, a creature takes 45 (10d8) thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t deafened . 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 vehicle is in the area, the roar travels into the vehicle and resonates inside it. Each creature inside the vehicle, even if the creature is outside the roar\xe2\x80\x99s area, must succeed on a DC 18 Constitution saving throw or take half the damage from the roar. \n'b'\n'b' ABOUT \n'b' This massive shark-eel surges out of the water, opening titanic jaws large enough to bite a ship in half. \n'b' Bribable . Wise captains traveling through timingila hunting grounds often carry tithes and offerings in hopes of placating the creatures. \n'b' Lesser Leviathan . The timingila is one of the largest creatures in the seas. Some scholarly tomes suggest a connection between the timingila and rarer leviathans but no definitive proof has yet been found. \n'b' Master of the Seas . The timingila is an apex predator of the oceans. It hunts whales primarily but eats anything it can catch. The timingila is fiercely territorial and considers all of the ocean its personal domain.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Blade \n'b' Family: Demons \n'b' Medium fiend (demon), chaotic evil\n'b' STATS STR: 23 (+6) DEX: 17 (+3) CON: 25 (+7) INT: 15 (+2) WIS: 20 (+5) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 18 (natural armor) Hit Points 114 (10d8 + 70) Speed 30 ft., fly 30 ft. Saving Throws Dexterity +8, Constitution +12, Wisdom +10 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , frightened , poisoned Senses truesight 120 ft., passive Perception 15 Languages Abyssal, telepathy 120 ft. Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Magic Resistance . The blade demon has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The blade demon\xe2\x80\x99s attacks are magical. \n'b' Actions \n'b' Multiattack . The blade demon makes two scythe hands attacks and then uses either its braid flail or wounding wings. \n'b' Braid Flail . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 16 (3d6 + 6) piercing damage. \n'b' Scythe Hands . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 16 (3d6 + 6) slashing damage, plus 13 (2d12) force damage (this damage type can be changed by sense weakness, see below). \n'b' Wounding Wings . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 6 (1d6 + 3) slashing damage, plus the creature takes an additional 3 (1d6) damage at the end of each of its turns until it spends an action binding the wound or receives magical healing. \n'b' Sense Weakness . The blade demon spends its action studying a creature. It learns that creature\xe2\x80\x99s vulnerabilities, resistances and immunities, if any. It can then change the damage type for its scythe hands additional damage from force damage to another type. \n'b' Summon (1/day) . Roll 1d6. On a 1-5, that many dretches appear at the end of the blade demon\xe2\x80\x99s turn. On a 6, a single hezrou appears instead. \n'b' Tactics \n'b' Blade demons always, unless ordered to attack immediately, spend the first round of any conflict studying their opponent, judging their weakness and adapting their weaponry accordingly. Each scythe hand does an additional damage type that the demon can control and can even have two different types, one for each hand. Then, in the next round, they use their scythe hands to best take advantage of that weakness and attack their target. \n'b' Blade demons were created for battle and have no pity or fear or mercy. They always choose to attack once their scythe hands have been attuned to their opponent\xe2\x80\x99s vulnerabilities. They never retreat or relent in a pursuit unless ordered to do so by their commander or summoner. In a hard-pressed battle, they will summon lesser demons as disposable allies. \n'b' Description \n'b' A blade demon is a horror to behold. Its wings are made of human flesh stretched over a skeleton of bones and scythe blades. Its facial visor glows with the heat of freshly forged metal, perpetually searing itself to the flesh of the demon. Blackened stumps at both wrists close around curving blades of dark steel.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Titan, Ancient \n'b' Family: Titan \n'b' Gargantuan celestial (titan), neutral good \n'b' Armor Class 15 (breastplate) Hit Points 198 (12d20 + 72) Speed 50 ft., swim 30 ft.\n'b' STATS STR: 27 (+8) DEX: 13 (+1) CON: 22 (+6) INT: 16 (+3) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Wis +7, Cha +9 Skills Athletics +12, Intimidation +9, Perception +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 120 ft., passive Perception 17 Languages Common, Giant, Primordial, telepathy 120 ft. Challenge 12 (8,400 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The ancient titan can breathe air and water. \n'b' Magic Resistance . The ancient titan has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ancient titan can use its Reality-Altering Words. It then makes two Greatsword attacks or three Word of Pain attacks. \n'b' Greatsword . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 36 (8d6 + 8) slashing damage. \n'b' Word of Pain . Ranged Spell Attack : +9 to hit, range 120 ft., one target. Hit : 23 (4d8 + 5) force damage, and the target must succeed on a DC 17 Constitution saving throw or have disadvantage on attack rolls, ability checks, and saving throws until the end of its next turn as pain courses through its body. \n'b' Reality-Altering Words . The titan speaks a phrase that temporarily reshapes reality around it, warping the terrain, displacing creatures, and disrupting magic. Each creature within 30 feet of the titan must succeed on a DC 17 Dexterity saving throw or be pulled or pushed up to 25 feet toward or away from the titan (the titan\xe2\x80\x99s choice) and forced prone . Instead of pushing or pulling a creature that failed the saving throw, the titan can end one magical effect of its choice of 4th level or lower on that creature. The area then becomes difficult terrain until the start of the titan\xe2\x80\x99s next turn. Moving through this difficult terrain doesn\xe2\x80\x99t cost the titan extra movement. \n'b' Stunning Word (Recharge 5\xe2\x80\x936) . The titan speaks a brief, echoing word of power at up to three creatures it can see within 60 feet of it. Each target must make a DC 17 Constitution saving throw. On a failure, a creature takes 45 (10d8) force damage and is stunned for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t stunned . The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' Radiating a powerful presence, this towering humanoid has sharp-edged features that seem hewn from ancient stone. \n'b' Children of the Gods . Ancient titans are the surviving immortal children of an early primordial god. They fled to the wilds after a divine war, where they founded an empire that lasted thousands of years before plague brought about its collapse. \n'b' Sea God\xe2\x80\x99s Servants . A few ancient titans still dwell in the ocean realm, spared by the sea god in exchange for eternal servitude. Ancient titans have long, glossy hair, usually black, red, or silver, and they stand sixty feet tall and weigh over twenty tons. \n'b' Friends to Dragons . Ancient titans have a strong rapport with wind dragons and sea dragons, as well as gold, silver, and mithral dragons. \n'b' Primordial Power . The children of an ancient god, titans have a measure of the god\xe2\x80\x99s power. They know and command primordial words that can influence the world and creatures around them by tapping into the energy that created the world.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Titan, Degenerate \n'b' Family: Titan \n'b' Huge giant , chaotic evil \n'b' Armor Class 12 (armor scraps) Hit Points 161 (14d12 + 70) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 6 (\xe2\x80\x932) CON: 20 (+5) INT: 6 (\xe2\x80\x932) WIS: 12 (+1) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +4, Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Giant Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The degenerate titan has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The degenerate titan can use its Reality-Bending Shout. It then makes three Greatclub attacks or two Rock attacks. \n'b' Greatclub . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +8 to hit, range 60/240 ft., one target. Hit : 27 (4d10 + 5) bludgeoning damage. \n'b' Reality-Bending Shout . The degenerate titan utters a scream that vibrates the fabric of reality around one creature it can see within 30 feet of it. The titan can attempt to end one magical effect of its choice of 3rd level or lower on the target. This effect works like the dispel magic spell, except the titan must always make an ability check. The titan\xe2\x80\x99s ability check for this is +4. \n'b' Earthstrike (Recharge 5\xe2\x80\x936) . The degenerate titan slams its fists onto the ground, creating a shockwave in a 60-foot line that is 10 feet wide. Each creature in the line must make a 16 Dexterity saving throw. On a failure, a creature takes 35 (10d6) force damage and is flung 20 feet away from the titan and forced prone , as the earth buckles and tosses the creature. On a success, a creature takes half the damage and isn\xe2\x80\x99t flung or forced prone . If a flung creature strikes a solid surface, the creature takes 3 (1d6) bludgeoning damage for every 10 feet it was flung. If the creature is flung at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be forced prone . \n'b'\n'b' ABOUT \n'b' This giant retains a look of daunting power despite its stooped bearing, tattered clothing, and pieces of slapdash armor strapped on wherever it fits. \n'b' Haunt Ruins . The degenerate descendants of ancient titans haunt the ruins where their cities once flourished. These descendants hunt for any living thing to eat, including each other, and sometimes chase after herds of goats or other animals for miles. While they are easily distracted, they always find their way home unerringly. \n'b' Insane and Moody . Degenerate titans are prone to erratic actions and unexpected mood shifts. They are fiercely territorial creatures who worship the still-active magical devices of their cities and any surviving statuary as if the statues were gods. Their lairs are filled with items scavenged from the city. These collections are a hodge-podge of dross and delight, as the degenerate titans are not intelligent enough to discern treasure from trash. \n'b' Primal Power . Degenerate titans cannot command magical words of power like their ancestors, but they retain a connection to the natural world, allowing them to tap into the earth\xe2\x80\x99s latent mystic power to generate strange geomancy. These devolved misfits may have lost most of their former gifts, but what remains are primal powers that tap, without subtlety or skill, into the fundamental building blocks of the world.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Titan Cyclops \n'b' Huge construct , neutral \n'b' Armor Class 16 (natural armor) Hit Points 243 (18d12 + 126) Speed 30 ft.\n'b' STATS STR: 30 (+10) DEX: 7 (-2) CON: 24 (+7) INT: 2 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xc2\x92t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 10 Languages understands the languages of its creator but can\xc2\x92t speak Challenge 15 (13,000 XP) \n'b' Special Traits \n'b'\n'b' Immutable Form . The construct is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The construct has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The construct\xc2\x92s weapon attacks are magical. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The construct makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 28 (4d8 + 10) bludgeoning damage. \n'b' Stalagmite . Ranged Weapon Attack : +15 to hit, range 60/240 ft., one target. Hit : 31 (6d6 + 10) bludgeoning damage. \n'b' Slow (Recharge 5-6) . The construct targets one or more creatures it can see within 10 feet of it. Each target must make a DC 18 Wisdom saving throw against this magic. On a failed save, a target 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 for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Belker \n'b' Large elemental , neutral evil \n'b' Armor Class 15 Hit Points 93 (11d10 + 33) Speed 30 ft., fly 50 ft. (hover)\n'b' STATS STR: 14 (+2) DEX: 21 (+5) CON: 17 (+3) INT: 6 (-2) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +11 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , prone , prone , unconscious Senses darkvision 60 ft., passive Perception 16 Languages Auran Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Air Form . The belker 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' Smoke Form . The belker can use its bonus action to assume a smoke form, much the same as the effects of the gaseous form spell. The belker must concentrate on this effect. A creature that enters the belker\xe2\x80\x99s space for the first time in a turn or ends their turn there must make a DC 15 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, and half as much damage on a success. The belker can also move to another creature\xe2\x80\x99s space, triggering the Constitution saving throw. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The belker makes two attacks: one with its bite, and one with its claws. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 14 (2d8+5) piercing damage, and the target is grappled (escape DC 15). While grappled in this way, the belker moves into and occupies the grappled creature\xe2\x80\x99s space, even if it has used its movement for the turn. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 15 (3d6+5) slashing damage. If the target is grappled , it takes an additional 13 (3d8) necrotic damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Titan Tree \n'b' Gargantuan plant , neutral \n'b' Armor Class 16 (studded leather) Hit Points 132 (8d20 + 48) Speed 25 ft., burrow 10 ft (soft earth and sand only)\n'b' STATS STR: 27 (+8) DEX: 8 (-1) CON: 23 (+6) INT: 12 (+1) WIS: 19 (+4) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +12, Con +11, Wis +9 Skills History +11, Insight +9, Nature +11 Damage Vulnerabilities fire Damage Resistances piercing Damage Immunities bludgeoning Senses passive Perception 14 Languages Common, Druidic, Elvish, Sylvan Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the Titan tree remains motionless, it is indistinguishable from a normal tree. \n'b' Siege Monster . The Titan tree deals double damage to objects and structures. \n'b' Walking Tall . The Titan tree\xe2\x80\x99s movement is unaffected by difficult terrain , and spells and other magical effects can neither reduce the target\xe2\x80\x99s speed nor cause the target to be paralyzed or restrained . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Titan tree makes three slam attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 16 (3d6 + 6) bludgeoning damage. The target must make a successful Dexterity save or also be knocked prone . \n'b' Stomp . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 20 (4d6 + 6) bludgeoning damage. The target must make a successful Dexterity save or also be knocked prone . \n'b' Bark Darts . Ranged Weapon Attack : +7 to hit, range 60 ft., up to four targets. Hit : 8 (d10 + 6) puncturing damage. \n'b' Animate Trees (1/Day) . The Titan tree magically animates 2d4 trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can\xe2\x80\x99t speak, and they have only the Slam action option. An animated tree acts as an ally of the Titan tree. The tree remains animate for 1 day or until it dies; until the Titan tree dies or is more than 120 feet from the tree; or until the Titan tree takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. \n'b'\n'b' TACTICS \n'b'\n'b' Initial Round 1 -Titan trees hurl massive stones from afar to warn interlopers. They will roar in an appropriate language, issuing terrifying threats as they rain down death on the heads of interlopers. Essentially \xe2\x80\x9cLeave or die!\xe2\x80\x9d \n'b' Subsequent Round(s) -If the offenders haven\xe2\x80\x99t taken the hint yet, the Titan tree animates trees to fight by its side. The Titan tree and animated trees overwhelm opponents slamming opponents and sending them flying. They also continue the Thrown Stone and Bark Dart attacks once the treants have been summoned. \n'b' Retreat -If forced to retreat, they will lead the party through difficult terrain that it can ignore, and attack with their bark darts. \n'b' Injured -The Titan tree will retreat into the woods, putting as much distance as it can between its attackers and itself. It will direct any summoned treants to cover its retreat. \n'b'\n'b' ABOUT \n'b' Like their lesser cousins, the treants, Titan trees have a deep and meaningful relationship with their local environment. Where the treants seek a harmonious union between the wildness of nature and those creatures that coexist with it, the Titan trees are less willing to \xe2\x80\x9clive and let live\xe2\x80\x9d with any creatures that seek to do harm. They know all too well what happens when little creatures with sharp steel enter their woodlands. \n'b' Titan trees are larger and more fearsome than treants but serve similar aims. They rarely issue warnings or seek the counsel of those that aim to intrude into their sacred groves. They prefer to attack first and deliver a stern lesson to drive them off with no motivation to return. If intruders persist or fight back, the titans will attack to destroy anyone remaining in their vicinity. \n'b' Titan trees learn the languages of their enemies: orcs, goblins, ogres, kobolds, humans, etc. By understanding their foes at this level language, they can better plan their defense against them. They may send their animated tree allies to spy on interlopers to gather intelligence. \n'b'\n'b' d6 \n'b' Smashed Corpses \n'b'\n'b' 1 \n'b' Smashed half-orc corpse with a coin purse: d4 gp, 2d6 sp, 3d8 gp. \n'b'\n'b' 2 \n'b' Smashed goblin corpse with a jar of pickled toes. \n'b'\n'b' 3 \n'b' Smashed orc corpse with a pair of elf -flesh leather gloves (50 gp). \n'b'\n'b' 4 \n'b' Smashed human corpse with a magical hook hand-disadvantage on all Disarm attempts.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Titan, Elysian \n'b' Gargantuan celestial (titan), chaotic good \n'b' Armor Class 19 (natural armor) Hit Points 574 (28d20 + 280) Speed 40 ft.\n'b' STATS STR: 30 (+10) DEX: 10 (+0) CON: 30 (+10) INT: 20 (+5) WIS: 27 (+8) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +17, Intelligence +12, Wisdom +15, Charisma +13 Skills Insight +15, Persuasion +13 Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities frightened , poisoned Senses truesight 120 ft., passive Perception 18 Languages all, telepathy 300 ft. Challenge 24 (62,000 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The elsyian titan\xe2\x80\x99s innate 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 : divination , dispel magic , levitate , mind blank , sending \n'b' 3/day each : bestow curse , scrying , heal , mass suggestion \n'b' 1/day each : freedom of movement , planar ally , meteor swarm \n'b'\n'b' Trampling Charge . If the elysian titan moves at least 20 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 elysian titan can make one stomp attack against it as a bonus action. \n'b' Actions \n'b' Multiattack . The construct makes two slam attacks. \n'b' Maul of the Titans . Melee Weapon Attack : +17 to hit, reach 30 ft., one target. Hit : 41 (7d8 + 10) bludgeoning damage. \n'b' Slam . Melee Weapon Attack : +17 to hit, reach 15 ft., one target. Hit : 23 (3d8 + 10) bludgeoning damage. \n'b' Stomp . Melee Weapon Attack : +17 to hit, reach 10 ft., one target. Hit : 32 (4d10 + 10) bludgeoning damage, and all creatures within 20 feet of the titan must succeed on a DC 20 Dexterity saving throw or be knocked prone as the titan causes the ground to heave.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Titan, Stone \n'b' Huge giant , neutral \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 126 (11d12 + 55) \n'b' Speed 40 ft.\n'b' STATS STR: 23 (+6) DEX: 15 (+2) CON: 20 (+5) INT: 10 (+0) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +8, Wis +4 \n'b' Skills Perception +4 \n'b' Senses passive Perception 14 \n'b' Languages Black Mountainspeak \n'b' Challenge 8 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Stone Camouflage . The giant has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b' Sleeping Giant . The giant can remain perfectly motionless to become undetectable. While in this state it can\xe2\x80\x99t attack or move, but it also can\xe2\x80\x99t be detected without magical means, appearing to be part of the surrounding stone. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The giant can make two melee attacks , or one ranged attack per turn. \n'b' Overhand Smash . Melee Weapon Attack : +9 to hit, reach 15 ft., up to four adjacent targets in a 2\xc3\x972 square. Hit : 19 (3d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone . \n'b' Rock . Ranged Weapon Attack : +9 to hit, range 60/240 ft., one target. Hit : 28 (4d10 + 6) bludgeoning damage. This attack deals double damage to structures. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Titanoboa \n'b' Gargantuan beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 232 (15d20 + 75) Speed 40 ft., climb 40 ft., swim 40 ft.\n'b' STATS STR: 26 (+8) DEX: 10 (+0) CON: 20 (+5) INT: 3 (\xe2\x80\x934) WIS: 10 (+0) CHA: 3 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Wis +4 Skills Perception +4 Senses blindsight 10 ft., passive Perception 14 Languages \xe2\x80\x94 Challenge 12 (8,400 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Slither . If the titanoboa hasn\xe2\x80\x99t eaten a Huge creature in the last 24 hours, it can easily move through any open large enough for a Large creature, and it can squeeze through any opening large enough for a Medium creature. The titanoboa\xe2\x80\x99s destination must still have suitable room to accommodate its volume. \n'b' Sparkling Scales . When a creature that can see the titanoboa starts its turn within 30 feet of the titanoboa and the titanoboa is in bright light, isn\xe2\x80\x99t incapacitated , and can see the creature, the titanoboa can force the creature to make a DC 17 Wisdom saving throw. On a failed save, the creature is stunned until the start of its next turn. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the titanoboa until the start of its next turn, when it can avert its eyes again. If the creature looks at the titanoboa in the meantime, it must immediately make the save. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The titanoboa makes two Bite attacks or one Bite attack and one Constrict attack . It can replace one Bite attack with a use of Swallow. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 30 (5d8 + 8) piercing damage. \n'b' Constrict . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 30 (4d10 + 8) bludgeoning damage, and the target is grappled (escape DC 18) if it is a Huge or smaller creature. Until this grapple ends, the target is restrained , and the titanoboa can\xe2\x80\x99t Constrict another target. \n'b' Swallow . The titanoboa makes one Bite attack against a Huge 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 titanoboa, and it takes 21 (6d6) acid damage at the start of each of the titanoboa\xe2\x80\x99s turns. If the titanoboa takes 30 damage or more on a single turn from a swallowed creature, the titanoboa must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the titanoboa. If the titanoboa dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone . \n'b'\n'b' ABOUT \n'b' This titanic green serpent raises its enormous head high, its body extending in seemingly endless coils. \n'b' Territorial and Aggressive . Territorial and voracious, the rare titanoboa devours all trespassers in its domain. Stronger and faster than the giant anaconda, the true king of the rainforest is also more stubborn, fighting off entire groups of hunters and poachers. When stalking prey, these great serpents strike from ambush, swallowing even some dinosaurs in one bite. \n'b' Blinding Scales . Against groups of foes, titanoboas trust in their ability to dazzle their enemies with the light reflected from their scales, using this distraction to entwine the stunned foes in crushing coils. \n'b' Slow to Mate . Titanoboas mate rarely. They live for hundreds of years and never stop growing, which makes the need for propagation less urgent. When two titanoboas nest, the result is a brood of a half-dozen smaller snakes. An adult titanoboa is at least 80 feet long and weighs 6,000 pounds or more.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tlahuelpuchi \n'b' Medium undead , lawful evil \n'b' Armor Class 15 natural armor Hit Points 130 (20d8+40) Speed 30 ft., fly 20 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 14 (+2) INT: 11 (+0) WIS: 15 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +5, Athletics +6, Perception +8, Stealth +9, Survival +8 Damage Resistances poison Condition Immunities exhaustion , poisoned , paralyzed Senses darkvision 120 ft., passive Perception 18 Languages Common; can speak with and understand all birds as if they shared a language with them Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Disembodied Flight . At night, the tlahuelpuchi can detach its upper body at the waist and becoming a bird. In this form it has the statistics of a raven. In this bird form, the tlahuelpuchi sheds bright light for 50 feet, and dim light for another 50 feet. If the tlahuelpuchi takes damage in this form, it reverts to its true form without its legs with its usual statistics, losing its walk speed. If the tlahuelpuchi does not return to its legs by dawn, it is destroyed. \n'b' Weaknesses . Tlahuelpuchi have several weaknesses that may keep it away. The tlahuelpuchi cannot enter a building until they spend 1d4 rounds flying in a cross shape over it first. A tlahuelpuchi cannot approach a creature that is warded by garlic, onions, silver, or iron. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . A female tlahuelpuchi makes two melee attacks ; one with her bite/peck, and one with her claws. A male tlahuelpuchi makes two attacks with his claws. \n'b' Bite/Peck . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage and 13 (3d8) necrotic damage. The tlahuelpuchi heals half the necrotic damage that they deal to the target. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Change Shape (Female Only) . At night, a female tlahuelpuchi can use its action to polymorph into a Medium donkey, a Small turkey, or a Tiny spider. When in animal form, she assumes the size and movement speed of the form she takes. Her other statistics remain unchanged. Anything she is wearing transforms with her, but nothing she is carrying does. She reverts to her true form if she dies. If she takes a form that allows her to fly, she sheds bright light out to 50 feet, and dim light out to another 50 feet. \n'b' Summon Swarm (Male Only) . A male tlahuelpuchi magically calls 1d4 swarms of ravensSRD, provided that the sun isn\xe2\x80\x99t up. The called creatures arrive in 1 round, acting as allies of the tlahuelpuchi and obeying his spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. \n'b'\n'b' ABOUT \n'b' The feared and respected tlahuelpuchi are a relative random occurrence. A humanoid that is at the cusp of adulthood might become a tlahuelpuchi within the span of days, losing their humanity and becoming dangerous and deceitful monsters that must eat flesh to live. \n'b' Though a tlahuelpuchi will starve if they don\xe2\x80\x99t feed at least once a month, these creatures tend to prefer the flesh of infants. This has led to the careful protection of children and infants with the use of wards and rituals meant to fend off the life-draining creatures. When pressed, a tlahuelpuchi can eat livestock to survive, but may develop a grudge against those that deny them their preferred meal. \n'b' The tlahuelpuchi can sometimes find itself as part of the local community, trading favors with local elders in exchange for dead livestock. Though this can make for odd alliances, there are some rural settlements that are willing to look the other away if a tlahuelpuchi devours a few bandits.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Toad (Huge) \n'b' Huge beast , neutral \n'b' Armor Class 15 (natural armor) Hit Points 84 (8d12+32) Speed 20 ft.\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 18 (+4) INT: 2 (\xe2\x80\x934) WIS: 10 (+0) CHA: 3 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 30 ft., passive Perception 10 Languages none Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Natural Camouflage . Like other toads, the huge toad can blend into their environments and have advantage on Dexterity ( Stealth ) checks made to camouflage themselves. \n'b'\n'b' ACTIONS \n'b'\n'b' Sticky Tongue . Ranged Weapon Attack : +4 to hit, range 20 ft., one target. Hit : the target is pulled up to 20 feet towards the toad and attacked with its Bite. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 20 (6d4+5) piercing damage plus 10 (2d10) poison damage, and the target is grappled (escape DC 16). Until the grapple ends the victim is restrained and the Toad can\xe2\x80\x99t bit another target. \n'b' Swallow . The toad makes another Bite attack against a Small or smaller target it has grappled with a bite. If this second Bite attack hits, the target is swallowed, and the grapple ends. The target is blinded , restrained , has total cover from attacks and effects outside the toad. The victim suffers 5 (2d4) acid damage at the start of each of the toad\xe2\x80\x99s turns. \n'b'\n'b' ABOUT \n'b' These massive toads are as large as small house and often weigh between 1000-3000 lbs. A huge toad has a long 20-foot tongue through which they attack and yank opponents into their gaping mouth. Their treasure is most often strewn around their lair or in their belly.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Cacodemon \n'b' Family: Demons \n'b' Medium fiend (demon), neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 71 (11d8 + 22) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 15 (+2) INT: 14 (+2) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Deception +4, Intimidation +4, Perception +4, Stealth +3 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Languages Abyssal, Common, Demonic, Infernal, telepathy 120 ft. Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The cacodemon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12). It can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : darkness , detect magic , detect thoughts , see invisibility \n'b' 1/day : hold person \n'b'\n'b' Magic Resistance . The cacodemon has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The cacodemon\xe2\x80\x99s weapon attacks are considered magical for the purposes of damage resistances. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cacodemon makes two Longsword and one Claw attack , or two Claw attacks. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Longsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands to make a melee attack . \n'b' Change Shape . The cacodemon magically polymorphs into a humanoid whose Challenge rating is equal to or lower than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the cacodemon\xe2\x80\x99s choice). In a new form, the cacodemon retains its game statistics and ability to speak, but its Armor Class, movement modes, Strength , Dexterity , and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions ) that the new form has but that it lacks. \n'b' Summon (1/day) . The cacodemon has a 35% chance to summon 1d3 derghodemons (see Tome of Horrors 5e) or a cacodemon. The summoned demon appears in an unoccupied space within 60 feet of the cacodemon, but can\xe2\x80\x99t summon other demons. It remains for one minute, until it or the first cacodemon is slain, or until the first cacodemon takes an action to dismiss it. \n'b'\n'b' ABOUT \n'b' Cacodemons stand about seven feet tall and weigh about 800 pounds. Cacodemons are relentless combatants and never back down from a fight. They often begin combat by changing forms and appearing as a race friendly to their potential opponents. Once an opponent is lured close to the cacodemon, it changes back to its natural form and attacks. Dreaded and feared, cacodemons are often employed as soldiers and assassins. Cacodemons are completely loyal and never question their position or authority; they do not take orders from other demons.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Toadman \n'b' Medium fey , chaotic evil \n'b' Armor Class 15 (studded leather) Hit Points 52 (8d8 + 16) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 15 (+2) INT: 10 (+0) WIS: 16 (+3) CHA: 5 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +6 Damage Immunities necrotic, poison Condition Immunities charmed , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 16 Languages Sylvan Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Amphibious . The toadman can breathe air and water. \n'b' Innate Spellcasting . The toadman\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 15, +6 to hit with spell attacks). The toadman can innately cast the following spells, requiring no components.\n'b'\n'b' At will : druidcraft, thorn whip \n'b' 2/day : entangle , fog cloud , poison spray, speak with animals \n'b' 1/day : animal messenger , feign death, pass without trace , plant growth , speak with plants , spike growth \n'b'\n'b' Leap . The toadman can make a 10 ft. horizontal jump . \n'b' Magic Resistance . The toadman has advantage on saving throws against spells and other magical effects. \n'b' Speak with Frogs and Toads . The toadman can speak with frogs and toads. \n'b' Swamp Camouflage . The toadman has advantage on Dexterity ( Stealth ) checks made to hide in swampy terrain. \n'b' Actions \n'b' Multiattack . The toadman makes two attacks, one with his sword and one with his tongue. \n'b' Swamp Sword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage plus 24 (7d6) poison damage, DC 15 Constitution saving throw. \n'b' Twisted Tongue . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' About \n'b' The toadman is the henchman of the Frog Witch. He lives in swampy forests and does whatever his mistress desires. A strange frog-like humanoid, he wears studded leather armor and a ragged cloak. \n'b' Swamp Dweller . At home in the swamp, the toadman can blend in and hide with ease. He spends most of his time at the Frog Witch\xe2\x80\x99s hut. \n'b' Amphibian Allies . The toadman forms strong bonds with giant frogs, which are often used as guardians. It also uses them as mounts. He is more popular with the denizens of the swamp than his cruel mistress. However, this fey is wise enough to know he gains many benefits as the henchman of the powerful witch.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tomb Cat \n'b' Tiny undead , lawful neutral \n'b' Armor Class 12 Hit Points 2 (1d4) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 3 (-4) DEX: 15 (+2) CON: 10 (+0) INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Senses darkvision 60 ft., passive Perception 13 Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Sense Undead . The tomb cat knows if there is an undead within 100 feet of it, as well as the creature\xe2\x80\x99s location. This sense penetrates most barriers, but is blocked by 1 inch of common metal or a thin sheet of lead. \n'b' Tomb Guardian . While the tomb cat is within 100 feet of its companion, its companion shares its darkvision and sense undead characteristics. \n'b' Speak with Undead . The tomb cat may form a telepathic link to undead that knew at least one language in life but cannot speak, allowing them to speak through the cat. Their words are usually brief, cryptic, or repetitive, and the undead is under no compulsion to speak truthfully if you are hostile to it or it recognizes you as an enemy. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 1 slashing damage. \n'b' Ancient Ward . One willing creature the cat touches is protected against its choice of one type of creature: celestials, elementals, fey, or undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can\xe2\x80\x99t be charmed , frightened , or possessed by them. If the target is already charmed , frightened , or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. \n'b'\n'b' ABOUT \n'b' Deep in lost deserts and forgotten temples, the tombs of the lich -kings are watched over by tomb cats, preserved eternal guardians. Ceremonial bandages and golden ornamentation drape the bodies of these undead felines, reflecting their sacred status in the cults of the dead. Beneath their loose wrappings, hieroglyphs of ancient necromancy shine and fade, carved into their very flesh. The eyes of a tomb cat reflect a cold light , wisps of smoke curling and dissipating around them. \n'b' Tombwatcher . Tomb cats have a unique bond with death, granting them access to powers beyond. Tomb cats naturally sense, speak to, and protect against undead, making them uniquely suited to their role as wardens of the most sacred tombs. Created not only as guardians, these cats are often tasked with guiding lich -kings into their new undeath. Tomb cats are able to share many of their gifts with those to whom they are bound, and eventually their master\xe2\x80\x99s eyes share the cat\xe2\x80\x99s cold gleam. Tomb raiders will often bring offerings for tombcats, hoping to gain their favor and use their gifts to navigate the endless maze of buried tombs lost beneath the sand.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tomb Hound \n'b' Medium undead , lawful evil \n'b' Armor Class 13 (natural armor) Hit Points 26 (4d8 + 8) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 2 (-4) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Vulnerabilities fire \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Cursed Fangs . If the tomb hound has advantage on an attack roll it makes with its bite against a creature and hits, the target must succeed on a DC 12 Constitution saving throw, or be cursed with mummy rot (p.86). \n'b' Keen Hearing and Smell . The tomb hound 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 : +5 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) piercing damage, plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw, or be forced prone .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tomt (Giant Form) \n'b' Family: Tomt \n'b' Huge fey , neutral Good \n'b' Armor Class 15 (chain shirt) Hit Points 142 (15d12+45) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 14 (+2) CON: 17 (+3) INT: 15 (+2) WIS: 16 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +5, Perception +6, Intimidation +4 Saving Throws Dex +5, Con +6 Condition Immunities charmed Senses passive Perception 16 Languages Common, Sylvan Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shape Change . The tomt can switch between its gnome form and its giant form as a bonus action. It can switch up to three times per day. Damage in one form does not carry over to the other form. If one form is reduced to 0 hit points , the tomt automatically reverts to its other form. In this case, it is unable to change form until completing a long rest. If both forms are reduced to 0 hit points , then the creature is slain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tomt strikes twice with its great club in giant form. \n'b' Great Club . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 18 (3d8+5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' The tomt appears as a kindly old gnome. He is short with a long white beard, bushy eyebrows, and brightly colored hat. His skin is wrinkled, with large hands, eyes, and a large nose. The tomt is a shapeshifter, able to shift into the form of a giant. When in their natural, small shape, they always wear a shirt of scale armor, thick wool pants and shirt, and a hat. They carry a walking stick or have it tucked in their belt. When they shapeshift, the scale melds with the flesh making a thick hide and the stick becomes a large club. \n'b' Guardians . The tomt is a kindly creature that spends most of his life protecting the yeoman of the world. He watches their homes to keep the wolves at bay. He continues to do so, as long as he is paid. Many farmers sacrifice to the tomt. The fey is very fond of silver, loving it over any other treasure and many farmers set out a silver coin every night in hopes of gaining the tomt\xe2\x80\x99s attention and protection. This coin is set in a hidden place so that if it comes up missing, the farmer knows that the tomt is around and that more silver must be set outside. \n'b' Solitary . They are rare, never traveling in pairs or groups. They are very secretive and not very friendly. When the tomt takes payment, they loyally serve as guardians until the payment stops. When the payment stops, the tomt leaves. \n'b' Homeless . The tomt always carries a bag of holding with him, keeping his treasure in the bag. They live in the open air, sleeping on tree branches, under grassy mounds, and the like.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ahu-Nixta Cataphract \n'b' Family: Ahu-nixta \n'b' Large aberration , neutral evil \n'b' Armor Class 17 (clockwork armor) Hit Points 135 (18d10 + 36) Speed 30 ft., fly 30 ft. (hover), swim 30 ft.\n'b' STATS STR: 20 (+5) DEX: 8 (-1) 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 +4 Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone Senses darkvision 60 ft., passive Perception 14 Languages Deep Speech, Void Speech Challenge 8 (3,900 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 ahu-nixta 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 ahu-nixta\xe2\x80\x99s clockwork armor 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 15, +7 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, firebolt (2d10), telekinesis \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cataphract makes three melee attacks. It can cast one at will spell in place of two melee attacks. Alternatively, it can use its Arcane Cannon twice. \n'b' Whirring Blades . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (3d4 + 5) slashing damage, and the target must succeed on a DC 15 Dexterity saving throw or take 5 (2d4) slashing damage at the start of its next turn. \n'b' Pronged Scepter . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) piercing damage. \n'b' Bashing Rod . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage. \n'b' Arcane Cannon . Ranged Spell Attack : +7 to hit, range 100 ft., one target. Hit : 18 (4d8) force damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone. \n'b'\n'b' ABOUT \n'b' At the core of its clockwork armor, the creature is a shapeless horror from beyond the stars. \n'b' 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. After mastering clockwork design, the ahu-nixta turned to enhancing themselves to better utilize greater and greater clockwork creations. \n'b' Evolved Terrors . As ahu-nixta age and prove themselves against their people\xe2\x80\x99s enemies, they are forcibly evolved in eugenic chambers and given new armor. The ahu?nixta are comprised of drudges, rank-and-file ahu-nixta, and cataphracts. The drudges are the least evolved and lowest form of ahu?nixta, evolving into standard citizens after years of meeting rigorous physical and mental demands from their superiors. \n'b' Boundless Potential . The bodies of ahu-nixta are highly responsive to forced evolution, leaving the creatures with seemingly endless potential for advancement. Scholars speculate that undiscovered stages of ahu-nixta evolution exist, hidden by the leaders of the ahu-nixta until called upon to serve the wishes of their evil gods.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tomt (Gnome Form) \n'b' Family: Tomt \n'b' Small fey , neutral Good \n'b' Armor Class 15 (chain shirt) Hit Points 67 (15d6+15) Speed 20 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 13 (+1) INT: 15 (+2) WIS: 16 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +5, Perception +6 Saving Throws Int +5, Wis +6 Condition Immunities: Charmed Senses passive Perception 16 Languages Common, Sylvan Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shape Change . The tomt can switch between its gnome form and its giant form as a bonus action. It can switch up to three times per day. Damage in one form does not carry over to the other form. If one form is reduced to 0 hit points , the tomt automatically reverts to its other form. In this case, it is unable to change form until completing a long rest. If both forms are reduced to 0 hit points , then the creature is slain. \n'b'\n'b' ACTIONS \n'b'\n'b' Great Club . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d8-1) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' The tomt appears as a kindly old gnome. He is short with a long white beard, bushy eyebrows, and brightly colored hat. His skin is wrinkled, with large hands, eyes, and a large nose. The tomt is a shapeshifter, able to shift into the form of a giant. When in their natural, small shape, they always wear a shirt of scale armor, thick wool pants and shirt, and a hat. They carry a walking stick or have it tucked in their belt. When they shapeshift, the scale melds with the flesh making a thick hide and the stick becomes a large club. \n'b' Guardians . The tomt is a kindly creature that spends most of his life protecting the yeoman of the world. He watches their homes to keep the wolves at bay. He continues to do so, as long as he is paid. Many farmers sacrifice to the tomt. The fey is very fond of silver, loving it over any other treasure and many farmers set out a silver coin every night in hopes of gaining the tomt\xe2\x80\x99s attention and protection. This coin is set in a hidden place so that if it comes up missing, the farmer knows that the tomt is around and that more silver must be set outside. \n'b' Solitary . They are rare, never traveling in pairs or groups. They are very secretive and not very friendly. When the tomt takes payment, they loyally serve as guardians until the payment stops. When the payment stops, the tomt leaves. \n'b' Homeless . The tomt always carries a bag of holding with him, keeping his treasure in the bag. They live in the open air, sleeping on tree branches, under grassy mounds, and the like.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tooth Fairy \n'b' Tiny fey , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 6 (2d6-1) Speed 15 ft., 60 ft. fly\n'b' STATS STR: 5 (-3) DEX: 14 (+2) CON: 9 (-1) INT: 8 (-1) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 12 Languages Sylvan Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Throes . When killed, a tooth fairy explodes into a foul smelling, glittery substance coating all creatures within 5 ft. Coated creatures are poisoned for 1d4 rounds unless they make a DC 8 Constitution saving throw. \n'b' Innate Spellcasting : The tooth fairy\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : mage hand , prestidigitation \n'b' 1/day each : invisibility , sleep \n'b'\n'b' ACTIONS \n'b'\n'b' Pliers . Melee Weapon Attack : +4 to hit, 5 ft. reach, 1 target. Hit : 4 (1d4 + 2) piercing damage. On a critical hit, the target loses a tooth if possible. A target who loses a tooth takes an additional 5 (1d10) piercing damage. Lost teeth can be reattached by any magical healing within 24 hours if the tooth is recovered. \n'b' Bite . Melee Weapon Attack : +4 to hit, 5 ft. reach, 1 target. Hit : 4 (1d4 + 2) piercing damage. The target is paralyzed for one turn unless it makes a DC 10 Constitution saving throw. \n'b'\n'b' ABOUT \n'b' Tooth fairies are fey created when a willful child\xe2\x80\x99s tooth (or, rarely, a whole child) is buried in a place with strong connections to the mysterious realm of the fey. Wicked and capricious, tooth fairies delight in spreading fear and pain, and have a perverse need to steal the teeth of humanoid creatures. Tooth fairies use stolen teeth either to replace their own lost teeth (if the stolen teeth are small) or to decorate their dwellings, which usually lie inside abandoned buildings or knotholes in trees. Used as stools, carved into minuscule sculptures, or worn as crowns, the prized teeth serve as trophies of their successful raids. \n'b' Painful Pliers . Each night, gangs of tooth fairies stalk humanoid settlements, using their magic to confuse and distract their victims, and reveling in the looks of horror on their victims\xe2\x80\x99 faces as the fey suddenly appear out of the darkness with their dirty, bloody pliers. The fairies then lull their targets to sleep and get to work at claiming their prizes. Some cautious fairies bite their targets to paralyze them and ensure the victims can\xe2\x80\x99t wriggle away from the fairy\xe2\x80\x99s grasping pliers; others enjoy the sounds of creatures awakening to their own screams as the fairy torments them with harsh pinches and painful tugs on fingers, teeth, or eyelids. \n'b' Monarchs . The rare and reclusive leaders of clans of tooth fairies, tooth fairy monarchs rule their smaller, lesser kin with imperious commands and domineering bluster. \n'b' These monarchs collect the teeth pulled by the lesser tooth fairies as tribute, affixing the teeth to their magical scepters or forming them into simple jewelry such as crowns, bracelets, or necklaces. A tooth fairy monarch stands 3 feet high and weighs about 30 pounds. \n'b' A monarch can consume these teeth to gain a burst of supernatural nourishment. They find teeth of large, powerful creatures to be tastier than those of children or smaller creatures (such as other tooth fairies), but they will command their tooth fairy minions to offer up their own teeth for consumption as punishment for failure, or simply to remind onlookers of their authority.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tooth Fairy Monarch \n'b' Small fey , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 52 (8d8+16) Speed 20 ft., fly 50 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 15 (+2) INT: 11 (+0) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 12 Languages Common, Sylvan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Throes . When killed, a tooth fairy monarch explodes into a foul smelling, glittery substance coating all creatures within 5 ft. Coated creatures are poisoned for 1d4 rounds unless they make a DC 12 Constitution saving throw. \n'b' Innate Spellcasting : The tooth fairy monarch\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : mage hand , prestidigitation \n'b' 1/day each : hold person , invisibility , minor illusion , silence , sleep \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, 5 ft. reach, 1 target. Hit : 4 (1d4 + 2) piercing damage. The target is paralyzed for one turn unless it makes a DC 10 Constitution saving throw. \n'b' Consume Teeth . As a bonus action, the monarch can consume an unattended tooth within 5 ft. It regains 5 Hit Points and one use of one of its 1/day spells. \n'b' Scepter of Teeth . Melee Weapon Attack : +6 to hit, 5 ft. reach, 1 target. Hit : 8 (1d8 + 4) bludgeoning damage. On a critical hit, the target loses a tooth if possible. A target who loses a tooth takes an additional 5 (1d10) piercing damage. Lost teeth can be reattached by any magical healing within 24 hours if the tooth is recovered. \n'b'\n'b' ABOUT \n'b' Tooth fairies are fey created when a willful child\xe2\x80\x99s tooth (or, rarely, a whole child) is buried in a place with strong connections to the mysterious realm of the fey. Wicked and capricious, tooth fairies delight in spreading fear and pain, and have a perverse need to steal the teeth of humanoid creatures. Tooth fairies use stolen teeth either to replace their own lost teeth (if the stolen teeth are small) or to decorate their dwellings, which usually lie inside abandoned buildings or knotholes in trees. Used as stools, carved into minuscule sculptures, or worn as crowns, the prized teeth serve as trophies of their successful raids. \n'b' Painful Pliers . Each night, gangs of tooth fairies stalk humanoid settlements, using their magic to confuse and distract their victims, and reveling in the looks of horror on their victims\xe2\x80\x99 faces as the fey suddenly appear out of the darkness with their dirty, bloody pliers. The fairies then lull their targets to sleep and get to work at claiming their prizes. Some cautious fairies bite their targets to paralyze them and ensure the victims can\xe2\x80\x99t wriggle away from the fairy\xe2\x80\x99s grasping pliers; others enjoy the sounds of creatures awakening to their own screams as the fairy torments them with harsh pinches and painful tugs on fingers, teeth, or eyelids. \n'b' Monarchs . The rare and reclusive leaders of clans of tooth fairies, tooth fairy monarchs rule their smaller, lesser kin with imperious commands and domineering bluster. \n'b' These monarchs collect the teeth pulled by the lesser tooth fairies as tribute, affixing the teeth to their magical scepters or forming them into simple jewelry such as crowns, bracelets, or necklaces. A tooth fairy monarch stands 3 feet high and weighs about 30 pounds. \n'b' A monarch can consume these teeth to gain a burst of supernatural nourishment. They find teeth of large, powerful creatures to be tastier than those of children or smaller creatures (such as other tooth fairies), but they will command their tooth fairy minions to offer up their own teeth for consumption as punishment for failure, or simply to remind onlookers of their authority.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Toothwraith \n'b' Huge undead, chaotic evil \n'b' Armor Class 17 (natural) Hit Points 125 (10d12+60) Speed fly 60 ft., swim 60 ft.\n'b' STATS STR: 24 (+7) DEX: 14 (+2) CON: 22 (+6) INT: 10 (+0) WIS: 19 (+4) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidate +14, Perception +8, Stealth +10 Damage Resistances bludgeoning, piercing, and slashing damage from non-magical weapons Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poison, prone Senses blindsight 60 ft., darkvision 60 ft., passive Perception 18 Languages understands Aquan Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Camouflage . An inactive toothwraith appears as a normal, if large, set of articulated jaws. \n'b' Create Spawn . Creatures reduced to 0 hit point maximum by a toothwraith\xe2\x80\x99s draining bite or as a result of being swallowed rise as lacedons (aquatic ghouls) at the next high tide. The toothwraith has no special control over or care for its spawn, thought neither will attack the other under normal circumstances. \n'b' Incorporeal Movement . The toothwraith\xe2\x80\x99s body is incorporeal except for its jaws. It may move through spaces as if it were a Medium creature. A shatter spell affects the toothwraith as if it were a crystalline creature. \n'b'\n'b' ACTIONS \n'b'\n'b' Draining Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one creature. Hit : 25 (4d8+7) piercing damage. The target must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. On a critical hit, any target of Large size or smaller is swallowed whole. \n'b' Swallow Whole . A creature swallowed whole by a toothwraith is pulled along behind the creature\xe2\x80\x99s jaws as if trapped within its incorporeal body. The swallowed target is restrained (but not blinded ) and does not have cover against attacks outside the toothwraith\xe2\x80\x99s body. The toothwraith can have only one Large, two Medium, or four Small creatures swallowed at a time. At the start of each of the toothwraith\xe2\x80\x99s rounds, swallowed creatures take 18 (4d8) necrotic damage and must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by a amount equal to the damage taken. Creatures swallowed by a toothwraith may attempt a DC 17 Wisdom saving throw at the end of each of their rounds to break free of the creature. This does not free any other creature(s) swallowed. If the toothwraith dies, a swallowed creature is no longer restrained by it. \n'b'\n'b' ACTIONS \n'b' An impressive set of sharks jaws rests on the sea floor below you. Silently it drifts upward, gaping to attack. \n'b' They are apex predators that refused to release their grip on life. Originally massive sharks (or more rarely great crocodiles or dragon turtles), a toothwraith has willed itself into existence, and it is equipped with a malign intelligence it might not have possessed in life. Where once it hunted for food and perhaps pleasure, it now exists to destroy all living things. \n'b' Toothwraiths rest in out of the way areas, waiting for prey. When they sense living creatures, they attack from ambush. When inactive, a toothwraith appears as a simple set of articulated jaws; when attacking it gains a shimmering outline of its original form, with glowing crimson sparks for eyes. Although a toothwraith can move through the air as easily it does the water, it prefers to keep this fact secret as long as possible by \xe2\x80\x9cswimming\xe2\x80\x9d out of the waters only when doing so allows it to catch prey that thinks it has escaped. \n'b' They attack in a frenzy, attempting to swallow as many creatures as possible. The withered corpses of its victims fall through its \xe2\x80\x9cbelly,\xe2\x80\x9d and they eventually reanimate as the starving dead. A toothwraith\xe2\x80\x99s hunting areas are often coastlines used by smugglers and vast ship graveyards of matted kelp and seaweed in the deep ocean. These areas might become infested with lacedons, their numbers growing both from their own efforts and the toothwraith\xe2\x80\x99s. \n'b' Toothwraiths are fully aware of how hard they are to destroy, and they are almost fearless because of this. If a foe seems to understand how to truly damage them, they flee and attempt to stalk the foe from a distance, attacking when least expected.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Cambion \n'b' Family: Demons \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 45 (7d8 + 14) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 13 (+1) CON: 14 (+2) INT: 13 (+1) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, fire Damage Immunities lightning, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception Languages Abyssal, Common, telepathy 30 ft. Challenge 2 (450 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The cambion\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12). It can cast the following spells, requiring no material components.\n'b'\n'b' 3/day : command \n'b' 1/day each : charm person , enthrall \n'b'\n'b' Actions \n'b' Multiattack . The cambion makes two weapon attacks. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b' Scimitar . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Longbow . Melee Weapon Attack : +3 to hit, range 150/ft., one target. Hit : 5 (1d8 + 1) piercing damage. \n'b' About \n'b' When an incubus procreates with a humanoid in the Abyss, and the mortal parent resides on that plane throughout the pregnancy, the gestating child absorbs enough Abyssal energy to be born not as a half-demon, but as a type of humanoid demon known as a cambion. \n'b' Cambions are true outsiders. The majority of cambions have red skin, horns on their heads, and cloven hooves for feet-the fiendish aspects of cambions\xe2\x80\x99 appearance don\xe2\x80\x99t range as widely as those of tieflings. A typical cambion stands 6 feet tall and weighs 190 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tophet \n'b' Large construct , neutral \n'b' Armor Class 17 (natural) Hit Points 189 (18d10 + 90) Speed 20 ft.\n'b' STATS STR: 21 (+5) DEX: 14 (+2) CON: 20 (+5) INT: 5 (-3) WIS: 11 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft, passive Perception 10 Languages understands all languages but can\xe2\x80\x99t speak Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Conductive . Anytime a tophet is affected by an effect that deals fire damage, creatures currently swallowed by the construct take fire damage equal to half of this amount. \n'b' Magic Resistance . The tophet collector has advantage on saving throws against spells and other magical effects. \n'b' Trampling Charge . If the tophet moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be forced prone . If the target is prone , the tophet can make one stomp attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tophet makes two slam attacks. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) piercing damage plus 16 (3d10) fire damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the tophet. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the tophet. Once swallowed by a tophet, an opponent takes no damage, but is trapped inside the creature\xe2\x80\x99s hollow interior. The construct\xe2\x80\x99s maw locks down, preventing creatures from climbing back out. If the tophet takes 30 damage or more on a single turn from a creature inside it, the creature has broken through the tophet\xe2\x80\x99s cage and falls prone in a space within 10 feet of the tophet. If the tophet dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone . A target may also use Thieves\xe2\x80\x99 Tools to escape (DC 20). It may only have one creature swallowed at a time but does not lose its bite attack while it has a swallowed creature, but it cannot swallow another creature. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage plus 16 (3d10) fire damage. \n'b' Stomp . Melee Weapon Attack : +10 to hit, reach 5 ft., one prone creature. Hit : 21 (3d10 + 5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' The tophet smashes free from the wall as a move action and attempts to swallow a PC (since its former prisoner has been reduced to little more than charred bone, the tophet is no longer considered to be occupied and is ready for a new victim). If a PC was unfortunate enough to be inside the tophet examining the skeleton when the Tophet begins its attack , the PC is automatically swallowed, with the tophet\xe2\x80\x99s maw locking closed. If it succeeds in swallowing a victim, the tophet steps back into its wall recess which sits just above the ancient furnace that is still stocked with coal and has an open oil reservoir at the top. The tophet attempts to set the oil alight by grinding its metal arms against the masonry walls surrounding it as a bonus action, with a 20% cumulative chance of igniting it each round. If the tophet is successful, the furnace will blaze to life and the tophet will stand in its heat and fight off the other PCs while letting the victim inside it slowly cook. \n'b' A trapped victim takes increasing damage each round as the furnace grows hotter. On the first round, the victim takes 7 (2d6) fire damage, with damage increasing by 7 (2d6) each round thereafter, to a maximum of 28 (8d6) fire damage per round. This does not affect damage sustained from fire attacks as detailed under the tophet\xe2\x80\x99s conductive special ability. The victim continues to take fire damage after the tophet is slain, until the furnace flames are extinguished, requiring one round of work and a DC 20 Thieves\xe2\x80\x99 Tools or DC 15 Smith\xe2\x80\x99s Tools check. Once the flames are extinguished, the tophet\xe2\x80\x99s interior cools at the same rate that it heated. \n'b' After the PCs have dealt with the tophet, they discover that they are no longer alone in the library. You suddenly become aware that standing in the room\xe2\x80\x99s doorway is a horrific-looking creature. While its frame is roughly humanoid, it is covered in odd growths, and its head is a distended, fleshy sack with a pulsating brain-like organ covered by a hooded growth of flesh. Its lower jaw is split into two fanged halves. Its limbs are elongated and its hands are thick and gnarled, each with two grotesquely-overgrown fingers. It has no visible eyes but seems aware of you, standing calmly and making no move to attack .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tophet \n'b' Huge construct , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 161 (14d12 + 70) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 20 (+5) INT: 6 (-2) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Con +8, Dex +3 Skills Perception +3 Damage Resistances cold Damage Immunities fire, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 13 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Burning Heart . The tophet sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Each creature in the bright light has resistance to cold damage. At the start of each of its turns, the tophet chooses whether this light is active. \n'b' Construct Nature . The tophet doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Heated Body . A creature that touches the tophet or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tophet makes two Slam attacks. It can replace one Slam attack with a use of Burning Belly. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 16) if it is a Large or smaller creature. \n'b' Burning Belly . The tophet makes one Slam attack against a target it is grappling as it shoves the creature into its open, flame-filled belly. If the attack hits, the target is forced into the tophet\xe2\x80\x99s burning belly, and the grapple ends. While inside the belly, the target is restrained , has three-quarters cover against attacks and other effects outside the belly, and it takes 14 (4d6) fire damage at the start of each of its turns. A creature, including the target, can take its action to pull the target free from the belly by succeeding on a DC 16 Strength check. The creature making the attempt takes 7 (2d6) fire damage. \n'b' Gout of Flame (Recharge 5\xe2\x80\x936) . Flames erupt on a point the tophet can see within 100 feet of it. Each creature within 10 feet of that point must make a DC 16 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' An enormous bronze and iron statue filled with fire towers above the ring of chanting, frenzied worshipers. \n'b' Worshipers of fire gods use tophets to incinerate sacrifices in their flaming maws. A tophet has a large opening in the front where the flames can be seen; sometimes this is an enormous mouth, and at other times it is a large hole in the tophet\xe2\x80\x99s belly. Horns and expressions of anger or wide-mouthed laughter are common. \n'b' Eager for Sacrifices . Among fire cultists, it\xe2\x80\x99s widely known that when a tophet\xe2\x80\x99s hands are raised above its mouth, it is demanding a sacrifice to roll down its palms and into its fiery maw. \n'b' Heed Musical Commands . Flutes and drums can be used to control the actions of a tophet during sacrifices. They have the fortunate side effect of drowning out the cries and screams of living sacrifices. \n'b' Magical Fires . The fires within a tophet\xe2\x80\x99s bronze body are largely magical and fueled by sacrifices. They don\xe2\x80\x99t require more than a symbolic amount of wood or coal to keep burning, but they do require sacrifices of food, cloth, and living creatures to keep them under control. A tophet that is not granted a sacrifice when it demands one might go on a fiery rampage, burning down buildings, granaries, or barns until its hunger is satisfied.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Topiary Beast \n'b' Large monstrosity , neutral \n'b' Armor Class 13 (natural armor) Hit Points 152 (16d10 + 64) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 18 (+4) INT: 3 (-4) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +9, Perception +4, Stealth +6 Damage Resistances cold, fire Condition Immunities prone Senses blindsight 30 ft., darkvision 60 ft., passive Perception 14 Languages \xc2\x97 Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' False Appearance . While the topiary beast remains motionless, it is indistinguishable from common plants or fungus. \n'b' Camouflage . The topiary beast has advantage on Dexterity ( Stealth ) checks made to hide in any terrain with ample surrounding plant life. \n'b' Actions \n'b' Multiattack . The topiary beast makes three attacks: two with its claws and one with its bite. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) piercing damage. \n'b' Claws . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). \n'b' Swallow . The topiary beast 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 topiary beast, and it takes 14 (4d6) bludgeoning damage at the start of each of the topiary beast\xc2\x92s turns. A topiary beast can have only one creature swallowed at a time. If the topiary beast takes 30 damage or more on a single turn from the swallowed creature, the topiary beast 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 topiary beast. If the topiary beast dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Topsyfolk \n'b' Small construct (topsyfolk, ozian), chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 4 (1d6 +1) Speed 15 ft. (30 ft. when spinning, 60 ft. spinning downhill)\n'b' STATS STR: 10 (+0) DEX: 13 (+1) CON: 12 (+1) INT: 8 (-1) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Damage Immunities poisoned , prone Skills Perception +2 Senses passive Perception 12 Languages Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Windup . The topysfolk winds itself up as a bonus action, allowing it to use its Spin trait and move faster. \n'b' Your Turn . Any creature who performs a DC 10 Dexterity ( Acrobatics ) check impresses the topysfolk so much that they will not attack it for 1 minute. If the creature makes an attack or casts a spell that affects a topsyfolk, the effect ends. \n'b'\n'b' ACTIONS \n'b'\n'b' Horn . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' Spin (Recharge 5\xe2\x80\x936) . The topsyfolk moves up to its walking speed in a straight line and targets each creature within 5 feet of it during its movement. Each target must succeed on a DC 11 Dexterity saving throw or take 8 (3d4 + 1) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This curious being is about as tall as children, but where its feet should be, it has sharp horny pegs. Another peg of the same description spring from its head. With their plump hands the small black and blue men and women spin themselves along by cords attached to their round little middles and they keep reversing themselves, spinning first on one end. The hum made by their spinning and their loud raucous cries fills the early. \n'b' Topsyfolk live in Turn Town, where everything spins perpetually first one way, then the other, including their homes. They consider non-spinning humanoids to be \xe2\x80\x9cstand-stillians\xe2\x80\x9d and are hostile to outsiders. Worse, topsyfolk can create more of themselves by slaying humanoids with their spinning attacks. \n'b' Topsyfolk are led by the Tip-Topper, who looks much like the other topsyfolk but is larger and has a flag fluttering from his head.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Torden \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 13 (leather armor) Hit Points 91 (14d8+28) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 13 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +4, Wis +3 Skills Perception +3, Stealth +6, Survival +5 Damage Immunities cold Damage Immunities fire Senses darkvision 60 ft., passive Perception 13 Languages Common, Druidic, Sylvan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Faultless Tracker . A torden can track foes who leave no tracks, even flying opponents or creatures affected by pass without trace . A torden has disadvantage when tracking in this way. \n'b' Innate Spellcasting : The torden\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 11). The torden can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : faerie fire , find traps \n'b'\n'b' Wintry Stride . Moving through nonmagical difficult terrain costs the torden no extra movement. They can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, they have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. In addition, their movement is never adversely affected by snow or ice, and they can walk across a thin snow crust or thin ice without breaking through. A mounted torden can share this ability with a mount one size larger than himself. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The torden attacks twice with its longbow, or twice with its lance and once with its gore. \n'b' Lance . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 8 (1d12+2) piercing damage. A lance attack against a foe 5 ft. away has disadvantage. \n'b' Longbow . Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 6 (1d8+2) piercing damage. \n'b' Gore . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) piercing damage, and the target must succeed at a DC 12 Constitution saving throw or take an additional 7 (2d6) necrotic damage. \n'b' Harrowing Horn (Recover 5-6) . The torden can conjure and sound a phantom trumpet. All horn effects have a duration of Concentration, to a maximum of one minute. This feature uses the torden\xe2\x80\x99s innate spellcasting DC. The horn can have one of the following effects: \n'b'\n'b' Bless : All allies within 30 ft. who can hear gain the benefits of bless . \n'b' Bane : All enemies within 30 ft. who can hear are targeted by bane . \n'b' Pursuit : All allies within 30 ft. who can hear gain the benefits of longstrider . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Track . A torden may make a Wisdom ( Survival ) check as a bonus action. \n'b'\n'b' ABOUT \n'b' Tordens are a race of savage hunters of the cold lands born of an ancient curse. Their legendary forebears, their names now largely forgotten, were once great hunters themselves but trespassed one too many times into the sacred woods of the elder druid circles. Mortally wounded when their erstwhile prey turned savagely upon them, and abandoned by their allies to their fate, they were taken by the druids to be reforged into living weapons upon their former allies, hunting them as they had once hunted the beasts of the field and forest. They hunted well, terrorizing lands they once ruled and being branded outlaws and traitors, but upon returning with the spoils of their first hunt they saw no reason to stop hunting just because their creators and supposed masters were in view. Thus, the druids that made the first tordens also fell by the hand of their murderous creations, loyalty and obedience being of no moment. In time, the tordens forgot all allegiances but to one another. \n'b' Even their own names were discarded as meaningless. There was only the hunt, and an undying hatred for the druids that cursed him to live for nothing else. \n'b' Children of the Curse . Tordens roam across all the cold lands, from the polar ice to the barren tundra, icy mountain ranges and chilly bogs, but it is the boreal forests they love best. They sometimes range into warmer temperate woodlands during the winter, but they rarely remain past the coming of spring. \n'b' Some think them fey, transient spirits of winter\xe2\x80\x99s hunger and Torden cruelty, but they are entirely natural creatures for all their unnatural lineage. They reproduce by spreading their curse, though rumors persist that some tordens can mate with ordinary women and that the children of such unions, always male, will manifest the curse upon reaching adulthood. In either case, most tordens have no qualms about spreading their curse, though they are careful to avoid creating too many hunters with whom they will have to compete. When a group grows too large the two strongest leaders split the clan and go their separate ways to ensure that every hunter will always have enough prey. Some tordens try to turn away from their legacy of death, confining their hunting to non-sentient beings and never passing along their curse, and some are solitary and do not pass on the curse simply because they despise the company of others and do not wish to share their kills, but most travel in packs. \n'b' Cold Riders . Tordens are skilled warriors afoot, but they are almost always found mounted. \n'b' Many use common mounts, such as horses or trained elk, sharing their wintry stride ability and allowing them to ride through dense and tangled woodlands and drifts of snow and treacherous ice at speeds impossible for most of their prey to match. Over the centuries since their creation , however, tordens have also developed a unique and almost empathic affinity for giant owls and winter wolves. These creatures are not servants but allies, as the tordens live among them and fight alongside them, using them sometimes as scouts or magnificent mounts. \n'b' They share trophies, treasure, and meals alike with their inhuman comrades, as each understands the other is key to their mutual success in planning and executing a successful hunt. \n'b' Huntmasters . The greatest and most bloodthirsty tordens become the fearsome huntmasters, leading their fellows in the scouring of the land and even racing in deadly hunts across the sky through the winter storms. Huntmasters typically lead from the rear of their fellows, raining deadly arrows in the thick of the fighting before diving in with leveled lance and tearing horns. Huntmasters are primarily focused on their own business and may not concern themselves with PCs unless they interfere with their hunt; of course, the malevolent huntmasters are just as likely to be encountered in the employ of someone willing to pay well to target the PCs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Torden Huntmaster \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 14 (leather armor) Hit Points 170 (20d8+80) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 18 (+4) INT: 12 (+1) WIS: 13 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +6, Wis +4 Skills Perception +4, Stealth +9, Survival +7 Damage Immunities cold Damage Immunities fire Senses darkvision 60 ft., passive Perception 14 Languages Common, Druidic, Sylvan Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Eldritch Strikes . A torden huntmaster\xe2\x80\x99s weapon attacks are magical. \n'b' Faultless Tracker . A torden huntmaster can track foes who leave no tracks, even flying opponents or creatures affected by pass without trace . A torden huntmaster has disadvantage when tracking in this way. \n'b' Innate Spellcasting : The torden huntmaster\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). The torden can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : faerie fire , find traps , fly (self only, speed 30 ft.), gaseous form (self only) \n'b' 1/day each : arcane eye , call lightning , control weather , ice storm , sleet storm \n'b'\n'b' Wintry Stride . Moving through nonmagical difficult terrain costs the torden no extra movement. They can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, they have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. In addition, their movement is never adversely affected by snow or ice, and they can walk across a thin snow crust or thin ice without breaking through. A mounted torden can share this ability with a mount one size larger than himself. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The torden huntmaster attacks three times with its longbow, or three times with its lance and once with its gore. \n'b' Lance . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 10 (1d12+4) piercing damage. A lance attack against a foe 5 ft. away has disadvantage. \n'b' Longbow . Ranged Weapon Attack : +6 to hit, range 150/600 ft., one target. Hit : 7 (1d8+3) piercing damage. \n'b' Gore . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6+4) piercing damage, and the target must succeed at a DC 15 Constitution saving throw or take an additional 21 (6d6) necrotic damage. The tarden huntmaster\xe2\x80\x99s bite imparts a bitter chill. A target who takes necrotic damage has disadvantage on ability checks and attack rolls. At the end of each of the target\xe2\x80\x99s turns, they must succeed at a DC 15 Constitution saving throw to end the disadvantage. \n'b' Harrowing Horn (Recover 5-6) . The torden huntmaster can conjure and sound a phantom trumpet. All horn effects have a duration of Concentration, to a maximum of one minute. This feature uses the torden huntmaster\xe2\x80\x99s innate spellcasting DC. The horn can have one of the following effects:\n'b'\n'b'\n'b' Air Walk : All allies within 30 ft. who can hear gain the benefits of fly , but with a speed of 30 ft. \n'b' Bless : All allies within 30 ft. who can hear gain the benefits of bless . \n'b' Bane : All enemies within 30 ft. who can hear are targeted by bane . \n'b' Haste : All allies within 30 ft. who can hear gain the benefits of haste . \n'b' Slow : All enemies within 30 ft. who can hear are targeted by slow . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Track . A torden huntmaster may make a Wisdom ( Survival ) check as a bonus action. \n'b'\n'b' ABOUT \n'b' Tordens are a race of savage hunters of the cold lands born of an ancient curse. Their legendary forebears, their names now largely forgotten, were once great hunters themselves but trespassed one too many times into the sacred woods of the elder druid circles. Mortally wounded when their erstwhile prey turned savagely upon them, and abandoned by their allies to their fate, they were taken by the druids to be reforged into living weapons upon their former allies, hunting them as they had once hunted the beasts of the field and forest. They hunted well, terrorizing lands they once ruled and being branded outlaws and traitors, but upon returning with the spoils of their first hunt they saw no reason to stop hunting just because their creators and supposed masters were in view. Thus, the druids that made the first tordens also fell by the hand of their murderous creations, loyalty and obedience being of no moment. In time, the tordens forgot all allegiances but to one another. \n'b' Even their own names were discarded as meaningless. There was only the hunt, and an undying hatred for the druids that cursed him to live for nothing else. \n'b' Children of the Curse . Tordens roam across all the cold lands, from the polar ice to the barren tundra, icy mountain ranges and chilly bogs, but it is the boreal forests they love best. They sometimes range into warmer temperate woodlands during the winter, but they rarely remain past the coming of spring. \n'b' Some think them fey, transient spirits of winter\xe2\x80\x99s hunger and Torden cruelty, but they are entirely natural creatures for all their unnatural lineage. They reproduce by spreading their curse, though rumors persist that some tordens can mate with ordinary women and that the children of such unions, always male, will manifest the curse upon reaching adulthood. In either case, most tordens have no qualms about spreading their curse, though they are careful to avoid creating too many hunters with whom they will have to compete. When a group grows too large the two strongest leaders split the clan and go their separate ways to ensure that every hunter will always have enough prey. Some tordens try to turn away from their legacy of death, confining their hunting to non-sentient beings and never passing along their curse, and some are solitary and do not pass on the curse simply because they despise the company of others and do not wish to share their kills, but most travel in packs. \n'b' Cold Riders . Tordens are skilled warriors afoot, but they are almost always found mounted. \n'b' Many use common mounts, such as horses or trained elk, sharing their wintry stride ability and allowing them to ride through dense and tangled woodlands and drifts of snow and treacherous ice at speeds impossible for most of their prey to match. Over the centuries since their creation, however, tordens have also developed a unique and almost empathic affinity for giant owls and winter wolves. These creatures are not servants but allies, as the tordens live among them and fight alongside them, using them sometimes as scouts or magnificent mounts. \n'b' They share trophies, treasure, and meals alike with their inhuman comrades, as each understands the other is key to their mutual success in planning and executing a successful hunt. \n'b' Huntmasters . The greatest and most bloodthirsty tordens become the fearsome huntmasters, leading their fellows in the scouring of the land and even racing in deadly hunts across the sky through the winter storms. Huntmasters typically lead from the rear of their fellows, raining deadly arrows in the thick of the fighting before diving in with leveled lance and tearing horns. Huntmasters are primarily focused on their own business and may not concern themselves with PCs unless they interfere with their hunt; of course, the malevolent huntmasters are just as likely to be encountered in the employ of someone willing to pay well to target the PCs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bellatrix \n'b' Large fiend , chaotic evil \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 142 (15d10 + 60) \n'b' Speed 60 ft.\n'b' STATS STR: 17 (+3) DEX: 20 (+5) CON: 18 (+4) INT: 16 (+3) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7, Deception +9, Intimidation +9, Perception +7 \n'b' Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Condition Immunities exhaustion \n'b' Senses blindsight 60 ft., darkvision 120 ft., passive Perception 17 \n'b' Languages Abyssal, Common, Infernal, telepathy 120 ft. \n'b' Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Limited Magic Immunity . The bellatrix can\xe2\x80\x99t be affected or detected by spells of 3rd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. \n'b' Magic Weapons . The bellatrix\xe2\x80\x99s weapon attacks are magical. \n'b' Pack Tactics . The bellatrix has advantage on an attack roll against a creature if at least one of the bellatrix\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bellatrix makes three melee attacks: two with its claws and one with its tail. It can use Shred in place of two attacks. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) slashing damage. \n'b' Tail . Melee Weapon Attack : +9 to hit, reach 15 ft., one target. Hit : 16 (2d10 + 5) piercing damage and 7 (2d6) acid damage. The target must succeed on a DC 17 Dexterity or Strength saving throw or be knocked prone. \n'b' Shred . The bellatrix makes a melee attack against any number of creatures within 10 feet, with a separate attack roll for each target. \n'b'\n'b' ABOUT \n'b' This large, sinuous creature has a lithe and gaunt body, hooves, and claws the size of spades. Down her back, a worm-like ridge culminates in a long, barbed tail. More hideous still is that in place of a head, atop a spiked collar, rises the torso of a woman like a puppet made from a perfect corpse. Pale and beautiful as a statue, the partial body bears no head nor limbs of its own, but rather staring eyes where the stumps terminate. \n'b' The first bellatrix shaped her visage to something she believed would be pleasing to mortal eyes in order to trick or beguile them. Failing in this, she became a horrific abomination whose presence horrifies and repulses those who encounter her. When a fiend becomes a bellatrix, she becomes a quick and fearsome monster, one that roams the country side like a wolf able to move with incredible speed and travel long distances. A bellatrix kills beasts, humanoids, and any other lesser creatures alike that are unfortunate enough or slow enough to be caught in the clutches of her terrible claws. For maximum effectiveness, a bellatrix prefers to regroup with nearby fiends before striking at an important or dangerous target. \n'b' Legions . Bellatrix fiends typically serve as generals of the Annwn, Dis, Gehenna, and Sheol legions.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Torius \n'b' Medium humanoid , chaotic neutral \n'b' Armor Class 18 (natural armor) Hit Points 304 (21d8+210) Speed 60 ft.\n'b' STATS STR: 22 (+6) DEX: 20 (+5) CON: 31 (+10) INT: 8 (-1) WIS: 15 (+2) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +6, Wis +9 Skills Acrobatics +19, Athletics +13, Intimidation +12, History +6, Perception +9 Damage Resistances cold, fire, poison; bludgeoning, piercing, and slashing Condition Immunities exhaustion , frightened Senses darkvision 60 ft., passive Perception 19 Languages Common, Halfling, any 6 others Challenge 24 (62,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hyper Strength . Torius has advantage on Strength checks and saving throws, and his carrying capacity is tripled (1,000 pounds). \n'b' Incredible Initiative . Torius has advantage when rolling initiative . \n'b' Legendary Resistance (3/Day) . If Torius fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . Torius has advantage on saving throws made against spells and other magical effects. \n'b' Magic Weapons . Torius\xe2\x80\x99 weapon attacks are magical. \n'b' Pain Threshold . Any attacks or spells that deal 6 points of damage or less do not deal any damage to Torius. \n'b' Size Decrease . By spending a bonus action or reaction , Torius decreases his size to as little as Tiny. Torius\xe2\x80\x99 carrying capacity is not reduced when he decreases in size but his melee attacks deal half as much damage per size category below Medium. \n'b' Size Increase . By spending a bonus action or action, Torius increases his size up to a maximum of Gargantuan. For every increased step in size , Torius\xe2\x80\x99 carrying capacity doubles, his reach increases by 5 ft., his melee attacks deal an additional 7 (2d6) damage (to a maximum of 6d6 extra damage), and his escape DC increases by 1 (maximum escape DC 24). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Torius attacks four times. \n'b' Grappled Weapon . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 19 (2d12+6) bludgeoning damage. Both the grappled creature and Torius\xe2\x80\x99 target take this damage, and even on a miss Torius deals damage to the grappled creature. \n'b' Mythic Strike . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 13 (2d6+6) bludgeoning damage plus 9 (2d8) radiant damage. Instead of dealing damage, Torius can grapple a target (escape DC 21). Until this grapple ends, the target is restrained . \n'b' Boulder . Ranged Weapon Attack : +13 to hit, range 120/400 ft., one target. Hit : 20 (4d6+6) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Torius\xe2\x80\x99 impressive thirst for alcohol leaves him unable to reveal precisely how he came to be trapped with demon lords and the titans, the nature of how he escaped the dimension he was trapped within, or much about his time there (wherever that was). Similarly, nobody is ever really sure of what the Master of Many Sizes\xe2\x80\x99 motives or goals are at any time, but few believe the reason the god gives for his actions-revelry. Time and again he has been found nearby sites of theft or great destruction, but elements of his passing while fully reduced are so small that it is practically impossible to prove he was or was not in any given location. Despite his chaotic nature and penchant for drinking in great excess, Torius is highly sought after by those in need of incredible brawn or particular stealth.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tormented Stalker \n'b'\n'b' Medium undead (revnant), neutral evil \n'b' Armor Class 13 ( hide armor) Hit Points 76 (8d8+40) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (-1) CON: 20 (+5) INT: 8 (-1) WIS: 16 (-3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Intimidation +2, Perception +5, Survival +5 Damage Resistances bludgeoning, piercing Damage Immunities cold, poison Condition Immunities charmed , exhausted, poisoned Senses darkvision 60 ft., passive Perception 13 Languages understands the languages it knew in life but does not speak Challenge 3 (700 XP) \n'b' Special Traits \n'b' Poisonous Torment . An aura of suffering surrounds the tormented stalker, infusing its melee attacks with supernatural toxicity. Any time a tormented stalker deals melee damage in combat, the target must succeed on a DC 13 Wisdom saving throw or take an additional 17 (5d6) poison damage. \n'b' Scent of the Quarry . Through supernatural means, a tormented stalker always knows the direction in which its quarry lies, so long as it and its quarry are on the same plane. \n'b' Undead Fortitude . If damage reduces the tormented stalker to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the tormented stalker drops to 1 hit point instead. \n'b' Woeful . When a tormented stalker causes damage to a living target with an attack , that target must also attempt a DC 10 Woe saving throw. The target takes 1d4 spiritual damage on a failed saving throw, or half as much (minimum 1) on a successful saving throw. Once a specific target has taken spiritual damage due to this trait, it is immune to further spiritual damage from this particular tormented stalker for 24 hours. \n'b' Actions \n'b' Longsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8+2) slashing damage or 7 (1d10+2) if used with two hands, plus poisonous torment. \n'b' Fist . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 3 bludgeoning damage, plus poisonous torment. \n'b' About \n'b' Spawned on occasion by those who die in great physical or emotional pain, the tormented stalker appears at first glance like any other risen undead. It becomes quickly apparent, however, that these Fallen are different from the average rotter. \n'b' Skillful . Although slower, dumber, and less adroit than they were in life, tormented stalkers retain the skills they had before death, and sometimes other abilities as well. They are smarter, faster, and more cunning than ordinary shamblers.