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Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Rizzenspawn Troll \n'b' Family: Troll \n'b' Small undead , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 68 (8d6 + 40) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 20 (+5) INT: 7 (-2) WIS: 9 (-1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities exhaustion , poisoned Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12 Languages Giantish Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Keen Smell . The rizzenspawn has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Magic Resistance . Rizzenspawn have advantage on saving throws against spells and other magical effects. \n'b' Regeneration . The rizzenspawn regains 10 hit points at the start of its turn. If the rizzenspawn takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the rizzenspawn\xe2\x80\x99s next turn. The rizzenspawn is destroyed only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Spider Climb . Rizzenspawn can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Web Walker . The rizzenspawn ignores movement restrictions caused by webbing. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage plus 11 (2d10) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest . The target dies if this attack reduces its hit point maximum to 0. A giant or humanoid slain in this way rises after 2d12 hours as a rizzenspawn in the space of its corpse or in the nearest unoccupied space. \n'b' About \n'b' Forever cursed to plague the living, the rizzenspawn (often referred to as \xe2\x80\x9cBelsameth spiders\xe2\x80\x9d) crawl about in perhaps the vilest form of undeath. A rizzenspawn is a severed humanoid head attached to the body of a fox-sized spider\xe2\x80\x99s body. These foul creatures are thought to be the servants and spies of the goddess Belsameth. \n'b' The process of becoming a Belsameth spider is gruesome. A victim bitten by the Belsameth Spider, Loren Rizzen, or by one of that accursed creature\xe2\x80\x99s spawn has a chance of becoming one himself. If this happens, the poor victim\xe2\x80\x99s head is dissevered at the neck and sprouts a spider\xe2\x80\x99s body. The creature usually makes its first meal of the humanoid body it just abandoned.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, Black \n'b' Family: Troll \n'b' Large giant , chaotic evil \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 94 (9d10 + 45) \n'b' Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 12 (+1) CON: 20 (+5) INT: 11 (+0) WIS: 13 (+1) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4 \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities fire \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages Common, Giant \n'b' Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The troll has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Fire Absorption . When the black troll is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. In addition, until the end of its next turn, the black troll deals an additional 3 (1d6) fire damage with each of its attacks. \n'b' Regeneration . The black troll regains 10 hit points at the start of its turn. If the troll takes cold 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 hit points and doesn\xe2\x80\x99t regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The black troll makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 8 (1d6 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b'\n'b' ABOUT \n'b' Black trolls are larger and more fearsome cousins of the common troll. Some sages postulate that black trolls were created through magical augmentation, but who would be foolish enough to augment a troll? These trolls are if anything more rapacious in their appetites than their more common kin, though it should be noted that they will not eat other trolls. Black trolls mate with each other to produce more black trolls, but they also mate with other types of trolls, although these unions do not produce black trolls.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cats, Great (Jaguar \n'b' Medium beast , unaligned \n'b' Armor Class 12 Hit Points 39 (6d8 + 12) Speed 40 ft., climb 20 ft., swim 20 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 14 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Perception +3, Stealth +4 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ambush . If a jaguar hits a creature with a claw attack , and the creature is surprised, the jaguar may use a bonus action to make a bite attack . \n'b' High Jumper . With a 10-foot running start, the jaguar can long jump up to 25 feet. The jaguar can jump 10 feet vertically and can safely land twice that distance. \n'b' Keen Smell . The jaguar has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. If the jaguar scores a critical hit, it rolls damage dice three times, instead of twice. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b'\n'b' ABOUT \n'b' The Americas are home to a wide variety of hunting cats, from small but fierce hunters of frogs, birds, and monkeys to large and deadly prowlers capable of taking down very large prey. \n'b' Margay . The margay is a small cat that lives in dense tropical forests, preferring to spend most of its life in the trees. During the day, a margay lounges in liana tangles far above the ground, and at night it chases birds, frogs, lizards, and monkeys through the treetops. A margay can use its sound mimicry ability to imitate the sounds of any animal of its own size or one size category smaller, and it often does so to lure prey into an ambush. A margay weighs around 8 pounds and may reach a length of 3-4 feet, nearly half of which is its tail. \n'b' Ocelot . Ocelots are spotted nocturnal predators that are equally at home on the ground or in trees. They are skilled climbing, leaping, and swimming and prefers to hunt close to water sources with dense vegetation cover, though it ranges from grasslands to swamps as well as forests. Ocelots are typically 1-1/2 feet tall and weigh 20-35 pounds. \n'b' Puma . Pumas are ambush hunters and stalkers. They wait in dense vegetation or underbrush, or rocky outcroppings for potential prey to wander by. When in range, the puma springs to the attack and bites and rakes its foe. Pumas are excellent hunters and often stalk potential prey for several miles before attacking. Pumas stand about two feet tall and are about 4-5 feet long with a tail 2-3 feet long. A typical puma weighs around 125 pounds. It has short, coarse, fur with a white underbelly and a black-tipped tail. Its fur color (except its underbelly) is typically brown, black, rust, or gray. Its eyes are golden. \n'b' Jaguar . The jaguar is a highly aggressive and ferocious great cat that makes its home in dense forests or swampy areas near a source of fresh water. Of all the big cats, the jaguar is the most at home in the water. They are excellent swimmers and stalk their prey through deep water where other cats won\xe2\x80\x99t go. They also excel at climbing and often spend time hunting tree-dwelling animals (such as monkeys). The jaguar is highly territorial with its personal hunting ground often covering an area of several square miles. The typical jaguar subsists on a diet of animals such as deer, tapir, elk, fish, armadillos, and other small animals. If hungry or its food supply is thin, jaguars have been known to attack prey much larger than itself. Jaguars stalk their prey and prefer to attack from ambush, swooping in and felling prey with one swift stroke of their powerful jaws or locking on until their prey is dead.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Coloxus \n'b' Family: Demons \n'b' Robed as though it were a noble, this insectile fiend\xe2\x80\x99s disgusting head is topped by two enormous multi-faceted red eyes, the translucent wings sprouting from its neck reaching nearly to the floor. \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 15 Hit Points 42 (5d8+20) Speed 25 ft., fly 50 ft. (hover)\n'b' STATS STR: 16 (+3) DEX: 20 (+5) CON: 19 (+4) INT: 19 (+4) WIS: 10 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +6 Skills Arcana +6, Deception +4, Perception +2 Damage Resistances acid, cold, fire, lightning Damage Immunities poison Condition Immunities disease, poisoned ; Senses darkvision 60 ft., passive Perception 12 Languages all, telepathy 100 ft. Challenge 3 (700 XP) \n'b' Special Traits \n'b' Fiendish Brilliance . The coloxus has advantage on Intelligence ability checks. \n'b' Fiendish Tongue . The coloxus is under the constant effects of a tongues spell. \n'b' Spellcasting . The coloxus is a 6th level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 14; +6 to hit with spell attacks). The coloxus has the following spells prepared from the wizard \xe2\x80\x98s spell list:\n'b'\n'b' Cantrips : acid splash , fire bolt, mage hand , minor illusion , poison spray, prestidigitation , true strike \n'b' 1st-level (6 slots) : detect magic , disguise self , identify , illusory script , silent image \n'b' 2nd-level (6 slots) : blur , detect thoughts , invisibility , locate object , see invisibility , mirror image \n'b' 3rd-level (5 slots) : clairvoyance , fear , haste (self only), hypnotic pattern , major image \n'b'\n'b' Actions \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d8+5) slashing damage. \n'b' Droning Wings . As an action, the coloxus can flutter its wings to conjure a kaleidoscope of color and a drone that dampens other sounds. The coloxus gains immunity to thunder damage and creatures within a 30-foot radius have disadvantage on Constitution saving throws made to maintain concentration on spells that have verbal components. \n'b' Many a mage have looked too deeply into forbidden lore, forever staining their souls with failed attempts to grasp at powers beyond mortal ken. When the cursed finally perishes they may be drawn down into the Abyss, the finality of their demise reinterpeted by demon handlers to be seen as an ascension instead. Thus coloxus are incredibly confident in their power, overwhelmingly certain that they are truly masters of the arcane without peer. The illusion that they reside within is so whole and encompassing that nothing in existence can convince them otherwise-and they keep any mortal foolish enough to believe the charade in bondage as servants, the fear the coloxus\xe2\x80\x99 \xe2\x80\x9cterrible power\xe2\x80\x9d bearing down on them at all times.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, Breakwater \n'b' Family: Troll \n'b' Large giant , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 105 (10d10 + 50) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 20 (+5) INT: 9 (\xe2\x80\x931) WIS: 14 (+2) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7, Perception +5 Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities paralyzed , petrified , poisoned , prone Senses darkvision 60 ft., passive Perception 15 Languages understands Giant but can\xe2\x80\x99t speak Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The troll can breathe air and water. \n'b' Regeneration . The troll regains 10 hp at the start of its turn. If the troll takes lightning or force 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 three Slam or Water Blast attacks. If it hits one Large or smaller creature with two Slam