\xc2\xa0Tormented stalkers can come with any skill set, but they are slightly more common among the remains of low- to midlevel characters. \n'b' Obsessed . Unlike most of the Dead, a tormented stalker does not attack the living randomly. It defends itself brutally if attacked, but otherwise ignores potential prey in pursuit of its one driving goal.\xc2\xa0A tormented stalker cares only for feasting upon the last person to cause it pain, whether of heart or of body.\xc2\xa0Sometimes this leads to it pursuing-perhaps even justly- its own murderer. Other times, this might lead to a vendetta against the healer who tried to save it, a former lover, the Magistrate who sentenced it to die, or similar obsessions. \n'b' Tormented stalkers are not interested in justice. If their actions happen to lead, in some cases, to just ends, this is coincidental to the stalker\xe2\x80\x99s near-mindless drive for vengeance. Tormented stalkers cannot be reasoned with or otherwise appeased, and they unflinchingly slay any who fight to defend the objects of their obsession. \n'b' Sadly, even completing its quest for vengeance won\xe2\x80\x99t lay a tormented stalker to rest. It simply turns its ire to the nextmost recent person who harmed it in life. And the next. And the next\xe2\x80\xa6 \n'b' Undead Nature . A tormented stalker doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tortoise \n'b' Tiny beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 1 (1d4 \xe2\x80\x93 1) Speed 5 ft.\n'b' STATS STR: 3 (-4) DEX: 7 (-2) CON: 8 (-1) INT: 2 (-4) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' Special Traits \n'b' Keen Smell . The tortoise has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' ABOUT \n'b' The tortoise is a reptile with a thick shell on its back that grants it superior armor at the expense of speed. The tortoise is a popular familiar among abjurers, dragonborn , and lizardfolk wizards, despite its ponderous movement.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Anemone Behemoth \n'b' Huge aberration , neutral \n'b' Armor Class 18 (natural) Hit Points 290 (20d12+160) Speed 40 ft., climb 40 ft., swim 30 ft.\n'b' STATS STR: 30 (+10) DEX: 14 (+2) CON: 26 (+8) INT: 4 (-3) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities slashing Condition Immunities charmed , exhaustion , frightened , paralyzed , poison Senses blindsight 60 ft., passive Perception 12 Languages understands Deep Speech Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The anemone behemoth may breathe both water and air. \n'b' Immovable . The behemoth gains advantage on ability checks involving grapples and shoves. \n'b' Regeneration . The behemoth recovers 10 of its 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 behemoth may make four attacks: two with its tentacles and two with its slam. \n'b' Tentacles . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 15 (1d8+10) bludgeoning damage. The target must succeed on a DC 18 Constitution save or take 6 (1d10) poison damage and become poisoned for 1 minute. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained . The behemoth may only have up two creatures grappled at a time. \n'b' Slam . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 20 (2d10+10) bludgeoning damage. \n'b' Swallow Whole . As an action, the behemoth may swallow one grappled creature of size Large or smaller whole. The swallowed target is blinded and restrained , it has total cover against attacks and other effects outside the behemoth, and it takes 14 (4d6) acid damage at the start of each of the behemoth\xe2\x80\x99s turns. The behemoth can have only one Large, two Medium, or four Small creatures swallowed at a time. If the behemoth takes 30 points of damage or more from the swallowed creature(s) in a single turn, it must succeed on a DC 20 Constitution save or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the behemoth. If the behemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement and exiting prone . \n'b'\n'b' ABOUT \n'b' This massive horror has a rubbery humanoid body, with suction disks in place of feet. Its arms end in three thick fingers. In place of a head, the creature has a gaping, toothless mouth that is surrounded by long tentacles. The creature is brightly, almost garishly colored. \n'b' Anemone behemoths live in nearly any part of the sea. They can use their suction disks to walk up the side of sheer cliff faces, and they often hang above caves, waiting to strike at creatures leaving. They come in any color from deep blue green, to bright crimson, to black with silvery highlights. \n'b' Anemone behemoths are disturbing creatures of alien nature. They wander the seas aimlessly, and on rare occasions they attack seaside towns before disappearing back beneath the waves. Although the creatures display little actual intelligence, sometimes they have been found placing huge stones in strange geometric patterns that some sages claim mirror the stars above the waves. \n'b' Anemone behemoths attack with direct brutality, attempting to snatch up as many creatures as they can with their tentacles, and stuff them into their yawning maw. Their pulpy flesh is damage resistant, with most weapons bouncing harmlessly off and projectiles sticking uselessly between the fibers. As slashing weapons are rare under the waves, this makes the behemoth a fearsome creature for sea-dwelling races.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tortoise, Ancient One \n'b' Family: Tortoise \n'b' Gargantuan monstrosity , neutral \n'b' Armor Class 19 (natural armor) Hit Points 203 (14d20 + 56) Speed 20 ft.\n'b' STATS STR: 27 (+8) DEX: 7 (-2) CON: 19 (+4) INT: 14 (+2) WIS: 15 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8 Damage Resistances necrotic Skills History +6, Insight +6, Nature +6, Perception +6 Senses passive Perception 16 Languages Common Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Buoyant . The ancient one does not sink in water sufficient in which to swim. \n'b' Camouflage . Since the immense tortoise resembles a rocky or plant-covered hillock when at rest, a DC 16 Wisdom ( Perception ) check is required to notice it before it attacks for the first time. A creature may use Intelligence ( Investigation ) check at the same DC will also reveal it is not as it first appears. \n'b' Innate Spellcasting . The ancient one\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 14). The ancient one can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' 1/day each : commune with nature , comprehend languages , divination , legend lore , tongues \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 63 (10d10 + 8) bludgeoning damage. \n'b' Stomp . Melee Weapon Attack : +12 to hit, reach 5 ft., one target of Huge or smaller size . Hit : 26 (4d8 + 8) bludgeoning damage, and the target must make a DC 20 Strength saving throw. On a failed save, the target is knocked prone . \n'b' Shell . The ancient one retreats into its shell. It uses the Dodge action, and then until its next turn its speed is 0, critical hits to it are treated as normal hits, and it gains resistance to all damage except psychic. \n'b'\n'b' ABOUT \n'b' The tortoise is a reptile with a thick shell on its back that grants it superior armor at the expense of speed. They are mostly herbivorous, though some consume insects, worms, and similar vermin. They tend to be very long-lived and are not aggressive, withdrawing their neck and limbs into their rock-hard shells when threatened. \n'b' Ancient Ones . These enormous reptiles are nigh immortal and infused with the wisdom of ages, both with their knowledge and their supernatural connections to wisdom beyond mortal imagining. These immense tortoises never stop growing, and plants and even trees sometimes grow upon their enormous shells, giving them the appearance of small, moving hillocks. \n'b' Common Tortoise . The tortoise is a popular pet in some lands and sometimes as a familiar among wizards, despite its ponderous movement. \n'b' Island Tortoise . These tortoises have a distinctive high dome-shaped shell that can span several feet high and can wear up to 500 pounds. They are large and strong enough to bear a rider or carry heavy loads, though their slow movement makes them unsuitable as beasts of burden.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tortoise, Common \n'b' Family: Tortoise \n'b' Tiny beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 1 (1d4 \xe2\x80\x93 1) Speed 5 ft.\n'b' STATS STR: 3 (-4) DEX: 7 (-2) CON: 8 (-1) INT: 2 (-4) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The tortoise has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' REACTIONS \n'b'\n'b' Withdraw . The tortoise can withdraw entirely into its shell. While in its shell, the animal gains +5 to its AC and advantage on all Constitution -based saving throws. \n'b'\n'b' ABOUT \n'b' The tortoise is a reptile with a thick shell on its back that grants it superior armor at the expense of speed. They are mostly herbivorous, though some consume insects, worms, and similar vermin. They tend to be very long-lived and are not aggressive, withdrawing their neck and limbs into their rock-hard shells when threatened. \n'b' Ancient Ones . These enormous reptiles are nigh immortal and infused with the wisdom of ages, both with their knowledge and their supernatural connections to wisdom beyond mortal imagining. These immense tortoises never stop growing, and plants and even trees sometimes grow upon their enormous shells, giving them the appearance of small, moving hillocks. \n'b' Common Tortoise . The tortoise is a popular pet in some lands and sometimes as a familiar among wizards, despite its ponderous movement. \n'b' Island Tortoise . These tortoises have a distinctive high dome-shaped shell that can span several feet high and can wear up to 500 pounds. They are large and strong enough to bear a rider or carry heavy loads, though their slow movement makes them unsuitable as beasts of burden.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tortoise, Island \n'b' Family: Tortoise \n'b' Medium beast , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 55 (10d6 + 20) Speed 5 ft.\n'b' STATS STR: 14 (+2) DEX: 7 (-2) CON: 14 (+2) INT: 2 (-4) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The tortoise has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Poor Hearing . The island tortoise has disadvantage on Wisdom ( Perception ) checks that rely on hearing. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 3 (1 + 2) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Withdraw . The island tortoise can withdraw entirely into its shell. While in its shell, the animal gains +5 to its AC and advantage on all Constitution -based saving throws. \n'b'\n'b' ABOUT \n'b' The tortoise is a reptile with a thick shell on its back that grants it superior armor at the expense of speed. They are mostly herbivorous, though some consume insects, worms, and similar vermin. They tend to be very long-lived and are not aggressive, withdrawing their neck and limbs into their rock-hard shells when threatened. \n'b' Ancient Ones . These enormous reptiles are nigh immortal and infused with the wisdom of ages, both with their knowledge and their supernatural connections to wisdom beyond mortal imagining. These immense tortoises never stop growing, and plants and even trees sometimes grow upon their enormous shells, giving them the appearance of small, moving hillocks. \n'b' Common Tortoise . The tortoise is a popular pet in some lands and sometimes as a familiar among wizards, despite its ponderous movement. \n'b' Island Tortoise . These tortoises have a distinctive high dome-shaped shell that can span several feet high and can wear up to 500 pounds. They are large and strong enough to bear a rider or carry heavy loads, though their slow movement makes them unsuitable as beasts of burden.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tortured Soul \n'b' Medium undead , any alignment \n'b' Armor Class 14 Hit Points 88 (16d8 + 16) Speed 0 ft., fly 40 ft.\n'b' STATS STR: 8 (-1) DEX: 19 (+4) CON: 12 (+1) INT: 11 (+0) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 12 Languages the languages it knew in life Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Ethereal Sight . The tortured soul can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Incorporeal Movement . The tortured soul 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' Actions \n'b' Multiattack . The tortured soul can use its Horrifying Visage. It then makes two attacks with its Prisoner\xe2\x80\x99s Chains. \n'b' Prisoner\xe2\x80\x99s Chains . Melee Spell Attack : +7 to hit, reach 15 ft., one target. Hit : 13 (2d8 + 4) necrotic damage. If the target is a creature, and the tortured soul doesn\xc2\x92t have two other creatures charmed , it must succeed on a DC 15 Charisma saving throw, or be charmed by the tortured soul. While charmed in this manner, the creature is restrained , even if normally immune to the restrained condition. If the tortured soul moves, charmed creatures move with them, remaining a maximum distance of 15 feet away from the tortured soul. The charm effect ends if an effect, other than the tortured soul\xc2\x92s own movement, moves the tortured soul more than 15 feet away from the charmed creature or vice versa. At the end of each of its turns, a charmed creature can repeat the saving throw, ending the effect on itself on a success. \n'b' Etherealness . The tortured soul enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can\xe2\x80\x99t affect, or be affected by, anything on the other plane. \n'b' Horrifying Visage . Creatures within 60 feet of the tortured soul, other than undead , that can see it must succeed on a DC 15 Wisdom saving throw, or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to this tortured soul\xe2\x80\x99s Horrifying Visage for the next 24 hours. \n'b' About \n'b' Necromancers typically favor corporeal undead , trusting to the brawn of a zombie , or the obedience of a skeleton , to do their bidding. However, sometimes the spirits of the dead are enthralled, either as servants, bridges to the ethereal, or as sources of power to tap for ongoing rituals. The chains of these tortured souls bind them to service, preventing them from possessing living beings, but enabling them to ensnare the spirits of their enemies.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tosculi, Drone \n'b' Family: Tosculi \n'b' Small humanoid (tosculi), lawful evil \n'b' Armor Class 13 Hit Points 22 (4d6 + 8) Speed 20 ft.\n'b' STATS STR: 8 (\xe2\x80\x931) DEX: 16 (+3) CON: 14 (+2) INT: 8 (\xe2\x80\x931) WIS: 12 (+1) CHA: 4 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 11 Languages Tosculi Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Crowd Tactics . The tosculi can share its space with up to one other tosculi. While sharing its space with one other tosculi, it has advantage on attack rolls against a creature if the other tosculi in its space isn\xe2\x80\x99t incapacitated . \n'b' Glide . The tosculi can extend its vestigial wings while falling to slow its rate of descent to 60 feet per round, landing on its feet and taking no falling damage. It can move up to 5 feet horizontally for every 1 foot it falls. The tosculi can\xe2\x80\x99t gain height with its wings alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther. \n'b' Hive Sense . The tosculi can pinpoint the location of its hive queen when she is within 300 feet of it, and it can sense the general direction and distance to the hive where its queen makes her home. \n'b'\n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage. \n'b'\n'b' About \n'b' This humanoid wasp\xe2\x80\x99s gossamer wings beat out a soft, droning buzz. Flashing blades sing in each of her four clawed hands, and the air around her crackles with arcane energy.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tosculi, Elite Bow Raider \n'b' Family: Tosculi \n'b' Medium humanoid (tosculi), lawful evil \n'b' Armor Class 17 Hit Points 97 (13d8 + 39) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 14 (+2) DEX: 24 (+7) CON: 17 (+3) INT: 12 (+1) WIS: 14 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +7 Senses darkvision 60 ft., passive Perception 15 Languages Common, Infernal, Tosculi Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Archer . A ranged weapon deals one extra die of its damage when the tosculi hits with it (included in the attack ). \n'b' Hive Sense . The tosculi can pinpoint the location of its hive queen when she is within 300 feet of it, and it can sense the general direction and distance to the hive where its queen makes her home. \n'b' Point Blank Hunter . When the tosculi makes a ranged attack with a bow, it doesn\xe2\x80\x99t have disadvantage on the attack roll from being within 5 feet of a hostile creature, though it may still have disadvantage from other sources. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tosculi elite bow raider makes two Claw or Longbow attacks. \n'b'\n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 17 (4d4 + 7) slashing damage. \n'b' Longbow . Ranged Weapon Attack : +10 to hit, range 150/600 ft., one target. Hit : 16 (2d8 + 7) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Skirmisher . The tosculi takes the Dash or Disengage action. \n'b'\n'b' About \n'b' This humanoid wasp\xe2\x80\x99s gossamer wings beat out a soft, droning buzz. Flashing blades sing in each of her four clawed hands, and the air around her crackles with arcane energy.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tosculi, Hive-Queen \n'b' Family: Tosculi \n'b' Large monstrosity , lawful evil \n'b' Armor Class 17 Hit Points 189 (18d10 + 90) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 17 (+3) DEX: 24 (+7) CON: 20 (+5) INT: 16 (+3) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +11, Con +9, Wis +7, Cha +8 Skills Perception +7 Damage Immunities poison Condition Immunities charmed , poisoned Senses darkvision 60 ft., passive Perception 17 Languages Common, Deep Speech, Gnoll , Infernal, Tosculi, telepathy 120 ft. Challenge 12 (8,400 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the hive queen fails a saving throw, she can choose to succeed instead. \n'b' Hive\xe2\x80\x99s Heart . The hive queen knows the direction and distance to all members of her hive and the range of her telepathy extends to 20 miles when communicating with a member of her hive. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tosculi hive queen makes four Scimitar attacks. \n'b' Scimitar . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 14 (2d6 + 7) slashing damage. \n'b' Stinger . Melee Weapon Attack : +11 to hit, reach 5 ft., one creature. Hit : 22 (6d4 + 7) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is also paralyzed . A poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The hive queen\xe2\x80\x99s potent poison can be removed only by the greater restoration spell or similar magic. \n'b' Implant Egg . The hive queen implants an egg into an incapacitated creature within 5 feet of her that isn\xe2\x80\x99t a Construct or Undead. Until the egg hatches or is removed, the creature is poisoned , paralyzed , and doesn\xe2\x80\x99t need to eat or drink. The egg hatches after 30 days, and the larval tosculi bursts out of the host, killing the host in the process. A creature can take its action to remove the egg by succeeding on a DC 20 Wisdom ( Medicine ) check. Alternatively, a spell or effect that cures disease disintegrates the unhatched tosculi. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The hive queen 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 hive queen regains spent legendary actions at the start of her turn. \n'b'\n'b' Flight . The hive queen flies up to half her flying speed without provoking opportunity attacks. \n'b' Stinger (Costs 2 Actions) . The hive queen makes one Stinger attack . \n'b' Glitter Dust (Costs 2 Actions) . The hive queen beats her wings and creates a cloud of glittering, golden particles. Each non-tosculi creature within 20 feet of her must succeed on a DC 17 Dexterity saving throw or be blinded until the end of its next turn. \n'b'\n'b' LAIR \n'b' Hive queens make their lairs deep within the most protected part of the hive. Dozens of corridors lead to her lair, allowing the hive\xe2\x80\x99s tosculi to reach their queen at a moment\xe2\x80\x99s notice should she need it. This is also the place where tosculi eggs hatch, making it a critical location for the survival of the hive. When encountered in her lair, the tosculi hive queen has a challenge rating of 13 (10,000 XP). \n'b' On initiative count 20 (losing initiative ties), the hive queen takes a lair action to cause one of the following effects; the hive queen can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Biting Brood . Hundreds of biting and stinging insects erupt from a point on the ground the hive queen can see within 120 feet of her. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 10 (4d4) piercing damage on a failed save, or half as much damage on a successful one. \n'b' Healing Pheromones . Each tosculi within 60 feet of the hive queen (including the hive queen) regains 10 (3d6) hp . \n'b' Restraining Resin . The ceiling above one creature that the hive-queen can see within 120 feet of her drips sticky resin. The creature must succeed on a DC 17 Dexterity saving throw or be restrained by rapidly-hardening resin. A creature, including the target, can take its action to free the restrained target by succeeding on a DC 17 Strength check. If the creature is still restrained by the resin on initiative count 20 of the next round, the resin fully hardens, and the target is petrified in amber until freed or until the hive queen uses this lair action again. The resin can be attacked and destroyed (AC 15; 20 hp ; vulnerability to bludgeoning damage; immunity to piercing, poison, and psychic damage), freeing the target. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing a tosculi hive queen\xe2\x80\x99s lair is warped by her presence, which creates one or more of the following effects: \n'b'\n'b' Aggressive Wildlife . Beasts within 6 miles of the lair are more violent than usual and prone to acts of aggression. \n'b' Buzzing Migraine . Creatures with an Intelligence of 5 or higher within 3 miles of the lair frequently suffer headaches brought on by an insectile buzzing in their minds. \n'b' Eyes and Ears Everywhere . The hive queen can choose to see or hear through the senses of any tosculi within 10 miles of her lair, provided the tosculi is a member of her hive. If the tosculi hive-queen dies, the buzzing disappears immediately, but other effects fade over the course of 1d10 days. \n'b'\n'b' ABOUT \n'b' This humanoid wasp\xe2\x80\x99s gossamer wings beat out a soft, droning buzz. Flashing blades sing in each of her four clawed hands, and the air around her shimmers with magical dust. Dozens more humanoid wasps in a variety of iridescent colors surround her, weapons raised protectively. \n'b' The tosculi are waspfolk that share the Golden Song of the hive, which unites them under the command of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places. \n'b' Bow Raiders . Tosculi elite bow raiders are smarter and more capable than drones and common warriors, with midnight black or deep green carapaces that shine with colorful iridescence. Their wings are blood red streaked with dark crimson veins. As rare and prized members of the hive, a bow raider\xe2\x80\x99s life is never thrown away or risked unnecessarily. Seldom does a tosculi warband contain more than a handful of these elite soldiers, and they frequently hold positions of command. Elite bow raiders always lead the honor guard for their queen, both within the hive and on those rare occasions when the queen ventures outside. \n'b' Drones . Tosculi drones are the workers of the tosculi hive: the smallest, weakest, least intelligent, and most abundant of the waspfolk. Their carapaces are mostly iridescent blue with gold abdomens and lower legs, and they have vestigial wings, allowing them to glide but not truly fly. Drones function primarily as menial workers but, during times of war, they also act as highly expendable scouts and soldiers. Because the warriors know whatever a drone knows\xe2\x80\x94thanks to the queen\xe2\x80\x94a drone doesn\xe2\x80\x99t need to survive its scouting mission to deliver useful information. \n'b' Warriors . Tosculi warriors are overseers of work crews and battle groups of drones, directing activities and relaying commands. Though subservient to the queen\xe2\x80\x99s orders, they are capable of acting independently or following their own best judgment, if necessary. The warriors\xe2\x80\x99 most important role in the hive is procuring live hosts for incubating tosculi eggs. Creatures paralyzed by warriors are brought to the queen\xe2\x80\x99s chamber to have eggs implanted in them, and after a few weeks, the larva hatches, devouring its still-living host. \n'b' Hive Queen . The hive queen is the nerve center of a tosculi hive-city, simultaneously one of a hive\xe2\x80\x99s greatest strengths and weaknesses. \n'b' The queen serves as a unifying force. She binds her swarm with an ironclad sense of purpose through a psychic web, known as the Golden Song, that links all tosculi within a hive. When the hive queen nears the end of her life, she selects the most promising of her immature heirs and feeds the heir a special concoction. This speeds the heir\xe2\x80\x99s maturation and makes her ready to become a full-fledged hive queen. The daughter\xe2\x80\x99s first action upon her metamorphosis is to devour her mother and all her sisters, absorbing and becoming the emitter of that hive\xe2\x80\x99s song. If a hive queen dies with no heir to anchor the hive mind or if the daughter\xe2\x80\x99s accession is disrupted, the hive-city plunges into chaos. Tosculi bereft of the hive-mind go berserk. \n'b' A few fortunate ones might escape and become lone renegades, but their existence without the comforting presence of the hive is miserable and short. Unless one of the hive-queen\xe2\x80\x99s surviving daughters is mature enough and ruthless enough to step in and assert control, the hive is doomed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Belu \n'b' Huge giant , chaotic good \n'b' Armor Class 16 (natural armor) Hit Points 184 (16d12 + 80) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 12 (+1) CON: 20 (+5) INT: 12 (+1) WIS: 10 (+0) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +9 Skills Athletics +10, Insight +4, Nature +5 Damage Resistances poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common, Giant Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Healing Lotuscraft (1/Day) . The belu can spend 1 minute crafting a poultice that lasts 24 hours. When a creature takes an action to apply the poultice to a wound or the skin of a creature, the target regains 18 (4d8) hp and is cured of any diseases or conditions affecting it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The belu makes three Slam attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 20 (4d6 + 6) bludgeoning damage, and the target must succeed 10 a DC 16 Strength saving throw or be pushed up to 10 feet away from the belu and knocked prone . \n'b' Shatterstone (Recharge 5\xe2\x80\x936) . The belu hurls an enchanted rock at a point it can see within 60 feet of it. The rock shatters on impact, and each creature within 10 feet of that point must make a DC 16 Dexterity saving throw, taking 44 (8d10) slashing damage on a failed save, or half as much damage on a successful one. \n'b' Spellcasting . The belu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):\n'b'\n'b'\n'b' At will : entangle , speak with plants , stone shape \n'b' 2/day : plant growth \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Change Shape . The belu magically transforms into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size , are the same in each form. Any equipment it is wearing or carrying transforms with it. If the belu dies, it reverts to its true form. \n'b'\n'b' ABOUT \n'b' The green-skinned giant with curled tusks rises from the garden it tends, holding a lotus flower with the same gentleness a parent might hold its newborn. These giants sport curled lower tusks, slightly bulging eyes, and skin which ranges from pale emerald to burnt orange to deep mauve. Common in tropical and swampy environments, they usually roam bare chested with many tattoos covering their arms, shoulders, and faces. \n'b' Lost Legacy . These loners tend gardens of rare medicinally and alchemically valuable flora. They claim to be the last remnants of a large empire and are excellent stonemasons. Supplicants who approach with a genuine need for help or with a genuine interest in helping others find the belu pleasant and willing to share its medicinal flora. When the belu finds a creature harming its garden or the nearby flora and fauna, it drives away or slays the creatures.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tosculi, Warrior \n'b' Family: Tosculi \n'b' Small humanoid (tosculi), lawful evil \n'b' Armor Class 15 Hit Points 58 (9d6 + 27) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 12 (+1) DEX: 20 (+5) CON: 16 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 11 Languages Tosculi Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Crowd Tactics . The tosculi can share its space with up to one other tosculi. While sharing its space with one other tosculi, it has advantage on attack rolls against a creature if the other tosculi in its space isn\xe2\x80\x99t incapacitated . \n'b' Hive Sense . The tosculi can pinpoint the location of its hive queen when she is within 300 feet of it, and it can sense the general direction and distance to the hive where its queen makes her home. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tosculi warrior makes one Claw attack and one Stinger attack . \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (2d4 + 5) slashing damage. \n'b' Stinger . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 10 (2d4 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is also paralyzed . A poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Prepare Host . The tosculi extends the paralysis on a creature within 5 feet of it that was paralyzed by a tosculi\xe2\x80\x99s Stinger attack . The paralyzed target must succeed on a DC 13 Constitution saving throw or be paralyzed for 8 hours and no longer makes saving throws to end the paralysis. The paralysis ends if the target takes damage while below half its hp maximum. Otherwise, a spell or effect that cures disease ends this paralysis. \n'b'\n'b' About \n'b' This humanoid wasp\xe2\x80\x99s gossamer wings beat out a soft, droning buzz. Flashing blades sing in each of her four clawed hands, and the air around her crackles with arcane energy.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tosculi, Jeweled Drone \n'b' A wasp-like humanoid flits on humming wings. Its carapace gleams with bright jewel tones, flashing brilliantly in the light. \n'b' Small humanoid (tosculi), lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 90 (12d6 + 48) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 18 (+4) INT: 14 (+2) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Insight +4, Persuasion +5 Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 12 Languages Common, Infernal, Tosculi Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Pheromones . The jeweled drone emits a sweet scent that empowers other tosculi within 15 feet of the drone. A tosculi that starts its turn within the area can add a d6 to one attack roll or saving throw it makes before the start of its next turn, provided it can smell the scent. A tosculi can benefit from only one Pheromones die at a time. This effect ends if the jeweled drone dies. \n'b' Scintillating Carapace . While in bright light, the jeweled drone\xe2\x80\x99s carapace shines and glitters. When a non- tosculi creature that can see the drone starts its turn within 30 feet of the drone, the drone can force the creature to make a DC 12 Wisdom saving throw if the drone isn\xe2\x80\x99t incapacitated. On a failure, the creature is blinded until the start of its next turn. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can\xe2\x80\x99t see the drone until the start of its next turn, when it can avert its eyes again. If it looks at the drone in the meantime, it must immediately make the save. \n'b' Actions \n'b' Multiattack . The jeweled drone makes three attacks: two with its claws and one with its scimitar. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' Scimitar . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage plus 10 (3d6) poison damage. If the poison damage reduces the target to 0 hp , the target is stable but poisoned for 1 hour, even after regaining hp , and is paralyzed while poisoned in this way. \n'b' Reactions \n'b' Protect the Queen . When a creature makes an attack against a tosculi hive queen, the jeweled drone grants a +2 bonus to the queen\xe2\x80\x99s AC if the drone is within 5 feet of the queen. \n'b' About \n'b' In tosculi hive cities, powerful queens reign supreme, but even they have difficulty managing an entire swarm on their own. To extend their reach and authority, they rely on jeweled drones. \n'b' More intelligent than most other tosculi , jeweled drones oversee individual aspects of the swarm and hive, managing the efficient order that constrains tosculi life. The jeweled drones produce powerful pheromones that help extend their authority and that also serve to forge nearby tosculi into a precise and deadly fighting force. \n'b' Queen\xe2\x80\x99s Attendants . Jeweled drones are closest to the hive queens in both authority and physical proximity. They serve as advisors to the queen, bringing her news and information from all corners of the hive. It\xe2\x80\x99s not uncommon for queens to choose consorts from among the ranks of jeweled drones as well. Such favored wasp folk enjoy unparalleled influence, until the queen tires of and devours them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Chaaor (Beast Demon) \n'b' Family: Demons \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 105 (10d10 + 50) Speed 30 ft.\n'b' STATS STR: 26 (+8) DEX: 17 (+3) CON: 20 (+5) INT: 8 (-1) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +12, Constitution +9 Skills Athletics +12, Intimidation +10, Perception +6, Insight +6, Stealth +7 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities poisoned Senses truesight 120 ft., passive Perception 16 Languages Common, Abyssal, telepathy 120 ft. Challenge 10 (5,900 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, requiring no material components:\n'b'\n'b' At will : darkness , jump , see invisibility \n'b' 1/day : plane shift (self only) \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 : +12 to hit, reach 10 ft., one target. Hit : 18 (3d6 + 8) piercing damage. \n'b' Claw . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 17 (2d8 + 8) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 19). The demon has two claws, each of which can grapple only one target. \n'b' Roar (3/day) . The demon can emit a loud roar in a 60 radius. Each creature in the area must make a DC 17 Constitution saving throw. On a failed saving throw, the target takes 14 (4d6) thunder damage and is stunned until the end of the demon\xe2\x80\x99s next turn. On a successful saving throw, the target takes half damage and is not stunned. \n'b' Summon Demon (1/day) . The demon chooses what to summon and attempts a magical summoning. A chaaor has a 30% chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can\xe2\x80\x99t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. \n'b' About \n'b' This creature appears as a huge hulking apelike creature with a bear\xe2\x80\x99s head. Two large, downward-curving horns jut from its head. The beast\xe2\x80\x99s fur is reddish-black and matted with blood and its hands end in razorsharp claws. \n'b' Some demons are feared more than others. Of those, the apelike chaaor is one. Their savagery in battle has turned the stomach of even the stoutest demonic general. \n'b' Chaaor are used as shock troops in the Abyssal armies. \n'b' Many are the demon lords that have sent a battalion of these fiends against an army, watching in delight as the brutal chaaor tore its way through the enemy\xe2\x80\x99s ranks. When not engaging in wars with other infernal creatures, the chaaor spends its time roaming the Abyss in hunting packs. They have no preference as to the type or strength of prey: they hunt and kill what they choose. Chaaor packs have been known to attack creatures much larger than themselves and kill all opponents in short order. \n'b' A chaaor is a 12-foot-tall, hulking, apelike brute with the head of a bear. \n'b' Large downward curving, grayish-silver horns grow from its head and end in rounded points. The chaaor\xe2\x80\x99s body is covered in reddish-black fur and is almost always caked or matted in blood. The powerful arms of a chaaor end in razor-sharp and filthy claws \xe2\x80\x93 black in color. Long rows of sharpened teeth fill the chaaor\xe2\x80\x99s mouth. When moving, the chaaor usually drops to all fours. When facing an aggressor it assumes a bipedal stance. \n'b' Chaaor are deadly adversaries that relish the blood and adrenaline of battle. Their tactics are simple: target a foe, charge forward, and rake or slash with claws and bite. Often, a chaaor unleashes its mighty roar to begin a fight hoping to knock down as many foes as possible. A downed foe is leapt on by multiple chaaors who proceed to tear the opponent to pieces. Likewise, if a chaaor grabs a foe, it holds on while the others move in and rip it to shreds with teeth and claws.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Toset\xc3\xa1x \n'b' Gargantuan aberration (titan), neutral evil \n'b' Armor Class 19 (natural armor) Hit Points 499 (27d20+216) Speed 20 ft., fly 120 ft.\n'b' STATS STR: 30 (+10) DEX: 28 (+9) CON: 26 (+8) INT: 10 (+0) WIS: 20 (+5) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +17, Wis +13 Damage Resistance(s) bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, lightning, thunder Skills Athletics +18, Perception +13 Senses darkvision 60 ft., passive Perception 23 Languages Common Challenge 25 (75,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Desecrated Nest . As the tsamt\xc3\xa1s. \n'b' Drought Aura . The toset\xc3\xa1x radiates an oppressive heat within 60 feet, causing creatures to take 14 (4d6) fire damage each round at the beginning of their turn. In addition, any living creatures in this area that are at fewer than half of their maximum hit points (and any aquatic creature not currently in the water, regardless of hit points ) must succeed on a DC 25 Constitution saving throw each round or gain one level of exhaustion . A creature cannot gain more than two levels of exhaustion in this fashion. \n'b' Legendary Resistance (3/Day) . If the toset\xc3\xa1x fails a saving throw, it can choose to succeed instead. \n'b' Mastery Against Flyers . The toset\xc3\xa1x gains a +1 bonus on attack rolls against flying creatures as well as on saving throws against spells and magical abilities used by flying creatures (including those using magical spells or similar effects to gain the power of flight). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The toset\xc3\xa1x makes three bite attacks. \n'b' Bite . Melee Weapon Attack : +18 to hit, reach 60 ft., one target. Hit : 49 (6d12 + 10) piercing damage plus an additional 14 (4d6) fire and 14 (4d6) necrotic damage. \n'b' Wing Ripper . If the toset\xc3\xa1x hits a creature that uses wings to fly with two bites in the same round, the target takes an additional 26 (4d12) piercing damage and must succeed on a DC 26 Strength saving throw or its wings are damaged, reducing its fly speed by half until it completes a short rest or receives a regenerate spell. If the tsamt\xc3\xa1s hits such a creature with all three bites in the same round, the extra damage is increased to 39 (6d12) and the save DC is increased to 28. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The toset\xc3\xa1x 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. It regains spent legendary actions at the start of its turn. \n'b'\n'b' Fly . The toset\xc3\xa1x can gain a fly speed for 1 minute. \n'b' Frightening Aura . All creatures within 60 feet of the toset\xc3\xa1x must succeed a DC 21 Wisdom saving throw or become frightened of the toset\xc3\xa1x. A frightened creature can attempt a saving throw at the end of each of its turns to end the condition. \n'b' Resist Energy . The toset\xc3\xa1x gains resistance against one type of damage of its choice for 1 round. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing a toset\xc3\xa1x\xe2\x80\x99s lair becomes hotter and drier as it is tainted by the creature\xe2\x80\x99s presence. \n'b'\n'b' Weather conditions within a 10-mile radius become one step hotter, winds are calmed by one step, and precipitation is reduced by one step (see the control weather spell). Each week the toset\xc3\xa1x remains in or near its lair, it can increase the radius of this hot, dry weather increases by 10 miles or it can increase the heat, calm winds, and reduced precipitation by one additional step. \n'b' Surface water sources within 1 mile of its lair become warm, bitter, and sulfurous, with shallow ponds and streams drying up within 1 week (GM\xe2\x80\x99s discretion). Each week, the radius of this effect spreads by 1 additional mile.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Toshigami \n'b' Medium fey , neutral good \n'b' Armor Class 18 (natural armor) Hit Points 189 (18d10 + 90) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 15 (+2) DEX: 22 (+6) CON: 20 (+5) INT: 15 (+2) WIS: 18 (+4) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Wis +9, Cha +12 Skills Insight +9, Nature +7, Perception +9 Damage Immunities poison, psychic Damage Resistances acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 19; foresight , true seeing Languages telepathy 100 ft. Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Foresight . The toshigami\xe2\x80\x99s visions of the future grant it advantage on Wisdom ( Insight ) and Wisdom ( Perception ) checks, and it cannot be surprised. In addition, it can take up to three reactions per round, including opportunity attacks. \n'b' Immutable Form . The zuishin is immune to any spell or effect that would alter its form. \n'b' Innate Spellcasting . The toshigami\xe2\x80\x99s spell casting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : fly , haste , tree stride \n'b' Constant : speak with plants , true seeing \n'b' 3/day each : cure wounds (as a 3rd level spell slot), slow \n'b' 1/day each : finger of death , greater restoration , time stop \n'b'\n'b' Magic Resistance . The toshigami has advantage on saving throws against spells and other magical effects. \n'b' Regeneration . The toshigami regains 5 hit points at the start of its turn if it has at least 1 hit point. \n'b' Tree Sister . The toshigami can transform itself into a flowering tree as an action and can maintain this form indefinitely. While in this form, it is indistinguishable from an actual tree. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The toshigami makes three staff attacks. \n'b' Magic Staff . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6)bludgeoning damage, and the target is affected by its \n'b' Touch of Ages . The toshigami\xe2\x80\x99s staff is magical. \n'b' Merge with Ward . While within or adjacent to a flowering tree (even if it is not currently in flower), the toshigami can merge with it. While merged, the toshigami is immune to damage and can\xe2\x80\x99t be targeted. Its senses function normally while merged. It can emerge as an action, appearing in any unoccupied space within or adjacent to either its current tree or any tree of the same kind within 500 feet using its tree stride . \n'b' Touch of Ages . When a living creature fails its saving throw against the toshigami\xe2\x80\x99s magic staff, it can force that creature to suffer the ravages of age in one of the following ways:\n'b'\n'b'\n'b' Aged Enfeeblement : The target becomes physically becoming feeble with old age. The target must succeed a DC 19 Constitution saving throw or take 2d6 necrotic damage, or half as much on a successful save. In addition, it gains one level of exhaustion for each failed save. \n'b' Mental Regression : The target regresses mentally to an infantile state. The target must succeed on a DC 19 Wisdom saving throw or take 2d6 psychic damage, or half as much on a successful save. In addition, it becomes becoming confused (as confusion ) for 1 round. If the target fails another saving throw while confused, it permanently loses 1 point from its Intelligence , Wisdom , and Charisma scores. Hit point damage can be healed normally, but other harmful effects of the toshigami\xe2\x80\x99s Touch of Ages can be be removed only by greater restoration . When a creature successfully saves against either form of the Touch of Ages, they gain immunity to this ability until the beginning of their next turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Avoid Danger . The toshigami gains advantage on a saving throw or forces an opponent to have disadvantage on an attack roll. \n'b'\n'b' ABOUT \n'b' Toshigami, known also as blossom kami, are associated with flowering trees-particularly peach and cherry trees, and often those that grow in inhabited areas. Often, long after a city has fallen to ruin, these kami guardians are all that remain to remember the lost city\xe2\x80\x99s glory. In this way, the toshigami are also associated with the passing of time. Toshigami rarely show themselves except to those in dire need or who are harming their trees. Still, they have a fascination with mortals, and have even been known to form romantic relationships with them on occasion. A toshigami is 5 feet tall and weighs 100 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Toxic Eradicator \n'b' Large ooze , neutral evil \n'b' Armor Class 15 Hit Points 123 (13d10 + 52) Speed fly 40 ft.\n'b' STATS STR: 3 (-4) DEX: 20 (+5) CON: 18 (+4) INT: 2 (-4) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks. \n'b' Damage Immunities poison Condition Immunities blinded , charmed , deafened , exhaustion , frightened , grappled , paralyzed , poisoned , prone , restrained Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages understand Jagladine but can\xe2\x80\x99t speak Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Mephitic Smog . The toxic eradicator surrounds itself with a 30-foot radius of churning smog. The smog spreads around corners, and its area is lightly obscured. Any creature that starts its turn in that area must succeed on a DC 16 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the creature can take either an action or a bonus action on its turn, not both, and can\xe2\x80\x99t take reactions . \n'b' Vaporous Form . The toxic eradicator 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 and has disadvantage on saving throws related to strong winds. \n'b'\n'b' ACTIONS \n'b'\n'b' Engulf . The toxic eradicator envelops a single creature within its area. The creature must succeed a DC 17 Dexterity save or take 28 (8d6) poison damage and is grappled (escape DC 17). Until the grapple ends, the creature must make a DC 16 Constitution save at the beginning of each of its turns, taking 14 (3d6) poison damage on a failed save, or half as much on a successful one. \n'b' Pinpoint Poisoner (3/Day) . The toxic eradicator dispels any effect within its mephitic smog\xe2\x80\x99s area that provides temporary resistance or immunity to poison. In addition, creatures within the smog\xe2\x80\x99s area have disadvantage on saving throws against the smog\xe2\x80\x99s poison for the next 1d4 rounds. \n'b'\n'b' ABOUT \n'b' Created as a living bio-weapon by jagladine scientists, the aptly named toxic eradicator was initially developed to purge the unsuccessful or dangerous results of jagladine tampering and experimentation. The toxic eradicator was designed with just enough intelligence to slavishly obey its masters but with more than enough cunning to make it a relentless hunter of its victims. The main inbuilt limitation of the toxic eradicator is that its only attack vector is poison. Any creature which is immune to poison is completely safe from a toxic eradicator\xe2\x80\x99s attack, a fact that the toxic eradicator has been bred to recognize. Genetically programmed to kill, a toxic eradicator focuses its attacks on a single opponent and only retreats if all of its remaining foes are seemingly immune to its poison. In combat, it uses its pinpoint poisoner ability against a foe that it sees performing certain actions, such as drinking something, reading a scroll, or casting a spell, and afterwards seems immune to its attacks. Without orders to follow, a toxic eradicator usually finds an indoor or underground area, ideally one with small cracks or vents that it can use to move through and lurks there waiting for more victims.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Toy Spy \n'b' Tiny construct , unaligned \n'b' Armor Class 12 Hit Points 24 (7d4 + 7) Speed 30 ft., climb 20 ft.\n'b' STATS STR: 5 (-3) DEX: 15 (+2) CON: 13 (+1) INT: 5 (-3) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , unconscious Senses darkvision 60 ft., passive Perception 12 Languages understands commands given in any language but can\xe2\x80\x99t speak Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The spy doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the spy remains motionless, it is indistinguishable from a normal toy. \n'b' Innate Spellcasting . The spy\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 10). The spy can innately cast the following spells, requiring only somatic components:\n'b'\n'b'\n'b' At will : minor illusion \n'b' 1/day each : color spray , faerie fire , sleep \n'b'\n'b' Keep Track . Upon its creation , a toy spy is magically connected to a mundane rock called a tracking stone. While holding the stone and speaking to the spy directly, a creature can instruct the spy to perform a simple action with a trigger. Up to three different triggers can be specified. When a specified trigger occurs, the tracking stone vibrates. A creature holding the stone can use an action to learn the spy\xe2\x80\x99s location, up to 500 feet away. In addition, the stone\xe2\x80\x99s holder can use an action to mentally order the toy spy to attack whatever triggered the stone to vibrate. \n'b'\n'b' ACTIONS \n'b'\n'b' Needle . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1 piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. (The spy\xe2\x80\x99s owner can substitute this poison for any other.) \n'b'\n'b' ABOUT \n'b' Aristocrats and nobles steeped in politics and rivalries prize toy spies for their ability to gather intel. However, divination experts are more than capable of tracing a captured toy spy back to its tracking stone. To throw off an investigator\xe2\x80\x99s search, toy spy owners sometimes give the spy\xe2\x80\x99s tracking stone to another minion, such as a golem or animated object with orders on how and when to use the stone. \n'b' The toy spy is an unassuming yet versatile constructed minion useful in matters of espionage and security. It is a popular contraption among protective noble parents, paranoid shopkeeps, and wily wizards with questionable senses of humor. Most toy spies are crafted in the shape of a cute stuffed animal or a common knickknack unlikely to draw undo attention. In this unassuming guise, the toy spy does exactly what its name suggests, performing surveillance or reconnaissance on its creator\xe2\x80\x99s behalf. \n'b' Parents and guardians sometimes gift their wards toy spies in order to determine when a child breaks a house rule or otherwise makes itself a menace. \n'b' Other times, a toy spy might serve as a discreet and inexpensive way to protect one\xe2\x80\x99s home. Tinkers, inventors, and crafters learned long ago that toy spies make for much more affordable (and much less destructive) watchdogs than larger golems or animated objects. \n'b' Toy spies are not designed for combat, though they do possess a few offensive capabilities, which they typically resort to only if attacked or if some other prespecified condition is met. In addition, each toy spy is keyed to a special stone that allows its owner to identify its location and also order the spy to cast a simple spell such as sleep. Once it has disabled or distracted a threat, a toy spy typically escapes as quickly as possible to safety.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Toy Swarm \n'b' Medium swarm of Tiny constructs , unaligned \n'b' Armor Class 12 Hit Points 33 (6d8 + 6) Speed 40 ft., climb 15 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 13 (+1) INT: 5 (-3) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone , restrained , stunned Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The swarm doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny toy. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) bludgeoning damage. \n'b' Miniature Barrage . Each creature in the toy swarm\xe2\x80\x99s space and within 5 feet of the swarm must make a DC 12 Dexterity saving throw, taking 7 (2d6) piercing damage on a failed save, or half as much damage on a successful one. \n'b' Wind Up (Recharge 5-6) . Each toy in the swarm winds up a fellow toy. The swarm uses Miniature Barrage twice. Until the end of its next turn, the swarm\xe2\x80\x99s speed is doubled. \n'b'\n'b' ABOUT \n'b' The easiest way to defeat a toy swarm is to agree to play with it. A toy swarm in the company of a bored child or a restless fey trickster is a happy swarm-at least for the moment. \n'b' Magically infused toys can provide a wonderful play partner for children throughout their early years. However, children outgrow their playthings and eventually discard old, worn, or musty toys-even magical ones. After enough time of neglect, the enchantments that control a wondrous toy begin to degrade or warp, and these once jovial dolls and baubles can morph into something sinister. Such a heinous phenomenon is compounded when a group of such twisted toys come together to form a toy swarm. \n'b' From animated toy soldiers to talking teddy bears, any toy that\xe2\x80\x99s been enchanted with magic can become part of a toy swarm. Although forgotten or discarded toys make up the majority of these amusive hoards, toy swarms can also comprise new toys. Such is sometimes the case when a group of children pester the local curmudgeonly wizard a few too many times and the wizard, fed up, transforms their toys and trinkets into a scuttling nightmare. Similarly, a toy chest accidentally exposed to a large quantity of enchantment or transmutation magic can similarly be transformed into a toy swarm. \n'b' Most toy swarms desire only to be reunited with their original playmates or find some other child to entertain, but the way they go about this can be frightening or dangerous indeed. A toy swarm on a mission to find a new playmate can rarely be deterred, and woe betide anyone who stands in the way of the swarm and its fun.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Traitor\xe2\x80\x99s Heart \n'b' Medium undead , neutral evil \n'b' Armor Class 14 Hit Points 69 (9d8+18) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 15 (+2) INT: 8 (-1) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4 Damage Resistance bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses blindsight 30ft, passive Perception 10 Languages None Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Dreadful Beat . Each non-undead creature within 60 feet of the traitor\xe2\x80\x99s heart that can hear it must succeed on a DC 14 Wisdom saving throw or be frightened for 1d4 rounds. A frightened target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to this traitor\xe2\x80\x99s heart\xe2\x80\x99s Dreadful Beat for the next 24 hours. \n'b' Actions \n'b' Betrayer\xe2\x80\x99s Pulse . The traitor\xe2\x80\x99s heart targets one creature it can sense within 30 ft. of it. A pulse emanates from the physical heart and engulfs the target, who must succeed on a DC 14 Charisma saving throw against this magic or immediately attack its closest ally. If the target fails the saving throw by 5 or more, it also must flee for 1d4 rounds. A target that succeeds on the saving throw is immune to the Betrayer\xe2\x80\x99s Pulse for the next 24 hours. \n'b' Multiattack . The traitor\xe2\x80\x99s heart can use its Betrayer\xe2\x80\x99s Pulse and make one attack with its spectral fist. \n'b' Spectral Fist . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) necrotic damage. \n'b' About \n'b' A desiccated and blackened heart beats unnaturally within a spectral humanoid form. On every beat, sickly green energy crackles down an ethereal network of veins and arteries, illuminating the body the heart once lived within. \n'b' Spontaneously created in areas of overwhelming eldritch power when a traitor\xe2\x80\x99s heart is cut from a corpse and buried upside down in a shallow grave. \n'b' The grave, resonant rhythm of the undead heart is unnaturally loud and can strike fear in even the stoutest hero.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Transposer \n'b' Medium aberration , neutral \n'b' Armor Class 12 (natural armor) Hit Points 49 (9d8 + 9) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 13 (+1) CON: 12 (+1) INT: 8 (-1) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +3, Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages Common, Deep Speech Challenge 3 (700 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The transposer\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It can innately cast alter self at will requiring no material components. \n'b' Transposition . An opponent hit by a transposer\xe2\x80\x99s slam attack must make a DC 13 Constitution saving throw or become linked to the transposer. A transposer can have no more than 4 linked creatures at a time. While linked, the transposer knows the exact location of the target as long as it is on the same plane of existence. While the transposer remains linked to a target, any damage the transposer takes is halved, and each linked target takes an equal amount. If a transposer\xe2\x80\x99s linked target regain hit points , the amount received by the target is halved, and the transposer regains an equal amount of hit points . A remove curse or dispel magic cast on the linked target can end the link. If dispel magic is cast on the transposer, one random link is severed. Otherwise the link lasts until the target dies or the transposer chooses to end the link. \n'b' Actions \n'b' Multiattack . The transposer makes two attacks with its slam. \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage. \n'b' About \n'b' This creature looks like a featureless humanoid whose arms end in large sucker-like membranes.\xc2\xa0Transposers are thought to be of an alien culture; how they came to the Material Plane remains a mystery to sages. Most transposers avoid contact with sentient races, preferring to live in seclusion among their own kind. \n'b' When it first encounters potential prey, a transposer uses its innate ability to cast alter self to lure its target into its trap.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Trapdoor Spider Queen, Arctic \n'b' Huge beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 45 (6d12 + 6) Speed 30 ft., burrow 10 ft., climb 30 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 13 (+1) INT: 2 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Stealth +7 Damage Resistances cold Senses darkvision 60 ft.; passive Perception 11 Languages \xe2\x80\x94 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Surprise Attack . If the spider queen surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 13 (3d8) damage from the attack. \n'b' Spider Climb . The spider queencan climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Web Sense . While in contact with a web, the spider queen knows the exact location of any other creature in contact with the same web. \n'b' Web Walker . The spider queen ignores movement restrictions caused by webbing. \n'b' Actions \n'b' Multiattack . The spider queen makes two bit attacks. It may substitute a Web Prey action for one of its bite attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 9 (1d10 + 4) piercing damage and is grappled . Additionally, the target must make a DC 12 Constitution saving throw, taking 13 (3d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points , the target is stable but poisoned for 1 hour, even after regaining hit points , and is paralyzed while poisoned in this way. Only one target can be grappled by the spider in this way. \n'b' Web Prey . The spider queen secures a creature that it has grappled or that is incapacitated that is within 5 feet. The creature is wrapped in webbing (escape DC 14) and is knocked prone and restrained . The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to poison, and psychic damage) but offers no cover for the victim. \n'b' Reactions \n'b' Recoil . As a reaction to being hit with a melee attack , the spider queen can move up to half its movement speed. If it is currently grappling a creature, it can drag that creature with it. This movement does not provoke attacks of opportunity.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Benthonir \n'b' Family: Benthonir \n'b' Medium monstrosity , neutral \n'b' Armor Class 13 Hit Points 71 (11d8 + 22) Speed 20 ft., swim 40 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 14 (+2) INT: 9 (-1) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Stealth +5 Damage Immunities cold Senses blindsense 30 ft., darkvision 60 ft., passive Perception 10 Languages Aquan, Benthoniri Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration . The benthonir regains 5 hit points at the start of its turn if it has at least 1 hit point. \n'b' Water Breathing . The benthonir can breathe air and water. Additionally, a benthonir can freely cast spells and use other abilities while submerged. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The benthonir makes two attacks: one with its bite and one with its claw. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Endemic to deepest parts of the ocean, benthonir are transparent humanoids with an undifferentiated biology. Each drop of the condensed slime that makes up a benthonir\xe2\x80\x99s body is interchangeable with the rest so long as enough of the body remains viable to maintain life. This extends to the beginning of their lives, with vast fields of benthonir buds growing on the walls of ocean trenches. \n'b' Kraken Cultists . Vast schools of benthonir gather in the trenches. There they worship the krakens they believe created them from the lesser creatures of the trenches and, at the krakens\xe2\x80\x99 behest, wage war on the realms above. In their pantheon, the krakens only bend knee to the even greater Vulnatatoa. \n'b' Mutations . With their great numbers and ever-shifting form, it comes as no surprise that the benthonir are susceptible to a wide variety of mutations. Few surface dwellers have seen a normal benthonir and fewer still recognize them as kin to the mutants who can be found on the surface. Thankfully for surface dwellers, the benthonir can only bud in the trenches, leaving the surface as yet uninvaded. \n'b' Fire Shark benthonirs have red coloration that gathers in scales over their transparent flesh. This appearance grants them advantage on Dexterity (Stealth) checks while in the vast kelp jungles below he waves. They are also immune to fire rather than cold and often have multiple arms. \n'b' Human Born benthonirs look completely human but lose fast healing and their swim speed, instead gaining a normal 30-foot land speed. They can suppress their bite, claw, and morphic form as a bonus action. Using these abilities can reveal their true nature, but otherwise detecting their benthoniri biology requires close examination requiring at least 1 hour and a successful DC 20 Intelligence ( Nature ) check. \n'b' Human Mimic benthonirs look like incomplete human beings, wrinkled as their flesh constantly melts and reforms, but could be mistaken for elderly humans in poor light. They have a land speed of 30 feet and a swim speed of 20 feet.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Trapdoor Spider, Arctic \n'b' Large beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 26 (4d10 + 4) Speed 30 ft., burrow 10 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 13 (+1) INT: 2 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Stealth +6 Damage Resistances cold Senses darkvision 60 ft.; passive Perception 11 Languages \xe2\x80\x94 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Surprise Attack . If the spider surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack . \n'b' Spider Climb . The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Web Sense . While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. \n'b' Web Walker . The spider ignores movement restrictions caused by webbing. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 7 (1d8 + 3) piercing damage and is grappled . Additionally, the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points , the target is stable but poisoned for 1 hour, even after regaining hit points , and is paralyzed while poisoned in this way. Only one target can be grappled by the spider in this way. \n'b' Web Prey . The spider secures a creature that it has grappled or that is incapacitated that is within 5 feet. The creature is wrapped in webbing (escape DC 13) and is knocked prone and restrained . The webbing can also be attacked and destroyed (AC 10; HP 5; vulnerability to fire damage; immunity to poison, and psychic damage) but offers no cover for the victim. \n'b' Reactions \n'b' Parry . The apocalypse knight adds 6 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Charonademon \n'b' Family: Demons \n'b' Medium fiend (demon), neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 75 (10d8 + 30) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 16 (+3) INT: 15 (+2) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Wis +5 Skills Arcana +6, Deception +8, Intimidation +8, Perception +6, Stealth +7, Survival +6 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 16 Languages Abyssal, Common, Demonic, Infernal, telepathy 120 ft. Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The charonademon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16). It can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect magic , darkness , see invisibility \n'b' 1/day : plane shift (skiff and self only) \n'b'\n'b' Magic Resistance . The charonademon has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The charonademon\xe2\x80\x99s weapon attacks are considered magical for the purposes of damage resistances. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The charonademon makes two Quarterstaff attacks. \n'b' Quarterstaff . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage, or 13 (2d8 + 4) bludgeoning damage if used with two hands to make a melee attack . \n'b' Fear Gaze . Creatures within 30 feet of the charonademon who can see it must make a DC 16 Wisdom saving throw. On a failed saving throw, the creature takes 10 (3d6) psychic damage and is frightened for one minute. On a successful saving throw, the creature takes half damage and is not frightened . While frightened , the target must take the Dash action and move away from the charonademon by the safest available route on each of its turns, unless there is nowhere to move. The creature can repeat the saving throw if it ends its turn out of line of sight with the charonademon, ending the effect on a success. If the creature\xe2\x80\x99s saving throw succeeds, or the effect ends for it, the target is immune to a charonademon\xe2\x80\x99s fear gaze for 24 hours. \n'b' Summon (1/day) . The charonademon has a 35% chance to summon 1d4 hydrodemons or a charonademon. The summoned demon appears in an unoccupied space within 60 feet of the charonademon but can\xe2\x80\x99t summon other demons. It remains for one minute, until it or the first charonademon is slain, or until the first charonademon takes an action to dismiss it. \n'b'\n'b' ABOUT \n'b' Tall, gaunt, skeletal, clad in black robes, and bearing a staff, it is easy to confuse a charonademon for their master, the boatman of the Lower Planes. While that being is more likely to be trusted, a charonademon is not. They love to murder and rob those seeking to cross the River Styx and even take passengers in their boats only to kill them or dump them in the river. They can be bought off, but such a plan needs to be ready and the money in full, and even then, it might not work. Their standard fare is 50 gp per level of each creature being carried, double that if you plan to bribe them to keep them from murdering you.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Trapper \n'b' Huge monstrosity , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 168 (16d12 + 64) Speed 10 ft., climb 10 ft.\n'b' STATS STR: 29 (+9) DEX: 12 (+1) CON: 19 (+4) INT: 14 (+2) WIS: 15 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +8, Stealth +7 Damage Resistances cold, fire Condition Immunities prone Senses blindsight 30 ft., darkvision 60 ft., passive Perception 18 Languages \n'b' Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' False Appearance . While the trapper is attached to a ceiling, floor, or wall and remains motionless, it is almost indistinguishable from an ordinary section of ceiling, floor, or wall. A creature that can see it and succeeds on a DC 20 Intelligence ( Investigation ) or Intelligence ( Nature ) check can discern its presence. \n'b' Spider Climb . The trapper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' Actions \n'b'\n'b' Buffet . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 18 (2d8 + 9) bludgeoning damage. \n'b' Envelop . One Large or up to 4 medium creatures within 5 feet of the trapper must succeed on a DC 15 Dexterity saving throw or be grappled (escape DC 15). Until the grapple ends, the target takes 17 (4d6 + 3) bludgeoning damage plus 3 (1d6) acid damage at the start of each of its turns. While grappled in this way, the target is restrained , blinded , and can\xe2\x80\x99t breathe. \n'b'\n'b' ABOUT \n'b' Trappers are thought to be distant relatives of the lurker above. Unlike their relatives, however, trappers mimic the floor of a building, dungeon, or other structure. By manipulating their body structure while covering the floor, trappers can form a box that resembles a small trunk or chest. This is usually enough to lure would-be-adventurers to their doom.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Trapper \n'b' Large aberration , chaotic neutral \n'b' Armor Class 14 (natural armor) Hit Points 104 (16d10 + 16) Speed 10 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 12 (+1) INT: 13 (+1) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Stealth +5 Damage Resistances fire, cold Senses blindsense 60 ft., passive Perception 11 Languages Deep Speech Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The trapper can move through space as narrow as 1 inch wide without squeezing. \n'b' Damage Transfer . While grappling a creature, the trapper takes only half the damage dealt to it rounded down), and the grappled creature takes the other half. \n'b' False Appearance . While the trapper remains motionless, it is indistinguishable from the surrounding floor. \n'b'\n'b' ACTIONS \n'b'\n'b' Smother . Melee Weapon Attack : +6 to hit, reach 5 ft., one Medium or smaller creature. Hit : The creature is grappled (escape DC 16). Until this grapple ends, the target is restrained , blinded , and at risk of suffocating, and the trapper can\xe2\x80\x99t smother another target. Also, at the start of each of the target\xe2\x80\x99s turns, the target takes 10 (2d6 + 3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Trappers are clever monsters that prefer a subterranean habitation to all others. They shape their flat bodies to conform to the floor surface of their abode. Being of a consistency almost as hard as stone, trappers are nearly impossible to detect by any normal means. Usually, a trapper will wait until its prey is near its center (where it often creates a protuberance which resembles furniture or appliances, and in some cases for highly skilled trappers electronic devices with faintly gleaming lights or translucent screens) and then suddenly closes itself upon the unsuspecting victims. It must be killed or faced with certain death to make it free its prey. Its treasure is kept beneath it. Lurker Below. Trappers are amorphous in form, so they can shape themselves to the form of the floors of the places they choose to await prey. A typical trapper can cover on area of up to 400 square feet, and giant specimens can cover as much as 600 square feet. The trapper also has the advantage of being able to alter its coloration to blend with the color of the floor or ground upon which it rests.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Trash Gryphon \n'b' Tiny monstrosity , unaligned \n'b' Armor Class 12 Hit Points 2 (1d4) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 3 (-4) DEX: 15 (+2) CON: 10 (+0) INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Senses darkvision 60 ft, passive Perception 13 Languages \xe2\x80\x94 Challenge 0 (10 XP) \n'b' SPECIAL Traits \n'b'\n'b' Keen Sight . The trash gryphon has advantage on Wisdom ( Perception ) checks that rely on vision. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1 slashing damage. \n'b'\n'b' ABOUT \n'b' Trash gryphons is a general term used to classify a collection of chimera-like creatures. These creatures all tend to be the size of a small dog or housecat. The largest can be as big as a halfling. \n'b' All trash gryphons combine the elements of an avian and a mammal, but the combination therein can vary widely. The most commonly known trash gryphons combine the elements of crows and raccoons. Other common pairings include pigeonrats, jay-squirrels, starling-cats, and sparrow-mice. \n'b' The more rare breeds of pairings include vultureopossums, ibis-beavers, and magpie-skunks. The combinations of different avian-mammal pairing can be startling to those unprepared to encounter these monstrous vermin. \n'b' Despite their namesake, trash gryphons can be helpful to control vermin populations. That is, as long as the breeding trash gryphons themselves are kept in check; lest they become the local vermin. \n'b' The \xe2\x80\x9ccute\xe2\x80\x9d varieties of trash gryphons are often kept as pets by families. And some wizards enjoy making use of trash gryphons as the odd familiar. \n'b' Variants \n'b' Some trash gryphons mimic the hind-quarters of a skunk. Those with such a feature have the following additional Action: \n'b'\n'b' Musk Spray . The trash gryphon sprays a 15-foot cone of foul-smelling fluid from its hind-end. Any creature caught in the area must make a DC 10 Constitution saving throw against poison or be incapacitated for 1d3 rounds as it chokes and retches. Creatures that don\xe2\x80\x99t need to breathe or are immune to poison automatically succeed on this saving throw.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Treacherous Thief \n'b' Medium undead , lawful evil\n'b' STATS STR: 13 (+1) DEX: 24 (+7) CON: 17 (+3) INT: 14 (+2) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 19 (studded leather) Hit Points 120 (16d8 + 48) Speed 30 ft., climb 30 ft. Saving Throws Dexterity +11, Charisma +8 Skills Acrobatics +15, Investigation +10, Perception +7, Sleight of Hand +15, Stealth +15 Damage Immunities necrotic, poison, psychic Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 60 ft., passive Perception 17 Languages the languages it knew in life Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Sneak Attack . Once per turn, the treacherous thief deals an extra 8d6 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 thief that isn\xe2\x80\x99t incapacitated and the thief doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Cunning Action . The treacherous thief can use its bonus action to take the Dash , Disengage or Hide action. \n'b' Evasion . If the treacherous thief makes a Dexterity saving throw to take half damage, it takes no damage on a successful saving throw and half damage on a failed one. \n'b' Innate Spellcasting . The treacherous thief can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : disguise self , expeditious retreat , mage hand \n'b'\n'b' Unhallowed . If damage would reduce the unhallowed to 0 hit points and it is not on holy ground, or has not had its true name and secret revealed, the unhallowed is reduced to 1 hit point instead. \n'b' Actions \n'b' Multiattack . The treacherous thief makes two attacks with its shortsword or shortbow. \n'b' Shortsword . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 10 (1d6 + 7) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +11 to hit, range 80/320 ft., one target. Hit : 10 (1d6 + 7) piercing damage. \n'b' Tactics \n'b' A treacherous thief hunted by heroes will always try to choose the battleground if at all possible. It prefers large structures with many shadows and hiding places or similar urban environments. It will strike from the shadows, always using its stealth to its advantage. It will use mage hand to create distractions and expeditious retreat to move very quickly from area to area. \n'b' Description \n'b' The treacherous thief was cursed by the gods for betraying the trust of others, all for petty greed. It once used its skills to steal from those who had almost nothing to call their own, simply for the joy of taking. It killed for a handful of coins, or just to watch them die. And now there is no treasure in the world rich enough to buy its way out of damnation. \n'b' The treacherous thief disguises its hideous features with spells of illusion and skulks in the shadows, striking with surprise. When it ventures into the open, it wears a pleasant face and fancy clothes to beguile its unwitting victims. \n'b' Worthless Wealth . To one who is centuries dead, wealth is nothing but a cruel joke. The pleasures of the flesh mean nothing when the flesh is rotten. The thief now takes what satisfaction it can in depriving others of precious or holy artifacts, setting brother against brother by theft and innuendo and corrupting nobles for its own amusement.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Treacle \n'b' Tiny ooze , unaligned \n'b' Armor Class 12 Hit Points 22 (4d4 + 12) Speed 15 ft., climb 10 ft.\n'b' STATS STR: 4 (\xe2\x80\x933) DEX: 15 (+2) CON: 17 (+3) INT: 1 (\xe2\x80\x935) WIS: 1 (\xe2\x80\x935) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4 Senses blindsight 120 ft. (blind beyond this radius), passive Perception 5 Languages \xe2\x80\x94 Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The treacle can move through a space as narrow as 1 inch wide without squeezing. \n'b' Mimicry . The treacle can mimic animal sounds. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom ( Insight ) check. \n'b'\n'b' ACTIONS \n'b'\n'b' Blood Drain . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : The treacle attaches to the target. While attached, the treacle can\xe2\x80\x99t attack , and at the start of each of the treacle\xe2\x80\x99s turns, the target loses 5 (2d4) hp due to blood loss. Each time the target loses hp in this way, it must succeed on a DC 14 Wisdom (Perception) check to notice the treacle is attached and harming it, otherwise it is unaware the hp loss is from the treacle. A creature that loses hp in this way while below half its hp maximum automatically succeeds on this check. The attached treacle moves with the target whenever the target moves, requiring none of the treacle\xe2\x80\x99s movement. It can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the treacle. \n'b'\n'b' REACTIONS \n'b'\n'b' Mimic Innocence . When a creature the treacle can see moves within 120 feet of it, the treacle squishes, stretches, and molds its body into the shape of a Tiny Beast or object the creature finds least threatening, such as an injured rabbit or a long-lost toy. The treacle\xe2\x80\x99s body takes on most of the coloration of the desired shape, but some part of it is always white, pale, or pearlescent. Regardless of the shape, the treacle\xe2\x80\x99s flesh doesn\xe2\x80\x99t change and is soft and plush to the touch. The treacle can maintain this shape for up to 8 hours or until another creature it can see moves within 120 feet of it. \n'b'\n'b' ABOUT \n'b' The trapped rabbit squeals as it pulls against the rope binding it. Suddenly, the rabbit\xe2\x80\x99s form shifts, revealing it to be a pale, pearlescent ooze ready to pounce on prey. \n'b' A curious bunny, an abandoned toy, or a delicate songbird can spell slow death for the unprepared. Beneath any of these facades may lurk a treacle waiting to feed on a gullible victim, mewling and cooing all the while. Whether by natural selection or arcane tampering, these compact oozes prey on kindness. \n'b' Diet of Blood . Treacles feed on blood but lack the natural weapons or acid of larger slimes. To survive, prey must welcome and embrace them, unaware of the threat. The treacles\xe2\x80\x99 soft bodies absorb psychic impressions and take the shape of unthreatening creatures. In the wild, treacles assume the form of an animal\xe2\x80\x99s offspring to lie close and feed. \n'b' Pet Polymorph . Among humanoids, treacles transform into pets, toys, or injured animals. Treacles don\xe2\x80\x99t choose their forms consciously, instead relying on a primitive form of telepathy to sense which shapes a potential victim finds least threatening or most enticing. They can hold a new shape for several hours, even if the intended victim is no longer present. \n'b' Slow Drain . Once they have assumed a nonthreatening form, treacles mewl, sing, or make pitiful noises to attract attention. Once they\xe2\x80\x99re in contact with a potential victim, treacles drain blood slowly, ideally while their prey sleeps. If threatened or injured, treacles flee. A sated treacle detaches from its victim and seeks a cool, dark place to rest and digest.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Treant, Acheron-Corrupted \n'b' Family: Treant \n'b' Huge plant , chaotic evil \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 102 (12d12 + 24) \n'b' Speed 30 ft.\n'b' STATS STR: 23 (+6) DEX: 8 (\xe2\x80\x931) CON: 15 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing \n'b' Damage Vulnerabilities fire \n'b' Senses passive Perception 13 \n'b' Languages Common, Druidic, Elvish, Sylvan \n'b' Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the treant remains motionless, it is indistinguishable from a normal decaying tree. Lifeless Aura. The Acheron-corrupted treant exudes an aura of deterioration and lifelessness that manifests as an unpleasant itching up to 20 feet from the treant. Creatures in the aura other than fiends and Acheroncorrupted creatures can\xe2\x80\x99t regain hit points. \n'b' Siege Monster . The treant deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The treant makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 16 (3d6 + 6) bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +10 to hit, range 60/180 ft., one target. Hit : 28 (4d10 + 6) bludgeoning damage. \n'b' Animate Trees (1/day) . The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as an Acheron-corrupted treant, except they have Intelligence and Charisma scores of 1, they can\xe2\x80\x99t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies, until the treant dies or is more than 120 feet from the tree, or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then falls over and dies. \n'b'\n'b' ABOUT \n'b' The desolation and barrenness that accompany the Acheron legion have warped this treant, imbuing the creature with the malevolent desire to spread its own decay. The forest creatures that once depended on the treant\xe2\x80\x99s guidance now suffer under its depredations, and the treant\xe2\x80\x99s former domain is now a blighted haven for evil. Fiends use corrupted treants as living siege engines, assaulting the fortifications of elves and other intractable creatures that seek shelter in the forest. \n'b' This lumbering tree looks badly diseased, with patches of rot on its trunk and decaying leaves clinging to its boughs. \n'b' Acheron Corruption \n'b' Acheron corruption is usually embraced by creatures living in the desolate, barren wastelands that the Acheron legion produces, if only as a means to survive. While this legion controls an area, live births from any creatures are rare and produce corrupted creatures that grow to maturity with supernatural speed. Creatures with an Acheron corruption seem sickly and pale, and most have vacant, hollow gazes. \n'b' Acheron corruption grants the following trait. \n'b' Lifeless Aura . The Acheron-corrupted creature exudes an aura of deterioration and lifelessness that manifests as an unpleasant itching up to 20 feet from the creature. Creatures in the aura other than fiends and Acheron-corrupted creatures can\xe2\x80\x99t regain hit points or gain temporary hit points.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Treant, Mangrove \n'b' Family: Treant \n'b' Huge plant , neutral \n'b' Armor Class 15 (natural armor) Hit Points 136 (13d12 + 52) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 7 (-2) CON: 19 (+4) INT: 12 (+1) WIS: 15 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +8, Nature +4 Senses passive Perception 12 Languages Common, Draconic, Druidic, Sylvan Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the mangrove treant remains motionless, it is indistinguishable from an ordinary mangrove tree. \n'b' Grasping Roots . The treant has advantage on Strength and Dexterity saving throws made against effects that would force\xc2\xa0it prone . \n'b' Siege Monster . The mangrove treant deals double damage to objects and structures. \n'b' Tiny Spies . The mangrove treant can communicate with mosquitos as if they shared a language. The mosquitos alert the treant to the presence of intruders, and the treant has advantage on Wisdom ( Perception ) checks to notice creatures within 60 feet of it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mangrove treant makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage. \n'b' Mangrove Mosquitos . The mangrove treant calls a swarm of mosquitos from its branches. The swarm of mosquitos uses the statistics of a swarm of insects, except it has a flying speed of 30 feet. The swarm acts an ally of the treant and obeys its spoken commands. The swarm remains for 1 day, until the treant dies, or until the treant dismisses it as a bonus action. \n'b'\n'b' ABOUT \n'b' The treant can have only one swarm of mosquitos at a time. If it calls another, the previous swarm disperses. \n'b' Gnarled roots reaching deep into the muck act as legs for this group of trees conjoined into a sentient being. \n'b' Ancient Grove Guardians . Mangrove treants provide shelter and a resource-rich environment for many creatures.\xc2\xa0They extend their roots into the water, where several species of fish thrive. Biting and stinging insects, most notably mosquitos, dart about in cloud-like formations near the water\xe2\x80\x99s surface.\xc2\xa0Arboreal animals nest high among the treants\xe2\x80\x99 boughs mostly removed from the depredations of the insects. Unlike their forest cousins, these swampland treants are more concerned with the safety of those under their protection and less concerned with the overall health of the swamp. They decisively react to direct threats to themselves and the creatures within their boughs and roots, but they may not act if something endangers an area outside their immediate groves.\xc2\xa0Mangrove treants continue to grow throughout their extraordinarily long lives, which can reach millennia if they see no external disruptions. The treants also add ordinary mangrove trees into their gestalt, incorporating the trees\xe2\x80\x99 ecosystems into its whole. \n'b' Friend to Lizardfolk . While a mangrove treant is generally wary of civilization, it befriends lizardfolk who show proper deference. Lizardfolk help control the treant\xe2\x80\x99s fish population, since the treant normally doesn\xe2\x80\x99t house predators, and they act as protectors to the treant. Various groups of lizardfolk venerate a mangrove treant as a respected elder or a being sacred to their deities. Some lizardfolk shamans know the secret to awakening a mangrove treant. \n'b' Mosquito Whisperer . A mangrove treant eventually learns to communicate with all the creatures inhabiting its grove, but it can always communicate with mosquitos. A dormant mangrove treant that is hosting mosquitos is rarely caught off guard thanks to diligent reporting from the insects. The treant can send mosquitos on reconnaissance missions, but the insects provide increasingly vague details the farther they travel from the treant, making them reliable spies only over short distances. \n'b' The treant also has a modicum of control over mosquitos. It typically exerts its will to keep the insects from overwhelming the animals living among its branches. When the treant faces a threat, though, it can call the mosquitos into a swarm to drive off or kill the threat.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Treant, Sovereign \n'b' Family: Treant \n'b' Gargantuan plant , neutral good \n'b' Armor Class 18 (natural armor) Hit Points 330 (20d20+120) Speed 30 ft.\n'b' STATS STR: 27 (+8) DEX: 8 (-1) CON: 23 (+6) INT: 16 (+3) WIS: 18 (+4) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing Senses passive Perception 13 Languages Common, Druidic, Elvish, Sylvan Challenge 23 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the sovereign treant remains motionless, it is indistinguishable from a normal tree. \n'b' Legendary Resistance (3/Day) . If the sovereign treant fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The sovereign treant has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The sovereign treant\xe2\x80\x99s weapon attacks are magical. \n'b' Pain Threshold . Any attacks or spells that deal 6 points of damage or less do not deal any damage to the sovereign treant. \n'b' Regeneration . The sovereign treant regains 30 hit points at the start of its turn if it has at least 1 hit point. \n'b' Siege Monster . The sovereign treant deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sovereign treant makes four slam attacks or it throws three rocks. \n'b' Slam . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 27 (3d12+8) bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +15 to hit, range 120/360 ft., one target. Hit : 34 (4d12+8) bludgeoning damage. \n'b' Animate Forest (1/Day) . The sovereign treant magically animates all of the nonmagical plants in a 50-foot radius. These plants rise up under its control as a grove swarm and act on the sovereign treant\xe2\x80\x99s initiative . The sovereign treant can command its grove swarm telepathically, ordering it to advance, attack , or retreat. If the grove swarm enters the sovereign treant\xe2\x80\x99s space, it can order the swarm to carry it. When the sovereign treant is destroyed the swarm\xe2\x80\x99s plants set down roots wherever they are currently located. \n'b' Animate Trees (Recharge 6) . The sovereign treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant , except they have Intelligence and Charisma scores of 1, they can\xe2\x80\x99t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate until it dies at which point it sets down roots wherever it is currently located. \n'b'\n'b' ABOUT \n'b' Every world instilled with magic has a master of forests, a single creature that towers above all others in power and prestige. These embodiments of the woods are always a force for good and protect their realms, slow to take up arms against enemies from without but devastating when they move to turn nature against invaders.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Treant, Stone \n'b' Family: Treant \n'b' Huge elemental , neutral \n'b' Armor Class 14 (natural armor) Hit Points 403 (26d12 + 234) Speed 30 ft., burrow 5 ft.\n'b' STATS STR: 30 (+10) DEX: 8 (-1) CON: 29 (+9) INT: 10 (+0) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Wisdom +8 Skills Perception +8, Stealth +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that are not adamantine. Damage Immunities acid, poison Condition Immunities poisoned Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 18 Languages Sylvan, Terran Challenge 15 (13,000 XP) \n'b' Special Traits \n'b' Acidic Blood . Anyone striking the stone treant with a melee attack that inflicts piercing or slashing damage releases a gout of acidic blood. Each creature within 5 feet of the treant must attempt a DC 18 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much on a successful one. \n'b' Rampage . When a stone treant reduces a creature to 0 hit points with a melee attack on its turn, the stone treant can take a bonus action to move up to half its speed and make a slam attack . \n'b' Radial Symmetry . Because of its shape, the stone treant can bring no more than two of its slam attacks to bear on any one target. However, this symmetry prevents the treant from being surprised. \n'b' Trampling Charge . If the stone treant moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone . If the target is prone , the stone treant can make one slam attack against it as a bonus action. \n'b' Actions \n'b' Multiattack . The stone treant makes three slam attacks. \n'b' Slam . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 32 (5d8 + 10) bludgeoning damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Namonti Benthonir \n'b' Family: Benthonir \n'b'\n'b' Medium monstrosity , neutral \n'b' Armor Class 12 \n'b' Hit Points 71 (11d8 + 22) \n'b' Speed 20 ft., swim 40 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 9 (-1) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4, Stealth +4 \n'b' Damage Immunities cold \n'b' Senses blindsense 30 ft., darkvision 60 ft., passive Perception 10 \n'b' Languages Aquan, Benthoniri \n'b' Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Regeneration . The benthonir regains 5 hit points at the start of its turn if it has at least 1 hit point. \n'b' Water Breathing . The benthonir can breathe air and water. Additionally, a benthonir can freely cast spells and use other abilities while submerged. \n'b' Asquenti Mimic . The namonti benthonir looks like an asquenti and can only be distinguished with a cursory medical examination ( Wisdom ( Medicine ) DC 10) or by scoring a critical hit against it. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The namonti benthonir makes two attacks: one with its bite and one with its claw. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' Sonic Lance . Ranged Weapon Attack : +5 to hit, range 60/180 ft., one target. Hit : 5 (1d6 + 2) thunder damage, and the target must succeed on a DC 12 Constitution saving throw or be stunned for 1 round. \n'b' Sonic Pincer . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage plus 5 (2d4) thunder damage, and the target must succeed on a DC 12 Constitution saving throw or be stunned for 1 round. \n'b'\n'b' About \n'b' Endemic to deepest parts of the ocean, benthonir are transparent humanoids with an undifferentiated biology. \n'b' Each drop of the condensed slime that makes up a benthonir\xe2\x80\x99s body is interchangeable with the rest so long as enough of the body remains viable to maintain life. This extends to the beginning of their lives, with vast fields of benthonir buds growing on the walls of ocean trenches. \n'b' Kraken Cultists . Vast schools of benthonir gather in the trenches. There they worship the krakens they believe created them from the lesser creatures of the trenches and, at the krakens\xe2\x80\x99 behest, wage war on the asquenti realms above. In their pantheon, the krakens only bend knee to the even greater Vulnatatoa. \n'b' Mutations . With their great numbers and ever-shifting form, it comes as no surprise that the benthonir are susceptible to a wide variety of mutations. Few surface dwellers have seen a normal benthonir and fewer still recognize them as kin to the mutants who can be found on the surface. Thankfully for surface dwellers, the benthonir can only bud in the trenches, leaving the surface as yet uninvaded. \n'b' Fire Shark benthonirs have red coloration that gathers in scales over their transparent flesh. This appearance grants them advantage on Dexterity ( Stealth ) checks while in the vast kelp jungles below he waves. They are also immune to fire rather than cold and often have multiple arms. \n'b' Human Born benthonirs look completely human but lose fast healing and their swim speed, instead gaining a normal 30-foot land speed. They can suppress their bite, claw, and morphic form as a bonus action. Using these abilities can reveal their true nature, but otherwise detecting their benthoniri biology requires close examination requiring at least 1 hour and a successful DC 20 Intelligence ( Nature ) check. \n'b' Human Mimic benthonirs look like incomplete human beings, wrinkled as their flesh constantly melts and reforms, but could be mistaken for elderly humans in poor light . They have a land speed of 30 feet and a swim speed of 20 feet. \n'b' Namonti benthonirs look like asquenti and can only be distinguished with a cursory medical examination ( Wisdom ( Medicine ) DC 10) or scoring a critical hit on them in combat. \n'b' They also possess the base asquenti pincer, sonic lance, and sonic pincer attacks rather than their claw and bite.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Choronzon (Chaos Demon) \n'b' Family: Demons \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 324 (24d10 + 192) Speed 40 ft.\n'b' STATS STR: 28 (+9) DEX: 15 (+2) CON: 27 (+8) INT: 12 (+1) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8, Constitution +14, Charisma +10 Skills Insight +8, Intimidation +10, Perception +8 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 18 Languages Abyssal Challenge 17 (18,000 XP) \n'b' Special Traits \n'b' Aura of Confusion . The demon can activate or deactivate this feature as bonus action. While active, any creature that ends its turn within 30 feet of the demon must make a DC 19 Wisdom saving throw or be stunned until the end of the demon\xe2\x80\x99s next turn. \n'b' Innate Spellcasting . The demon\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The demon can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : confusion , fear \n'b' 3/day : blight \n'b'\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' Actions \n'b' Multiattack . The demon makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 22 (3d8 + 9) piercing damage. \n'b' Claws . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 23 (4d6 + 9) slashing damage. On a successful hit, the target must make a DC 20 Constitution saving throw or be stunned until the start of the demon\xe2\x80\x99s next turn. \n'b' Chaos Breath (Recharge 5-6) . The demon breathes exhales a 40-foot cone of bluish gas. Each creature in the area must make a successful DC 19 Constitution saving throw or take 42 (12d6) necrotic damage and become poisoned . While poisoned in this way, a target takes 7 (2d6) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature killed by the demon\xe2\x80\x99s Chaos Breath instantly breaks apart into its individual atomic components. The creature can only be restored to life by means of a true resurrection or wish spell. \n'b' Teleport . The demon magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. \n'b' Summon (1/day) . The demon chooses what to summon and attempts a magical summoning. A choronzon has a 50% chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can\xe2\x80\x99t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. \n'b' About \n'b' This creature stands at least 20 feet tall with a huge, muscular body. Its massive arms and legs end in wicked claws. Its rounded, squat head, sits atop an extremely thick, almost nonexistent neck. The creature\xe2\x80\x99s gaping maw is filled with sharp fangs. Two large swept back horns jut from its head just above its rounded eyes. \n'b' Choronzons are the demons of confusion, dispersion, and ultimate chaos. They are huge behemoths seemingly bred for war and battle, though most rarely take part in the Abyssal wars that rage between the planes. Choronzons prefer to use their talents on weak-minded creatures such as those that inhabit the Material planes, and as such, they are usually encountered there. These demons derive great pleasure in laying waste to villages and towns and even small kingdoms (if the mood strikes them). \n'b' Amongst demonkind, choronzons are both feared and hated. A great enmity exists between balors and choronzons that scholars and lorekeepers can document, but cannot determine the source of the hatred between these two demonic races. \n'b' A choronzon stands about 20 feet tall and weighs about 9,000 pounds. \n'b' Its scaly flesh is bluish-black and its eyes are crimson. Its horns are darker than the rest of its body and the creature\xe2\x80\x99s claws are pitch black. Its teeth are dull ivory in color. \n'b' A choronzon begins combat by surrounding itself with its aura of confusion and then unleashing its breath weapon at its foes. Opponents that continue to press the battle are met with a mix of physical attacks and innate spellcasting abilities.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Treant, Vampiric \n'b' Family: Treant \n'b' Huge plant , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 212 (17d12 + 102) Speed 30 ft.\n'b' STATS STR: 23 (+6) DEX: 12 (+1) CON: 22 (+6) INT: 12 (+1) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Wisdom +9, Charisma +8 Skills Perception +9, Stealth +7 Damage Resistances bludgeoning, cold, lightning, necrotic, piercing; slashing from nonmagical attacks Damage Immunities poison Damage Vulnerabilities fire Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 19 Languages Common, Druidic, Elvish, Sylvan Challenge 17 (18,000 XP) \n'b' Special Traits \n'b' False Appearance . While the vampiric treant remains motionless, it is indistinguishable from a normal tree. \n'b' Legendary Resistance (3/day). If the vampiric treant fails a saving throw, it can choose to succeed instead. \n'b' Regeneration . The vampiric treant regains 20 hit points at the start of its turn if it has at least 1 hit point and didn\xe2\x80\x99t take fire damage since its last turn. \n'b' Siege Monster . The vampiric treant deals double damage to objects and structures. \n'b' Actions \n'b' Multiattack . The vampiric treant makes two attacks, only one of which may be a Charm attack . \n'b' Slam . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 16 (3d6 + 6) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, the target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampiric treant regains hit points equal to that amount. The reduction lasts until the target completes a long rest . \n'b' Rock . Ranged Weapon Attack : +12 to hit, range 60/180 ft., one target. Hit : 28 (4d10 + 6) bludgeoning damage. \n'b' Charm . The vampiric treant targets one humanoid it can see within 30 feet of it. If the target can see the vampiric treant , the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampiric treant . The charmed target regards the vampiric treant as a trusted friend to be heeded and protected. Although the target isn\xe2\x80\x99t under the vampiric treant\xe2\x80\x99s control, it takes the vampiric treant\xe2\x80\x99s requests or actions in the most favorable way it can. Each time the vampiric treant or the vampiric treant\xe2\x80\x99s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampiric treant is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. \n'b' Animate Trees (1/day). The vampiric treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant , except they have Intelligence and Charisma scores of 1, they can\xe2\x80\x99t speak, and they have only the Slam action option. An animated tree acts as an ally of the vampiric treant . The tree remains animate for 1 day or until it dies; until the vampiric treant dies or is more than 120 feet from the tree; or until the vampiric treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. \n'b' Children of the Vine (1/day). The vampiric treant magically calls 4d6 awakened shrubs. The called creatures arrive in 1d4 rounds, acting as allies of the vampiric treant and obeying its spoken commands. The creatures remain for 1 hour, until the vampiric treant dies, or until the vampiric treant dismisses them as a bonus action. \n'b' Legendary Actions \n'b' The vampiric treant 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 vampiric treant regains spent legendary actions at the start of its turn. \n'b' Move . The vampiric treant moves up to its speed without provoking opportunity attacks. \n'b' Slam . The vampiric treant makes one Slam attack . \n'b' Rock . The vampiric treant makes one Rock attack . \n'b' Entangle . The vampiric casts an entangle spell (spell save DC 17) without the need for material components or concentration.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Treant, Weeping \n'b' Family: Treant \n'b' Huge plant , neutral \n'b' Armor Class 17 (natural armor) Hit Points 105 (10d12 + 40) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 8 (\xe2\x80\x931) CON: 18 (+4) INT: 12 (+1) WIS: 16 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +6 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Senses darkvision 60 ft., passive Perception 13 Languages Common, Druidic, Elvish, Sylvan, Umbral Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Siege Monster . The weeping treant deals double damage to objects and structures. \n'b' Speak with Plants . The weeping treant can communicate with plants as if they shared a language. \n'b' Weep Acid . Thick tears of dark, acidic sap stream continuously down the treant\xe2\x80\x99s face and trunk. A creature that touches the weeping treant or hits it with a melee attack while within 5 feet of it must succeed on a DC 15 Dexterity saving throw or take 3 (1d6) acid damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The weeping treant makes two Slam or Rock attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., single target. Hit : 15 (3d6 + 5) bludgeoning damage plus 3 (2d6) acid damage, and the target takes 3 (1d6) acid damage at the end of its next turn unless it or another creature takes an action to wipe off the acid. \n'b' Rock . Ranged Weapon Attack : +8 to hit, range 60/180 ft., one target. Hit : 21 (3d10 + 5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This twisted tree\xe2\x80\x99s face is made of cracked, black bark knotted into vaguely humanoid features, and thick tears of sap run down its face. \n'b' Weeping treants clearly are related to other treants, but they are smaller than the normal variety. Their gnarled trunks are twisted, and their wood often groans when they move. \n'b' Forest Wardens . Weeping treants are protectors of dark, shadowy forests\xe2\x80\x94particularly forests in the Plane of Shadow\xe2\x80\x94and they are as long-lived as the trees themselves. They act as guardians for an entire forest or for something specific within the forest, and they have no pity for those carrying axes or fire. \n'b' Skeptical Mein . Weeping treants are terrifying and relentless when fighting in defense of their charge. They are inherently distrustful, particularly of anything not of the natural or shadow world, and they\xe2\x80\x99re notoriously difficult to fool or deceive. \n'b' Enchanted Bitter Tears . Sages and scholars debate why these creatures weep, but no one has come forward with a compelling reason beyond \xe2\x80\x9cit\xe2\x80\x99s what trees do.\xe2\x80\x9d The weeping treants themselves refuse to speak on the matter. Their tears are occasionally components in druidic spells or items.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tree Giant \n'b' Gargantuan plant (titanspawn), any neutral\n'b' STATS STR: 23 (+6) DEX: 6 (-2) CON: 27 (+8) INT: 14 (+2) WIS: 21 (+5) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 18 (natural armor) Hit Points 277 (15d20 + 120) Speed 40 ft. Saving Throws Strength +11, Constitution +13, Wisdom +10 Skills Nature +7 Damage Resistances bludgeoning, piercing Damage Vulnerabilities fire Senses darkvision 120 ft., passive Perception 15 Languages Druidic, Sylvan, Titan Speech Challenge 15 (13,000 XP) \n'b' Special Traits \n'b' False Appearance . While the tree giant remains motionless, it is indistinguishable from a normal, massive tree. \n'b' Siege Monster . The tree giant deals double damage to objects and structures. \n'b' Spellcasting . The tree giant is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, and +10 to hit with spell attacks). It has the following druid spells prepared:\n'b'\n'b' Cantrips (at will) : druidcraft, guidance , mending , resistance \n'b' 1st level (4/day) : entangle , goodberry, healing word , speak with animals \n'b' 2nd level (3/day) : animal messenger , locate animals or plants , spike growth \n'b' 3rd level (3/day) : daylight , plant growth , speak with plants \n'b' 4th level (3/day) : conjure woodland beings , hallucinatory terrain \n'b' 5th level (2/day) : awaken , commune with nature \n'b' 6th level (1/day) : move earth , wall of thorns \n'b'\n'b' Actions \n'b' Multiattack . The tree giant makes three slam attacks. \n'b' Slam . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 30 (7d6 + 6) bludgeoning damage, and the target must succeed on a DC 20 Strength saving throw or be pushed 10 feet away from the tree giant and knocked prone . \n'b' Rock . Ranged Weapon Attack : +11 to hit, range 60/240 ft., one target. Hit : 39 (6d10 + 6) bludgeoning damage. \n'b' Animate Trees (3/Day) . The tree giant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant , except they have Intelligence and Charisma scores of 1, they can\xe2\x80\x99t speak, and they have only the Slam action option. An animated tree acts as an ally of the tree giant. The tree remains animate for 1 day or until it dies; until the tree giant dies or is more than 120 feet from the tree; or until the tree giant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. \n'b' Tactics \n'b' Tree giants are patient watchers of the woodland and rarely act directly, though sometimes they might use spells or their ability to animate trees to guide trouble away from their homes. Evil tree giants or those facing sustained attack will be more direct, using both spells and their deadly slam attacks to target whomever they believe is the greatest threat, usually fire-wielding warriors or spellcasters. \n'b' Description \n'b' Tree giants are ancient, colossal treants, encountered only in the oldest of forests where the trees can be as tall as themselves. They are very rare and quite difficult to spot in their native terrain, despite their enormous size. A tree giant usually stands 75 to 80 feet tall. \n'b' Most tree giants go out of their way to protect wildlife, forests, and those who would preserve them. Those uncommon evil-aligned tree giants, though, instead seek to harm any who pass into their domains.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tree of Dread \n'b' Huge fey , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 149 (13d12 + 65) Speed 30 ft.\n'b' STATS STR: 23 (+6) DEX: 8 (-1) CON: 21 (+5) INT: 12 (+1) WIS: 16 (+3) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Resistances bludgeoning, necrotic, piercing Senses darkvision 60 ft., passive Perception 13 Languages Sylvan, Common, Elvish Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' False Appearance . While the tree of dread remains motionless, it is indistinguishable from a normal tree. \n'b' Siege Monster . The tree of dread deals double damage to objects and structures. \n'b' Actions \n'b' Multiattack . The tree of dread makes three slam attacks with its branches. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 16 (3d6 + 6) bludgeoning damage. \n'b' Animate Trees (1/day) . The tree of dread magically animates 1d4 trees it can see within 60 feet of it. These trees have the same statistics as the tree of dread, except they have Intelligence and Charisma scores of 1, they can\xe2\x80\x99t speak, and they have only the Slam action option. An animated tree acts as an ally of the tree of dread. The tree remains animated for 1 day or until it dies; until the tree of dread dies or is more than 120 feet from the tree of dread; or until the tree of dread takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. \n'b' About \n'b' The tree of dread is a dark version of the treant . It is an evil tree that lives in the deepest part of the woods. \n'b' Deep Sickness . The Tree of Dread is a tree that was dying of disease and was awakened by dark forces. Evil druids are usually part of the long process that awakens these monsters. \n'b' Evil Guardians . Trees of Dread protect their territory like their treant cousins. \n'b' However, they use violence as their only means of solving conflict. They are extremely unpredictable and dangerous. \n'b' When they gather in groups, they often overwhelm their opponents. A herd of these fey are a terrifying sight to behold.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tree Skinner \n'b' Medium fiend , chaotic evil \n'b' Armor Class 13 Hit Points 38 (7d8 + 7) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 13 (+1) INT: 14 (+2) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Condition Immunities charmed Senses darkvision 60 ft., passive Perception 14 Languages Abyssal, Elvish, Infernal, Sylvan Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance (Tree Form Only) . While the skinner remains motionless, it is indistinguishable from a normal tree. \n'b' Inhabit Tree . As a bonus action, the skinner touches a Medium or larger tree that is not a creature and disappears inside it. While inside the tree, the skinner has tremorsense with a radius of 30 feet, has an AC of 15, has a speed of 0, and has vulnerability to fire damage. When the skinner is reduced to 15 hp , the tree dies and the skinner appears within 5 feet of the dead tree or in the nearest unoccupied space. The skinner can exit the tree as a bonus action, appearing within 5 feet of the tree in the nearest unoccupied space, and the tree reverts to being an object. The skinner can inhabit a tree for only 3 days at most before the tree dies, requiring the skinner to seek another vessel. \n'b' Magic Resistance . The skinner has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. The target must succeed on a DC 13 Constitution saving throw or take 7 (2d6) poison damage and become poisoned until the end of its next turn. \n'b' Vine Whip (Tree Form Only) . Melee Weapon Attack : +5 to hit, reach 20 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage, and if the target is a Large or smaller creature, it is grappled (escape DC 13). The skinner can grapple up to two creatures at one time. \n'b' Squeeze (Tree Form Only). The tree skinner makes one vine whip attack against a creature it is grappling. If the attack hits, the target is also unable to breathe or cast spells with verbal components until this grapple ends. \n'b'\n'b' ABOUT \n'b' A feminine creature made of decaying, thorny plant life gives a wicked laugh as she touches a tree and disappears. Moments later, the tree emits the same laugh as it swings its branches. \n'b' Formed by Hags . Night hags create tree skinners by taking advantage of dryads that have been driven mad by the death of their trees. The hags promise the dryads a chance to connect with trees again and induce them into submitting to a special ritual. The ritual used to transform a dryad into a skinner also instills in the dryad a hatred of all fey. The irony of a former dryad using trees to murder fey creatures delights the hags to no end. \n'b' Tree Puppeteers . Tree skinners can inhabit trees, turning the plants into weapons that can destroy forest communities. \n'b' The evil essence of a skinner slowly rots a tree from the inside out, eventually killing the plant. When the tree dies, the skinner is expelled and becomes agitated until she finds a new tree to inhabit. \n'b' Skinner Bands . Tree skinners all share the same desire-the destruction of all fey creatures. When the skinners encounter others of their kind, they join forces to attack communities of fey. As long as they have fey to attack, the group will stay together indefinitely, otherwise the lack of a common enemy causes infighting, leading to the dissolution of the group. \n'b' Hated by Treants . Treants abhor tree skinners, seeing them as abominations that manipulate plants and sap the life of trees. If a treant hears of skinner activity, it stops at nothing to slay the fiend.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tree Warrior \n'b' Large plant , neutral \n'b' Armor Class : 16 Hit Points 55 (10d10) Speed : 20 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 11 (0) INT: 10 (0) WIS: 16 (+3) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Stealth +5, Survival +6 Senses : darkvision 60 ft., passive Perception 16 Damage Resistances : bludgeoning, piercing, slashing from nonmagical weapons Damage Immunities : cold, poison Damage Vulnerabilities : fire Condition Immunities : poisoned Languages : Common, druidic, sylvan Challenge : 6 (2,300 XP) \n'b' Special Traits \n'b' Multiattack : The tree warrior may make both a branch slam and constricting entangle attack every round. \n'b' Actions \n'b' Constricting Entangle : The tree warrior has advantage on all grapple attempts. If it successfully grapples an opponent, that opponent is both grappled and restrained unless it successfully uses an action to make a DC 16 strength check and break free. Any creature thus entangled takes 9 (1d6+5) damage automatically every round that it fails to break free (in addition to any damage from further branch slam attacks the tree warrior chooses to make). The tree warrior can have up to 1d4 creatures grappled simultaneously. \n'b' Branch slam . Melee Weapon Attack : +8 to hit, reach 10 ft., 1 target. Hit : 13 (2d8+5) bashing damage. \n'b' About \n'b' Tree warriors are 10 to 14 feet tall, lean, and humanoid. Their bark is smooth and their hair and fingers have the appearance of long, supple willow branches. They were created to be the soldiers of the nature gods. In recent years, however, these gods have had little use for them. But they still wander the forests of the world, protecting them from harm.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tremathr \n'b' Medium construct , neutral \n'b' Armor Class 15 (natural armor) Hit Points Tremathr\xe2\x80\x99s Constitution modifier + your Wisdom modifier + 5x your level in druid Speed 30 ft., climb 30 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 10 (+0) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +3, Constitution +5 Skills Athletics +6, Perception +2 Damage Vulnerabilities fire Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 12 Languages understands the languages you speak \n'b' Challenge ? \n'b' Special Traits \n'b' Might of the Master . The following numbers increase by 1 when your proficiency bonus increases by 1: the tremathr\xe2\x80\x99s skill and saving throw bonuses (above) and the bonuses to hit and damage of its tusk attack , and the number of hit points restored by its Repair action (below). \n'b' Faultless Tracker . The tremathr is given a quarry by its creator. The tremathr knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The tremathr also knows the location of its creator. \n'b' Actions \n'b' The following actions require use of your Bonus Action. \n'b' Skeggox . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage if used with two hands. \n'b' Repair (3/Day) . The magical wood of the tremathr restores 2d8+2 hit points to itself or to one wooden construct or object within 5 feet of it. \n'b' About \n'b' This roughly-carved statue of a man is armed with an axe and moves with unnatural life! \n'b' Tremathr are wooden constructs carved from a single wooden log and imbued with a semblance of life. Given an axe and a target, the tremathr relentless tracks down its victim until it fulfills its mission. Many laeknar who create these beings keep one in circulation to track down their enemies at all times until otherwise called upon to defend their master. \n'b' Reanimated Souls . Tremathr have an uncomfortable semblance of life that leads some Laeknir to believe that it is not merely an animated piece of wood, but a soul that inhabits the shell. If that\xe2\x80\x99s true, perhaps it is the life of Yggdrassil itself; or worse, a wandering soul confined to its new servile existence. Whatever the case, the tremathr don\xe2\x80\x99t seem to remember their past life or are capable of communicating it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tribal Chief \n'b' Small or Medium humanoid (any race), any alignment \n'b' Armor Class 15 (breastplate) Hit Points 88 (16d8 + 16) Speed 30 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +6, Cha +7 Skills History +5, Investigation +5, Insight +6, Persuasion +7 Senses passive Perception 16 Languages any two languages Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Preternatural Preparation . \xe2\x80\x9cI knew you would try something like this.\xe2\x80\x9d Tribal chiefs always know when to have fellow tribe members nearby. Once per day, as a bonus action, a chief can summon 3d6 + 2 tribal warriors, 1d6 scouts, and 1d4 druids to defend them. \n'b'\n'b' Actions \n'b'\n'b' Leadership. (Recharges after a Short or Long Rest) . For 1 minute, a chief can utter a special command or warning whenever a nonhostile creature that they can see within 30 feet of them makes an attack roll or saving throw. That creature can add 1d4 to its roll provided it can hear and understand the matron. A creature can benefit from only one Leadership die at a time. This effect ends if the chief is incapacitated . \n'b' Rapier . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. \n'b'\n'b' Reactions \n'b'\n'b' Parry . The chief adds 2 to their AC against one melee attack that would hit them. To do so, the chief must see the attacker and be wielding a melee weapon.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tricenatorus \n'b' Huge monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 184 (16d12 + 80) Speed 50 ft.\n'b' STATS STR: 26 (+8) DEX: 10 (+0) CON: 20 (+5) INT: 2 (-4) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9, Wis +5 Skills Perception +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses passive Perception 15 Languages \xe2\x80\x93 Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Blood Frenzy . The tricenatorus has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hp . \n'b' Relentless (Recharges after a Short or Long Rest) . If the tricenatorus takes 40 damage or less that would reduce it to 0 hp , it is reduced to 1 hp instead. \n'b' Siege Monster . The tricenatorus deals double damage to objects and structures. \n'b' Tail Spike Regrowth . The tricenatorus has twenty-four tail spikes. Used spikes regrow when the tricenatorus finishes a long rest . \n'b' Actions \n'b' Multiattack . The tricenatorus makes two attacks: one with its bite and one with its gore, or two with its tail spikes. It can\xe2\x80\x99t use its gore against a creature restrained by its bite. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 34 (4d12 + 8) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained , and the tricenatorus can\xe2\x80\x99t bite another target. \n'b' Gore . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 26 (4d8 + 8) piercing damage and the target must succeed on a DC 18 Strength saving throw or be knocked prone . \n'b' Tail Spike . Ranged Weapon Attack : +12 to hit, range 150/300 ft., one target. Hit : 26 (4d8 + 8) piercing damage. \n'b' About \n'b' A bipedal dinosaur with massive horns on its face, back, and tail roars, revealing an enormous mouth filled with rows of razor teeth. \n'b' Tricenatoruses are the rage-filled result of a transmutation experiment gone wrong. \n'b' Unnatural Mistakes . A transmutation wizard attempted to magically bring together two dinosaurs to create the ultimate guardian, one with the power of the tyrannosaurus and the docile nature of the triceratops. Instead, the wizard created unnatural, spiked monsters with a hunger for flesh and an unmatched rage. \n'b' Always Angry . From the moment they hatch, tricenatoruses are angry. This rage makes them reckless and difficult to harm.