attacks, the target must succeed on a DC 15 Strength saving throw or be flung up to 15 feet to an unoccupied space the troll can see and forced prone . \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (3d6 + 4) bludgeoning damage. \n'b' Water Blast . Ranged Spell Attack : +5 to hit, range 60 ft., one target. Hit : 11 (2d8 + 2) bludgeoning damage plus 3 (1d6) cold damage. \n'b' Surge (Recharge 5\xe2\x80\x936) . The troll pushes a surge of water in a 30- foot line that is 10 feet wide. Each creature in that line must make a DC 15 Strength saving throw. On a failure, a creature takes 28 (8d6) bludgeoning damage and is pushed up to 15 feet away from the troll in a direction following the line. On a success, a creature takes half the damage and isn\xe2\x80\x99t pushed. The surge lasts until the start of the troll\xe2\x80\x99s next turn and any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to the troll. If the troll uses this action while underwater, creatures in the line have disadvantage on the saving throw, and any creature in the line must spend 4 feet of movement for every 1 foot it moves when moving closer to the troll. \n'b'\n'b' ABOUT \n'b' The dark water roils with motion as dozens of foam-crusted trolls surge from the waves, locked in a vicious brawl. \n'b' Breakwater trolls are a coastal variety of marine troll, and they largely subsist on fish, shellfish, seals, and occasionally fisherfolk or sailors. Breakwater trolls are sometimes magically bound to protect coastal communities. \n'b' Hag Bound Trolls . The ritual necessary to create a bound horde of breakwater trolls was devised by sea hags, who would offer communities protection in exchange for gristly tribute. Hags keep the specifics of the ritual a closely-guarded secret, but the process binds the bodies and souls of captured trolls to a stretch of shoreline. When stormy seas roll in, the bound trolls appear in a violent foamy brawl that acts as a magical wave breaker, to protect small harbors, boats, and shoreline homes. \n'b' Necessary Evil . Breakwater trolls enjoy extreme weather events that stir up enormous and often dangerous waves. When the trolls sense an impending storm, they awake in a violent rage, attacking all creatures around them until the waves subside. \n'b' Shore Bound . Breakwater trolls rarely leave the area where they are bound, and they fight with one another when no other creatures are present during a storm. \n'b' Though they attack anything on the shore, they don\xe2\x80\x99t chase victims that flee inland. Some breakwater trolls have even been observed helping those shipwrecked during a storm, though they are as likely to attack shipwrecked victims as aid them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Berberoka \n'b' Large giant , neutral \n'b' Armor Class 16 (natural armor) Hit Points 114 (12d10 + 48) Speed 40 ft., swim 40 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 18 (+4) INT: 6 (\xe2\x80\x932) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +4 Skills Perception +4, Stealth +3 Damage Resistances acid Damage Immunities poison Condition Immunities paralyzed , petrified , 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' Amphibious . The berberoka can breathe air and water. \n'b' Aqueous Regeneration . If the berberoka starts its turn in contact with a body of water large enough to submerge at least half of its body, it regains 10 hp if it has at least 1 hit point. \n'b' Swamp Camouflage . The berberoka has advantage on Dexterity ( Stealth ) checks made to hide in marshland or swamp terrain. \n'b' Swamp Stalker . The berberoka leaves behind no tracks or other traces of its passage when it moves through marshland or swamp terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The berberoka makes three Slam attacks or two Muck-Coated Slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b' Muck-Coated Slam (Saturated Only) . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 24 (3d12 + 5) bludgeoning damage, and the target must succeed on a DC 15 Dexterity saving throw or its speed is reduced by 10 feet as mud and muck coat the target. A creature, including the target, can take an action to clean off the mud and muck. \n'b' Water Jet (Saturated Only, Recharge 4\xe2\x80\x936) . The berberoka releases all absorbed water as a powerful jet in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw. On a failure, a creature takes 40 (9d8) bludgeoning damage and is pushed up to 15 feet away from the berberoka and knocked prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t pushed or knocked prone . After using Water Jet, the berberoka is no longer saturated. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Saturated Expansion . While in contact with a body of water, the berberoka absorbs water that is a cube up to 10 feet on a side, and it becomes saturated as the water fills its body. While saturated, the berberoka increases in size , along with anything it is wearing or carrying, becoming Huge, and it has advantage on Strength checks and Strength saving throws. If the berberoka lacks the room to become Huge, it attains the maximum size possible in the space available. Ground exposed by the absorbed water becomes difficult terrain . \n'b'\n'b' ABOUT \n'b' Bellowing in rage, the moss and plant-covered giant absorbs an entire pond, growing as it spits a powerful jet of water. \n'b' This giant is native to wetlands, acting as a protector of the wild areas in which it lives. \n'b' Normally peaceable and nonthreatening, the berberoka is quick to attack those that threaten its domain. \n'b' Marsh Guardian . Berberoka guard swamps, fens, and marshes from any who disrupt the natural balance. Travelers, hunters, and other interlopers are observed as they pass through, but most are left unmolested. The berberoka reserves its wrath for despoilers of the marshlands: those who hunt or fish all the wildlife, who drain swampland for farming, and especially those who poison the water or damage the local plants and animals. These quickly incur the berberoka\xe2\x80\x99s wrath. \n'b' Foul Weather Friend . A berberoka is a solitary creature, preferring to remain alone in its home, but when its local environs are threatened, it is often willing to ally with other inhabitants against outside threats. Druids are happy to have a berberoka in the neighborhood, and both seek each other out when the danger proves too much for the giant or the druids alone.