\xc2\xa0Most of these monstrous dinosaurs stay deep within the jungle, but tricenatoruses are relentless when they find prey, leading them to sometimes chase explorers into civilized settlements.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tripwire Patch \n'b' Huge plant , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 95 (10d12 + 30) Speed 10 ft., burrow 20 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 17 (+3) INT: 2 (\xe2\x80\x934) WIS: 12 (+1) CHA: 6 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +4 Condition Immunities blinded , deafened , prone Senses tremorsense 60 ft., passive Perception 15 Languages \xe2\x80\x94 Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Bountiful Death . When the tripwire patch reduces a creature to 0 hp , nearby plants erupt with growth. Plants within 20 feet of the body become thick, overgrown difficult terrain , and all plants within a 2-mile radius centered on the point where the creature was killed become enriched for 7 days for each CR of the slain creature (minimum of 7 days), cumulatively increasing in duration each time the patch kills a creature. Enriched plants yield twice the normal amount of food when harvested. \n'b' False Appearance . While the tripwire patch remains motionless, it is indistinguishable from a normal patch of foliage, such as flowers or bushes. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tripwire patch makes two Bite attacks or one Bite attack and two Tripwire Vine attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 13 (2d8 + 4) piercing damage. \n'b' Tripwire Vine . Melee Weapon Attack : +6 to hit, reach 20 ft., one creature. Hit : 7 (1d6 + 4) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be forced prone and pulled up to 15 feet toward the tripwire patch. \n'b'\n'b' REACTIONS \n'b'\n'b' No Escape . If a prone creature within 5 feet of the tripwire patch stands up from prone , the tripwire patch can make one Bite attack against it. \n'b'\n'b' ABOUT \n'b' In a verdant meadow, a mass of plants grows wild. \n'b' Vines rustle below the greenery, searching for unwary creatures on which to feed. \n'b' This huge mass of vines and foliage sits in woodlands and other clearings, waiting for creatures to draw close enough to attack. The tripwire patch knocks unsuspecting travelers off their feet, dragging them to its open maw to serve as its next meal. \n'b' Benign Fertilizers . When it consumes any living creature, the tripwire patch magically fertilizes the land for miles around it. The more creatures the patch consumes, the greater the blessing to the surrounding area. Plant creatures instinctively understand the odd yet powerful boost tripwire patches provide to a forest\xe2\x80\x99s health. Plants capable of trapping, luring, or moving animals often bring such creatures to tripwire patches in times of drought or after forest fires, following some unknown instinct to preserve the forest. Druids understand it is necessary to help devastated forests and interfere only when humanoid lives are at risk. \n'b' Unwitting Tools . Cultists aware of the tripwire patch\xe2\x80\x99s plenteous properties feed it victims to prove their fell god\xe2\x80\x99s power. Farmers hit with drought, blight, or crop infestations sometimes trick undesirables into entering a tripwire patch\xe2\x80\x99s territory, ensuring bountiful harvests while disposing of communal dead weight.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Cipactli \n'b' Family: Demons \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 78 (12d8 + 24) Speed 20 ft., swim 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Vulnerabilities fire Damage Resistances lightning Damage Immunities cold, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Languages Primordial Challenge 5 (1,800XP) \n'b' Special Traits \n'b' Amphibious . The cipactli can breathe air and water. \n'b' Underwater Camouflage . The cipactli has advantage on Dexterity ( Stealth ) checks made while underwater. \n'b' Water Step . As a bonus action , the cipactli can liquefy itself, disappearing from its current location and reappearing in an unoccupied space it can see within 20 feet. Its current location and the new location must be connected by water in some way: a stream, ooze, soggy ground, or even runoff from a drain pipe. \n'b' Actions \n'b' Multiattack . The cipactli makes two bite attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the cipactli uses its Devouring Embrace. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8+ 3) piercing damage. \n'b' Devouring Embrace . The cipactli devours a Medium or smaller creature grappled by it. The devoured target is blinded , restrained , it has total cover against attacks and other effects outside the cipactli, and it takes 14 (4d6) piercing damage at the start of each of the cipactli\xe2\x80\x99s turns as the fiend\xe2\x80\x99s lesser mouths slowly consume it. If the cipactli moves, the devoured target moves with it. The cipactli can only devour one target at a time. A creature, including the devoured target, can take its action to pry the devoured target out of the cipactli\xe2\x80\x99s many jaws by succeeding on a DC 14 Strength check. \n'b' Ancient Lullaby (Recharge 5-6) . A cipactli sings a soporific, primordial song of eternal rest and divine repose from its many mouths. Each creature within 100 feet of the cipactli that can hear the song must succeed on a DC 14 Charisma saving throw or fall asleep and remain unconscious for 10 minutes. A creature awakens if it takes damage or another creature takes an action to wake it. This song has no effect on constructs and undead. \n'b' About \n'b' The first one hopped out of the stream with a foul noise; its many mouths chirping with a disquieting \xe2\x80\x9creepmaok, reepmaok\xe2\x80\x9d sound.\xc2\xa0All might have died if not for the captain, who smacked a horse and drove it to sudden movement; the cipactli swarmed and stripped it to bones while our party fled.\xc2\xa0Cipactli are a hideous, demonic blend of the worst elements of crocodilians and deepwater fish with some of the coloration of a poisonous frog. They have scaled hide, a spiked tail with a spine, and toothy maws at each joint. \n'b' Swift Spawning . The cipactli are all hermaphrodites or of indefinite gender, laying eggs in their fallen foes. These fiendish eggs hatch into young, froggish cipactli within a week, and their parent generally leaves them at least one large carcass as nourishment. \n'b' Ravenous Raiders . Always hungry and ever-seeking easy prey, a cipactli demon steals blood and animal sacrifices from temples, devours goats and cattle in their barns, consumes carrion, demands sacrifices, and has been known to hypnotize then eat human victims so silently that others sleeping nearby never wake. \n'b' Friends of Elementals . The cipactli were witnesses to the creation of the world, and their bloodline traces back to the earliest instances of fire, water, earth, void, and air. All elementals are at least somewhat respectful to a cipactli, and the two occasionally form alliances. Water elementals, in particular, often inhabit the same rivers, wells, and oceans as cipactli.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Berberoka \n'b' Huge giant , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 114 (12d12 + 36) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 6 (-2) WIS: 8 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Senses darkvision 60 ft., passive Perception 9 Languages Common, Giant Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . Berberoka can breathe air and water. \n'b' Aquatic Stealth . Berberoka have advantage on stealth checks made while in water. \n'b' Fisherman\xe2\x80\x99s Friend . Berberoka secrete a substance that attracts fish and when in water draw all fish of Intelligence 1 within a 100-yard radius to their location. A slain berberoka yields 3d6 doses of fisherman\xe2\x80\x99s friend (as it is commonly called), and each dose sells for 100 gp. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Berberoka make two Fist attacks. \n'b' Fist . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 13 (2d8 + 4) bludgeoning damage. Target is grappled (Escape DC 14). If both fist attacks hit, target is also restrained . \n'b' Drown . The berberoka can submerge along with any grappled or restrained targets. It then engages in a Strength ability contest with its grappled or restrained targets to force the air from their lungs. If the berberoka succeeds, the target begins drowning (see rules for suffocation). Contests against grappled opponents are normal, but the berberoka has advantage on contests against targets that are grappled and restrained . \n'b'\n'b' ABOUT \n'b' Berberoka are scaled ogres who lurk in rivers, lakes, and other bodies of water where they seek their prey. Though they can subsist on fish, berberoka far prefer the flesh of air-breathing creatures, especially humans, elves, and dwarves. They are solitary creatures, though every few years they are compelled to venture to other lairs and reproduce, giving birth to small berberoka who seek out their own aquatic lairs. Most prefer freshwater lakes and rivers, though reports of berberoka lurking in coves, inlets, and other calm saltwater places exist. \n'b' A berberoka secretes an oily substance that attracts fish to its location. If especially hungry, a berberoka can subsist on the fish that it attracts, but it normally uses these schools of fish to lure surface-dwelling fisherfolk, whom it then seizes and attempts to drag to their doom. This substance can be extracted from a dead berberoka, making it an extremely valuable commodity.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Triton \n'b'\n'b' Medium humanoid , neutral good \n'b' Armor Class 14 (scale mail) Hit Points 60 (11d8 + 11) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 14 (+2) DEX: 11 (+0) CON: 12 (+1) INT: 13 (+1) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Wisdom +5 Skills Animal Handling +4, Athletics +6, Perception +5 Damage Resistances cold Senses darkvision 60 ft., passive Perception 15 Languages Aquan, Common, Primordial, Sylvan Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The triton can breathe air and water. \n'b' Fearless . The triton has advantage on saving throws against fear . \n'b' Life Aquatic . The triton can communicate with beasts that breathe water as if they shared a language and adds twice its proficiency bonus (+4) on Charisma ( Animal Handling ) checks with aquatic beasts. \n'b' Summon Ally (1/Day) . The triton can summon an aquatic beast with a challenge 1 or lower, two beasts with challenge 1/2 or lower, or four beasts with challenge 1/4 or lower. The summoned allies have maximum hit points and serve as if the triton had cast conjure animals . \n'b' Trident Master . A trident used by a triton deals one extra die of damage on a hit (included in the attack ). \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The triton makes two attacks with its trident or its bow. \n'b' Trident . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d8+2) piercing damage. \n'b' Bow . Ranged Weapon Attack : +4 to hit, range 80/320 ft. (10/40 ft. underwater), one target. Hit : 5 (1d8+1) piercing damage. If one of the triton\xe2\x80\x99s summoned allies is adjacent to the target, the triton has advantage on ranged attacks with its bow. \n'b'\n'b' About \n'b' These aquatic beings resemble merfolk, except where a merman has a single fishtail, a triton has two scaly, finned legs. \n'b' They are the watchers of the sea, often using dolphins or other aquatic creatures as mounts, and maintaining a vigil against the evil races below the waves. Their coloration ranges from silvery to aqua blue and kelp green to coral and salmon. Older tritons often have barnacles, corals, and seashells crusting the back, chest, and shoulders, worn almost like jewelry as a mark of status among their kind. Their hair and fin color usually matches their other coloration, but white hair is also common. Tritons\xe2\x80\x99 eyes shine like sunlight upon a clear sea. A typical triton stands 6 feet in height and weighs 180 pounds. \n'b' Peaceful Guardians . Tritons make their homes on the seafloor, growing coral reefs and sculpting stones into gentle arcs to create living spaces that are beautiful and natural-looking. \n'b' Many of these sites lie near great thermal vents, providing not only heat but also rich minerals and nutrients for the fish and other creatures tritons eat. Tritons can breathe air or water but prefer water. While their cities are designed for water breathers, they usually feature one or two airtight buildings set aside to hold air for landwalking visitors. Triton settlements can be found anywhere from arctic to tropical waters, but most are in temperate locations. They generally avoid the deepest reaches of the ocean, for it is here that creatures like aboleths and krakens rule-creatures that the tritons have long waged war against. \n'b' Elemental Origin . Originally hailing from the Plane of Water, long ago the triton race migrated to the oceans of the Material Plane, and they are now fully adapted to life there. \n'b' Their split legs allow them to hobble about slowly on land, but they rarely do so, preferring their natural environment and the greater mobility their forms afford there.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troblin \n'b' Medium giant , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 52 (8d8 + 16) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 15 (+2) INT: 8 (-1) WIS: 9 (-1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 9 Languages Giant Challenge 1 (200 XP) \n'b' Special Traits \n'b' Regeneration . The troblin regains 5 hit points at the start of its turn. If the troblin takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the troblin\xe2\x80\x99s next turn. The troblin dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Actions \n'b' Multiattack . The troblin makes one greatclub attack and one bite attack , or one claws attack and one bite attack . \n'b' Greatclub . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' About \n'b' This hideous humanoid creature is a twisted amalgamation of extra limbs, thickened hide, and protruding growths.\xc2\xa0A troblin is a twisted creature, born of the union of a troll and a goblin . \n'b' Due to the horrid side effects of their diminished regenerative abilities, the overall appearance of a troblin is difficult to quantify. No two troblins look exactly alike. One troblin may be covered in tough scars that have thickened its skin, while another may have two forearms sprouting from the elbow of one arm. Other troblins may have two arms on one side, or two feet on one leg. \n'b' Troblin bands build their lairs in forested areas away from more civilized lands. They are hunter-gatherers and use the land as a means of survival, hunting deer, elk, moose, and other game animals.\xc2\xa0In general, troblins stand 5 feet tall, with crooked noses, long arms and legs, and large flapping feet. A troblin shares in the characteristics of both its parents, resembling a very tall goblin with troll-like facial features. Its skin is blotched in shades of green, grey, and dull yellow. Its eyes range from pale red to an ochre color. Troblins dress in drab-colored clothing and furs made from the hides of animals. \n'b' Troblins are a disorganized lot and rarely engage in any sort of formal tactics or strategy. When a troblin war band encounters opponents, they simply attack with as much strength and ferocity as they can muster.\xc2\xa0Troblins are even more craven and cowardly than goblins, and a lone troblin usually runs from any combat in which it is outnumbered. \n'b' Troblin Mutations \n'b' Each troblin has 1d4 random mutations brought about by its bizarre regeneration (duplicate mutations stack, as detailed in the mutation).\xc2\xa0Increase the troblin\xe2\x80\x99s Challenge Rating to 2 (450 XP) unless otherwise noted, and roll on the table below for each mutation.\xc2\xa0Should a troblin be slain but not prevented from regenerating back to life, it always gains 1 mutation, and has a 35% chance of gaining an additional 1d4 more mutations. \n'b' d20 \n'b' Mutation \n'b' 1-2 \n'b' Dual Forearm . The troblin\xe2\x80\x99s claw attack deals 1d8 damage instead of 1d6. If the troblin already possesses this mutation, increase the damage die size an additional time. In addition, it can wield two-handed weapons with that arm alone. \n'b' 3-4 \n'b' Oversized Jaw . The troblin\xe2\x80\x99s bite attack deals 2d4 damage instead of 1d4. If the troblin already possesses this mutation, add an additional 1d4 to the damage for each stacking mutation. \n'b' 5-6 \n'b' Massive Scarring . Increase the troblin\xe2\x80\x99s Armor Class by 1. This mutation can stack. \n'b' 7 \n'b' Increased Muscle Mass . Each of the troblin\xe2\x80\x99s melee weapon attacks deals 1d4 additional damage of the same type. Each time this mutation is rolled, increase the bonus by one die step (1d4 to 1d6, 1d6 to 1d8, etc.). \n'b' 8 \n'b' Redundant Vital Organs . Once per short or long rest , if the troblin takes 14 damage or less that would reduce it to 0 hit points , it is reduced to 1 hit point instead. Each time this mutation is rolled, increase the number of times the troblin can use this ability by 1. \n'b' 9 \n'b' Shortened Tendons . The troblins has proficiency in the Acrobatics skill, and has advantage on checks and saving throws against being grappled . \n'b' 10 \n'b' Extra Arm . The troblin grows an additional arm. It can make one additional claw when it takes the attack action. Each time this mutation is rolled, the number of claw attacks increases. \n'b' 11 \n'b' Hollow Bones . The troblin has vulnerability to bludgeoning damage, but gains proficiency in the Stealth skill and has a movement speed of 35 feet. If this mutation is rolled a second time, the troblin doubles its proficiency bonus when rolling Dexterity ( Stealth ) checks. If this mutation is rolled a third time, reroll. \n'b' 12 \n'b' Large Eyes . The troblin doubles the range of its darkvision , to a maximum of 120 feet. \n'b' 13 \n'b' Two Heads . The troblin has proficiency in the Perception skill, and advantage on saving throws against being blinded . If the troblin already possesses this mutation, add a vestigial face to the troblin\xe2\x80\x99s body. This grants the troblin advantage on Wisdom ( Perception ) checks that rely on sight or smell, in addition to the other benefits. Reroll if this mutation is rolled a third time. \n'b' 14-19 \n'b' No Mutation . \n'b' 20 \n'b' Greater Regeneration . The troblin\xe2\x80\x99s regeneration trait regains 10 hit points instead of 5 hit points . For each 10 hit points above the original 5 this trait regains for the troblin, increase the troblin\xe2\x80\x99s Challenge Rating by 1.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Trodaiche-Sidhe \n'b' Medium fey , chaotic neutral \n'b' Armor Class 15 Hit Points 90 (12d8 + 36) Speed 35 ft.\n'b' STATS STR: 17 (+3) DEX: 20 (+5) CON: 16 (+3) INT: 14 (+2) WIS: 17 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +8, Nature +5, Perception +6, Stealth +8, Survival +6 Senses darkvision 30 ft., passive Perception 16 Languages Common, Elvish, Sylvan Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Equip Liege . As a bonus action, the trodaiche-sidhe can deftly draw a small item and hand it to a creature within 5 feet of it. The trodaiche-sidhe places the item in the creature\xe2\x80\x99s free hand or other appendage or, if no hand is free, among their possessions. \n'b' Fey Ancestry . The trodaiche-sidhe has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put it to sleep. \n'b' Innate Spellcasting . The trodaiche-sidhe\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15). The trodaiche-sidhe can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 1/day each : faerie fire , jump , pass without trace \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The trodaiche-sidhe makes three attacks with its scimitar or three attacks with its longbow. \n'b' Scimitar . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) slashing damage. \n'b' Longbow . Ranged Weapon Attack : +8 to hit, range 150/600 ft., one target. Hit : 9 (1d8 + 5) piercing damage. \n'b' Suppressive Volley (Recharge 5-6) . The trodaiche-sidhe rapidly fires a hail of four arrows at a target within 100 feet, forcing it to move away or be assailed by the salvo. The target must make a DC 15 Dexterity saving throw, taking 38 (4d8 + 20) piercing damage on a failed save, or half as much damage on a successful one. On a successful save, the target can use its reaction to move to an unoccupied space within 5 feet of it. If it does so, it instead takes no damage. \n'b'\n'b' ABOUT \n'b' The wild hunt is a group of enigmatic fey who hunt prey across not only the fey realm, but across the entire multiverse. \n'b' Among the wild hunt, trodaiche-sidhes are considered highly reliable squires. \n'b' Often mistaken for incredibly beautiful elves, trodaiche-sidhes are a type of fey that participate in the wild hunt. With supernatural grace and lithe features, trodaiche-sidhes may be among the weakest of the wild hunt\xe2\x80\x99s supernatural stalkers and monster slayers, but they are still deadly in their own right, especially when encountered alongside their older and stronger kin. They serve as magnificent aides and attach\xc3\xa9s, deftly taking care of all the things that make a successful hunt possible. Duties range from sharpening weapons and oiling armor, crafting arrows, flushing game from bushes, and any other tasks that allow their superiors to focus entirely upon the hunt. Most of them do this only because they have been promised they will one day be invited to join the wild hunt proper, though how this process works-or how long a trodaiche-sidhe must endure being a servant-is not known. \n'b' Trodaiche-sidhes practice with all manner of arms and armor, though they are fond of elven weapons in particular. Even unarmed, a trodaiche-sidhe is more than a match for most mortals.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Trogodon \n'b' Large monstrosity (titanspawn), neutral evil\n'b' STATS STR: 17 (+3) DEX: 11 (+0) CON: 20 (+5) INT: 5 (-3) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 (natural armor) Hit Points 115 (11d10 + 55) Speed 30 ft., swim 30 ft. Skills Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Asaatth, Titan Speech Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Aggressive . As a bonus action, the trogodon can move up to its speed toward a hostile creature that it can see. \n'b' Hold Breath . The trogodon can hold its breath for 15 minutes. \n'b' Actions \n'b' Multiattack . The trogodon makes three attacks: one with its trident, one with its bite, and one with its tail. \n'b' Trident . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 10 (2d6 + 3) piercing damage, or 12 (2d8 + 3) piercing damage if used in two hands. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) piercing damage. \n'b' Tail . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. \n'b' Tactics \n'b' Unsupervised trogodons do not engage in any strategy beyond \xe2\x80\x98attack the threat and possibly eat it.\xe2\x80\x99 Those led by Asaatthi or greater trogodons are capable of surprise attacks, using their ability to swim and hold their breath for long periods to their advantage. Trogodons forced to fight away from their beloved swamps become nervous and restless. \n'b' Description \n'b' Trogodons are a bizarre combination of reptile and giant. They are formed somewhat like a centaur , but rather than man and horse, they share parts of an oversized lizardfolk and a huge lizard. A trogodon\xe2\x80\x99s head is reptilian, like that of a great lizard or alligator, with sharp teeth and wide-spaced eyes. Their rough hide is patterned, usually a dappled green and black, and rows of bony plates extend from their heads all the way to the tip of their tails. \n'b' Stupid and Savage . In general, a trogodon does little more than lurk in the shallow waters, hunting for food and attacking anything that disturbs it. Powerful and brutish, a trogodon knows little of things like tactics. It has a degree of instinctive cunning, though, charging unsuspecting prey from ambush in dank pools, deep rivers, and murky swamps. Invariably, it strikes hard and fast. \n'b' Servants of the Asaatthi . Unredeemed asaatthi are known to use trogodons to guard the marshes around their few remaining cities. The snakefolk lend their martial and strategic expertise to develop simple tactics for trogodon raids. Asaatthi seldom take part in the attacks themselves, since trogodons do not take direction well in the thick of battle. \n'b' Tribal Raiders . In a few reported cases, intelligent trogodons, rare among their kind, have lead entire tribes, independent of asaatthi intervention. These \xe2\x80\x9cgreater\xe2\x80\x9d trogodons make formidable foes, since they can add reasoning and cunning to their physical power and durability. They enjoy leading raids against non-trogodon tribes and settlements, sometimes even training and commanding normal alligators in attacks.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mountain Troll \n'b' Family: Troll \n'b' Huge giant , chaotic neutral \n'b' Armor Class 18 (natural armor) Hit Points 270 (20d12+140) Speed 30 ft., burrow 10 ft., climb 40 ft.\n'b' STATS STR: 30 (+10) DEX: 13 (+1) CON: 25 (+7) INT: 7 (\xe2\x80\x932) WIS: 16 (+3) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Con +12, Str +15, Wis +1 Skills Athletics +15, Perception +7 Damage Immunities thunder Senses darkvision 60 ft., passive Perception 17 Languages Giant Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The mountain troll\xe2\x80\x99s spell casting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : stone shape \n'b' 3/day each : conure elemental (earth elemental only), wall of stone \n'b' 1/day each : earthquake , flesh to stone \n'b'\n'b' Stubborn . The mountain troll has advantage on Wisdom saving throws. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mountain troll makes one bite and two claw attacks. \n'b' Bite . Melee Weapon Attack : +15 to hit, 15 ft. reach, one target. Hit : 36 (4d12 + 10) piercing damage. \n'b' Claw . Melee Weapon Attack : +15 to hit, 15 ft. reach, one target. Hit : 26 (3d10 + 10) slashing damage. \n'b' Boulder . Ranged Weapon Attack : +15 to hit, 30/120 ft. range, one target. Hit : 36 (4d12 + 10) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Though grotesque, charmless, and prone to fits of violence, mountain trolls are not inherently evil, nor do they always attack intruders on sight. A mountain troll prefers to withdraw and observe before entering combat, lumbering forth to attack only if intruders make clear their intentions to harm it or its allies, or if the newcomers seem to be encroaching upon the troll\xe2\x80\x99s territory rather than simply passing through. Once enraged, a mountain troll is a savage opponent, calling upon its native strength and alliances with elementals to bury its opponents in stone or spread their entrails across the slopes. Mountain trolls prefer to live in narrow ravines or shallow caves that allow them to look out over the landscape. They sometimes knuckle-walk like a gorilla, but when angered they rear up to their full height of nearly 30 feet. \n'b' Hospitality . Mountain trolls are quick to forge alliances with fey, and while they see smaller trolls as sadists, they nonetheless feel a sort of familial responsibility. Lesser trolls often capitalize upon mountain trolls\xe2\x80\x99 generosity but take care to abide by their larger cousins\xe2\x80\x99 rules when sheltering in their homes. Mountain trolls have even been known to aid explorers or give advice, provided they are treated with respect.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Rattleback Troll \n'b' Family: Troll \n'b' Large giant , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 126 (12d10 + 60) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 20 (+5) INT: 7 (\xe2\x80\x932) WIS: 12 (+1) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8 Skills Perception +4, Stealth +7 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Languages Common, Giant Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Distracting Rattle . The troll\xe2\x80\x99s shell plates rattle constantly, creating a droning, distracting noise. When a creature casts a spell with a verbal component while within 30 feet of the troll, that creature must succeed on a DC 15 Constitution saving throw or lose the spell. \n'b' Night Hunters . While in dim light or darkness, the rattleback trolls has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Regeneration . The troll regains 10 hp at the start of its turn. If the troll takes fire damage, this trait doesn\xe2\x80\x99t function at the start of the troll\xe2\x80\x99s next turn. The troll 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 troll makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage plus 7 (2d6) poison damage. The target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. While poisoned this way, the target can\xe2\x80\x99t regain hp . The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Venom Spray (Recharge 5\xe2\x80\x936) . The troll sprays its venom in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, a creature takes 28 (8d6) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned . While poisoned in this way, a creature can\xe2\x80\x99t regain hp . A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' The sound of rattling echoes around a boulder as a creature rises behind it. Black diamond shapes decorate its scales. The creature\xe2\x80\x99s underbelly is yellow, its claws are black as coal, and its mouth opens to reveal two long fangs and a forked tongue\xe2\x80\x94but it walks on two legs. \n'b' Rattleback trolls are a terror of the badlands where they live and hunt. They are primarily nocturnal and sleep away the days in rocky holes or small caves. Humanoids living near a rattleback troll\xe2\x80\x99s lair often leave slain game as tribute at the entrance while it sleeps, in hopes that it will not go hunting too close to their village that evening. \n'b' Venomous Killers . The rattleback troll\xe2\x80\x99s bite injects a debilitating venom that rots the flesh around the wound, preventing natural healing. When surrounded or attacked by multiple creatures, the troll expels a gout of this poison to drive off its attackers. Fortunately, the rattleback troll rarely enters a fray without shaking itself into a frenzy first, and the shell plates on its back give off a warning rattle before it strikes.'}