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, Cave \n'b' Family: Troll \n'b' Large giant , chaotic neutral \n'b' Armor Class 17 (natural armor) Hit Points 138 (12d10 + 72) Speed 30 ft., burrow 20 ft.\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 23 (+6) INT: 8 (-1) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 10 Languages Giant Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Regeneration . The cave troll regains 10 hit points at the start of its turn. If the cave troll takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the cave troll\xe2\x80\x99s next turn. The cave troll dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate. \n'b' Rocky Camouflage . The cave troll has advantage on Dexterity ( Stealth ) checks made to hide while in rocky terrain. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The cave troll makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage. \n'b'\n'b' Reactions \n'b'\n'b' Rock Hide . When the cave troll is hit with a weapon attack, it momentarily hardens its skin, gaining resistance to non-magical bludgeoning, piercing and slashing damage from that attack . \n'b'\n'b' About \n'b' Mid-sized trolls, cave trolls are adapted to tunneling and surviving long periods of hardship in the barren landscape below ground. \n'b' Able to see in pitch darkness and sense vibrations through their large flat feet, cave trolls often lie in wait in narrow tunnels they have excavated, ready to pounce on anything that may happen by. Alternatively, they may take a more active approach, sensing prey through a dividing rock wall and putting their powerful arms and claws to work to spring an ambush. A cave troll has no fear of tunnel collapse or of natural predators; it can will its already tough skin to become as hard and impenetrable as rock for a short time.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, Cave \n'b' Family: Troll \n'b' Medium giant , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 76 (9d8 + 36) Speed 60 ft., climb 20 ft.\n'b' STATS STR: 14 (+2) DEX: 19 (+4) CON: 18 (+4) INT: 8 (-1) WIS: 9 (-1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1 Senses darkvision 60 ft., passive Perception 11 Languages Giant Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Haste . When in need, a cave troll is capable of startling bursts of speed. It has advantage on Dexterity saving throws and gains an additional action on each of its turns. That action can be used only to take the Attack (one claw), Dash , Disengage , Hide , or Use an Object action. \n'b' Regeneration . The cave troll regains 6 hit points at the start of its turn. If the cave troll takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the cave troll\xe2\x80\x99s next turn. The cave troll dies only if starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Spider Climb . The cave troll can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Actions \n'b' Multiattack . The cave troll makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 +4) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4+4) slashing damage. \n'b' About \n'b' This ugly humanoid appears to be about 6 feet tall. Its leathery skin is blackish-gray and its eyes are yellow. It has long, upright ears, almost elven in nature. Its arms and legs are spindly and end in wicked-looking claws. \n'b' Cave trolls are cousins of the typical troll and are found in all types of subterranean realms. Though smaller in stature, they are as deadly as their surface-dwelling brethren, possessing an accelerated metabolism and a consequently voracious appetite. They sustain themselves on whatever they can find in their underground realms. They rarely venture to the surface world, preferring the security and tranquility of the darkness they inhabit. If extremely hungry, or if food is scarce, a cave troll will venture to the surface and attack whatever it finds near its lair. \n'b' Cave trolls stand 6 feet tall and weigh 300 pounds. They do not walk with the same hunched gait of their larger relatives but stand upright and move with blinding speed. \n'b' Cave trolls often use deception when they first encounter prey, especially of the intelligent variety. Their troll heritage often leads to the misconception that they are slow in combat, which they gladly allow their opponents to believe \xe2\x80\x93 until the cave troll strikes or moves. Only then is the ruse negated and the true nature of the troll revealed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, Cave \n'b' Family: Troll \n'b' Large giant , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 95 (9d10+45) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 20 (+5) INT: 7 (\xe2\x80\x932) WIS: 9 (\xe2\x80\x931) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire; non-magical arrows, sling stones, and crossbow bolts. Skills Perception +1 Senses darkvision \xc2\xa060 ft., passive Perception 11 Languages Giant Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Sharp Senses . Cave trolls have advantage on Wisdom (Perception) checks when it relies on its keen sense of smell. \n'b' Regeneration . A cave troll regains 6 hit points at the start of each of its turns. If it takes damage from acid or fire, it does not use its regeneration on its next turn. The cave troll can only be killed if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate that turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cave troll makes one bite and two claw attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (1d10+5) slashing damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d6+5) slashing damage. \n'b' Spiked Stone Club . Melee Weapon Attack : +8 to hit, one target. Hit : 16 (3d6+5) piercing damage. \n'b'\n'b' ABOUT \n'b' The cave, or greater troll, is similar to other trolls in basic appearance and hide color. However, the cave troll is slightly larger and has a thicker and more muscular build. The greater troll stands 10 feet tall. The greater troll oozes a sticky substance from its skin that retards flame. \n'b' Cave trolls can attack with their natural weapons but are more likely to use a large two-handed weapon suited to their size, such as clubs, spiked clubs, hammers, etc. \n'b' They possess all the standard abilities of regular trolls. The hide of a cave troll is so thick, that non-magical small-sized ranged attacks such as arrows, sling stone, and crossbow bolts, have no effect.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, Deep \n'b' Family: Troll \n'b' Large giant , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 63 (6d10 + 30) Speed 30 ft., burrow 20 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 20 (+5) INT: 7 (-2) WIS: 9 (-1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 30 ft., darkvision 60 ft., passive Perception 9 Languages Deep Speech Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Malleable Internal Structure . Provided there is suitable room to accommodate its volume, a deep troll can move at half its burrowing speed through any opening large enough for a Tiny creature. \n'b' Oozing Body . When the deep troll takes at least 15 slashing damage at one time, a chunk of its oozing flesh falls off into an unoccupied space within 5 feet of it. This flesh isn\xe2\x80\x99t under the deep troll\xe2\x80\x99s control, but it views the troll as an ally. The oozing flesh acts on the deep troll\xe2\x80\x99s initiative and has its own action and movement. It has an AC of 10, 10 hp , and a walking speed of 15 feet. It can make one attack with a +6 to hit, and it deals 7 (2d6) acid damage on a hit. If not destroyed, the oozing flesh lives for 1 week, voraciously consuming any non-deep troll creature it encounters. After that time, it dissolves into a puddle of water and gore. \n'b' Regeneration . The deep 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\x98s next turn. The deep 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 deep troll makes two attacks: one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 7 (1d6 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 4) slashing damage. \n'b'\n'b' ABOUT \n'b' This large, lanky creature has limp, slate-colored hair, a long nose, and dark green, rubbery skin. \n'b' Its legs are disproportionally larger than its upper body, and its limbs are oddly curved. \n'b' Deep trolls live far underground in the lightless regions seldom tread by people. An offshoot from their cousins on the surface, they have adapted to their environment in some unusual ways. Although they have eyes that can see light normally, their primary means of navigating the darkness is through vibration sense, which they register on their rubbery, sensitive skin. \n'b' Malleable . After these trolls moved underground, their bodies adapted to surviving in the smaller, often cramped caverns. Their bones became soft and malleable, allowing them to access areas deep beneath the surface world. Deep trolls can elongate their limbs and body or squeeze themselves ooze-like through tiny cracks and openings until they emerge into a place large enough to accommodate their natural size. \n'b' Tribal . Deep trolls live in small tribes of seven to fifteen members. \n'b' They raid in groups, though they can be found alone when hunting or scavenging. They are intelligent enough to communicate, but they are voracious and can rarely be reasoned with when food is present. They prefer to attack anything potentially edible that isn\xe2\x80\x99t part of the tribe and deal with the repercussions later. In rare cases, when confronted with opponents who are clearly more powerful, they can be persuaded to reason and discuss terms. \n'b' Deep trolls are likely to agree to mutually beneficial terms, such as helping them deal with a common enemy or providing them with something they value.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, Desert \n'b' Family: Troll \n'b' Large giant , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 105 (10d10 + 50) Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 20 (+5) INT: 9 (-1) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4 Damage Immunities fire Senses darkvision 60 ft., passive Perception 14 Languages Common, Giant Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Desert Camouflage . The desert troll has advantage on Dexterity ( Stealth ) checks made to hide in desert terrain. \n'b' Erupt . If the desert troll burrows at least 15 feet straight toward a creature, it can burst out of the ground, harming those above it. Each creature in its space when it erupts must make a DC 16 Strength saving throw. On a failure, the creature takes 10 (3d6) bludgeoning damage, is pushed out of the troll\xe2\x80\x99s space, and is knocked prone . On a success, the creature takes half the damage and is pushed out of the troll\xe2\x80\x99s space, but isn\xe2\x80\x99t knocked prone . \n'b' Keen Smell . The desert troll has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Regeneration . The troll regains 10 hp at the start of its turn. If the troll takes acid 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' Water Susceptibility . The desert troll takes 1 acid damage for every 5 feet it moves in water or for every gallon of water splashed on it. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The desert troll makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b'\n'b' About \n'b' The creature rising from the sand stands to a towering height, its knobbled flesh blending with the parched ground. Its long arms flex, bringing up iron-hard claws. \n'b' Desert trolls, uniquely suited to survive in their wasteland environment, are stout and bulky with skin cracked and hardened like parched earth. They are more intelligent than their cousins, and their temperament allows them to curb their evil impulses with subtlety and patience. As such, they can even assimilate successfully into civilized society, living and working in major cities and other settlements. \n'b' Lurkers in Sand and Rock . More cunning than standard trolls, desert trolls revel in surprising their foes with sudden ambushes from beneath the sand. Their hardened claws allow them to tunnel through earth and sand, and their coloration suits them to blending with desolate surroundings. Civilized desert trolls often take up trades that allow them to leverage their burrowing, such as construction or grave digging. \n'b' Born of Fire, Death in Water . Unlike most creatures who live in parched wastes, desert trolls have no need of water at all. Quite to the contrary, water is the bane of these creatures, dissolving their flesh and bones like acid. Many adventurers have met a sudden end by falling back on old standbys to defeat trolls, only to die shocked as their fire and oil slide harmlessly off the desert troll\xe2\x80\x99s stony flesh.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, Desert \n'b' Family: Troll \n'b' Large giant , neutral evil \n'b' Armor Class 16 (studded leather) Hit Points 92 (8d10 +48) Speed 25 ft., burrow 10 ft (soft earth and sand only)\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 22 (+6) INT: 8 (-1) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9 Skills Perception +2, Stealth +2, Survival +3 Damage Resistances nonmagical bludgeoning, piercing, and slashing Damage Immunities poison Damage Vulnerabilities fire Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Giant Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . Desert trolls have advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Regeneration . The desert troll regains 5 hit points at the start of its turn. If the desert troll takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the desert troll\xe2\x80\x99s next turn. The desert troll dies only if it starts its turn with 0 hit points and cannot regenerate . \n'b' Sanguinary Healing . The desert troll uses blood and fluid siphoned from living creatures to boost its ability to heal. The desert troll heals damage equal to half of any damage it inflicts upon a living target with its bite attack , rounding down. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . on any turn where it does not vent its gizzard, the desert troll makes two attacks; one with its bite and one with its claw. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8+3) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (3d4 +3) slashing damage. \n'b' Vent Gizzard (Recharge 6) . The desert troll coughs up a cloud of stored salts and acids from its gizzard chain in a 15-foot cone. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 11 (3d8) acid damage on a failed save or half as much damage on a successful save. If this saving throw is failed on a natural 1, the target is also blinded for 1d4 turns. \n'b' Thrown Stone . Ranged Weapon Attack : +7 to hit, range 60/180 ft., one target. Hit : 28 (4d10 + 6) bludgeoning damage. \n'b'\n'b' TACTICS \n'b'\n'b' Ambush Round -Desert trolls like to bury themselves in shallow pits of sand, burrowing quickly behind their prey and attacking any who are grouped together, focusing their Vent Gizzard action on catching as many of them as possible in the area of effect. \n'b' Crippled Round -Desert trolls are insidious, bloodthirsty combatants. If they are badly injured or have suffered regeneration-stealing damage, they will target opponents with their bite attack to siphon some of their fluids to heal. Incapacitated targets, animal companions, and mounts are easy choices. \n'b' Retreat Round -If forced to retreat, they will spend a round quickly burrowing into the loose sand or soil to a depth where attacks cannot reach them. They are subject to the need for air but can regenerate while buried in this fashion \n'b' Incapacitated Round -If a desert troll is incapacitated , it will do its best to \xe2\x80\x9cplay dead\xe2\x80\x9d for a round or two while waiting for an opportunity to crawl or burrow to safety. \n'b'\n'b' ABOUT \n'b' Desert trolls\xe2\x80\x99 are dense and heavy, filled with thick, tarlike ichor sluggishly trapped in stony, withered guts. Their skin is dry, stretched, and flakes off in papery wisps as they move around, constantly regenerating new layers to replace the old. Desert trolls are so dry and husk-like that, when they are not moving, they are oftentimes mistaken for mummified remains or burlap scraps-until they spring into action! \n'b' Desert trolls are an offshoot of common trolls that evolved from those who were severely wounded and left in the driest of environments. Their natural regeneration, coupled with rapid dehydration and immersion in salts and sands, resulted in an emaciated, leathery, mummy-like creature with an endless thirst for juicy living prey. Desert trolls have developed insanely sharp claws and double the normal of flesh-slicing fangs in their snarling maws. \n'b' Desert trolls regenerate using their surroundings\xe2\x80\x99 raw sand and dust combined with their own foul secretions to knit wounds closed. Desert trolls are also adapted to use the blood and fluids siphoned from other creatures to jump-start their own regenerative abilities. \n'b'\n'b' d6 \n'b' Desert Troll Treasure \n'b'\n'b' 1 \n'b' 2d6 x 5 sp scattered in the sands beneath where the desert troll nests \n'b'\n'b' 2 \n'b' 1d4 pieces of inedible jewelry that have passed through the desert troll; each are worth 1d6 x 1d10 gp \n'b'\n'b' 3 \n'b' The desert troll vomits up the last contents of its gizzard; concentrated salt acid crystals that can be ground down to become 1d3 uses of universal solvent or 2d4 vials of acid (2d4 damage). \n'b'\n'b' 4 \n'b' Make three rolls on Individual Treasure: Challenge 5-10 (Dmg, pg. 136). \n'b'\n'b' 5 \n'b' As #4, but this desert troll also adorned itself with a sack of trophies. 1d2+1 rolls on Magic Item Table B (Dmg, pg. 144). \n'b'\n'b' 6 \n'b' As #4, but this desert troll also thought of itself as king/queen of all desert trolls because it wore an ioun stone (random type) on a circlet around its head (but did not know how to activate its ability).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, Forest \n'b' Family: Troll \n'b' Large giant , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 73 (7d10 + 35) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 13 (+1) CON: 20 (+5) INT: 8 (-1) WIS: 9 (-1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 Senses darkvision 60 ft., passive Perception 12 Languages Giant Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Keen Smell . The forest troll has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Regeneration . The forest troll regains 10 hit points at the start of its turn. If the forest troll takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the forest troll\xe2\x80\x99s next turn. The forest troll dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Woodland Camouflage . The forest troll has advantage on Dexterity ( Stealth ) checks made to hide while in the forest. \n'b' Woodland Stalker . The forest troll can attempt to hide even when only lightly obscured by foliage. \n'b' Actions \n'b' Multiattack . The forest troll makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' About \n'b' On the shorter and slighter end of the troll size spectrum, forest trolls have long, willowy limbs adapted to mimic the texture of tree trunks and branches. Indeed, this skin is so similar to genuine bark that often flora will start to grow between and through cracks and crevices. The trolls encourage and even cultivate these so as to enhance their camouflage. Forest trolls tend to consume large amounts of birds who make the unfortunate and fatal mistake of building a nest on them. Their scythe-like claws allow them to easily cut paths through the brush, and make short work of any creature they come across.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, Frost \n'b' Family: Troll \n'b' Large giant , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 162 (13d10 + 91) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 24 (+7) INT: 8 (-1) WIS: 7 (-2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Damage Immunities cold Senses darkvision 60 ft., passive Perception 8 Languages Giant Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Regeneration . The frost troll regains 10 hit points at the start of its turn. If the frost troll takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the frost troll\xe2\x80\x99s next turn. The frost troll dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Winter Camouflage . The frost troll has advantage on Dexterity ( Stealth ) checks made to hide while in snowy and icy terrain. \n'b' Actions \n'b' Multiattack . The frost troll makes two melee attacks , but can use its slam only once. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one or two targets within 5 ft. Hit : 13 (2d8 + 4) bludgeoning damage, and if the target is Large or smaller it must succeed on a DC 15 Strength saving throw or be knocked prone . \n'b' About \n'b' Adapted to live in desolate, freezing, icy plains and mountains, frost trolls are hulking creatures of thick white fur, nearly invisible in the snow. Driven to near frenzy by hunger, the scarcity of food makes frost trolls the most aggressive, carnivorous and bloodthirsty of all trolls; supplementing their diet with plant matter is not an option in their harsh climate. Food is the fuel that sustains their regeneration, so a frost troll knows it must eat or die. In contrast, frost trolls can actually survive for the longest time without food, burning their accumulated substantial fat reserves as an emergency food source.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Culicoid \n'b' Family: Demons \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 190 (20d10 + 80) Speed 30 ft., fly 60 ft. (hover)\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 18 (+4) INT: 11 (+0) WIS: 14 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +8 Skills Acrobatics +6, Perception +6, Stealth +6 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 16 Languages Abyssal, telepathy 60 ft. Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Blood Sense . The culicoid can pinpoint, by scent, the location of creatures that have blood within 60 feet of it. \n'b' Cloud of Mosquitos . When the culicoid is reduced to 0 hp , it transforms into a swarm of mosquitos (use the statistics of a swarm of insects). If at least one mosquito from the swarm survives for 24 hours, the culicoid reforms at the following dusk from the remaining mosquitos, regaining all its hp and becoming active again. \n'b' Magic Resistance . The culicoid has advantage on saving throws against spells and other magical effects. \n'b' Mosquito-Proof . The culicoid can\xe2\x80\x99t be subjected to blood drain from mosquitos and mosquito-like creatures. \n'b' Speak with Mosquitos . The culicoid can communicate with mosquitos and other mosquito-like creatures as if they shared a language. \n'b' Actions \n'b' Multiattack . The culicoid makes three attacks: one with its proboscis and two with its needle claws. \n'b' Needle Claws . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained , the culicoid can automatically hit the target with its needle claw, and it can\xe2\x80\x99t use the same needle claw against other targets. The culicoid has two needle claws, each of which can grapple only one target. \n'b' Proboscis . Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 14 (2d8 + 5) piercing damage plus 7 (2d6) poison damage. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. While poisoned , a creature must succeed on a DC 16 Wisdom saving throw at the start of each of its turns or spend its full turn scratching the rash. A poisoned creature can repeat the Constitution saving throw at the end of each of its turns, ending the poisoned condition on itself on a success. \n'b' About \n'b' Filthy rags partially conceal this walking mosquito\xe2\x80\x99s form. The hands poking out of its rags end in needle-like fingers, which resemble the proboscis on the creature\xe2\x80\x99s head. \n'b' Abyssal Swamp Dwellers . Culicoid demons make their home in a fetid layer of the Abyss where they serve demon lords who value insects. When they travel to the Material Plane, they make themselves at home in insect-infested marshes. \n'b' Buzzing and Itching . Though a culicoid\xe2\x80\x99s wings are suitably large for its size, they produce a high-pitched drone. Their wingbeats don\xe2\x80\x99t stand out from regular insects, making them difficult to detect. The culicoid\xe2\x80\x99s filthy proboscis induces an irritating rash that forces its victims to ignore all else to scratch the rash. \n'b' Friend to Mosquitos . The culicoid demon can communicate with mosquitos, stirges, and other similar creatures, such as anophiloi. These creatures cannot drink blood from the demon, but they innately feel a connection to it. The culicoid surrounds itself with swarms of the insects and uses its sensitivity to the smell of blood to lead its allies to feasts.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, Gluttonous \n'b' Family: Troll \n'b' Huge giant (titanspawn), chaotic evil\n'b' STATS STR: 22 (+6) DEX: 11 (+0) CON: 22 (+6) INT: 6 (-2) WIS: 9 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 16 (natural armor) Hit Points 172 (15d12 + 75) Speed 30 ft., swim 30 ft. Skills Perception +3 Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 13 Languages Giantish, Titan Speech Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Keen Smell . The troll has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Regeneration . The gluttonous troll regains 15 hit points at the start of its turn. If the troll takes acid or 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 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Actions \n'b' Multiattack . The troll makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 13 (2d6 + 6) piercing damage. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) slashing damage, and the target is grappled (escape DC 18). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling this target, the troll has advantage on attack rolls against it and can\xe2\x80\x99t use the grappling claw\xe2\x80\x99s attack against other creatures. When the gluttonous troll moves, a Large or smaller creature it is grappling moves with it. \n'b' Rock . Ranged Weapon Attack : +10 to hit, range 60/180 ft., one target. Hit : 22 (3d10 + 6) bludgeoning damage. \n'b' Swallow . The gluttonous troll 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 troll, and it takes 21 (6d6) acid damage at the start of each of the troll\xe2\x80\x99s turns. A gluttonous troll can have only one creature swallowed at a time. If the troll takes 25 damage or more on a single turn from the swallowed creature, the troll 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 troll. If the troll dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone . \n'b' Tactics \n'b' Gluttonous trolls attack anything that they believe they can eat, without regard to tactics or their own survival. They refuse to retreat from a battle, no matter how grave their injuries; they kill and eat their prey or die trying. \n'b' Description \n'b' Gluttonous trolls roam the hills and moors by night, sometimes in small groups, hunting and devouring anything that crosses their path. \n'b' Whatever self-awareness these creatures possess is constantly embattled by their incessant hunger, driving them to attack even large, fortified settlements in search of food. \n'b' A gluttonous troll resembles a common troll, but a huge 16-foot-tall specimen, its lanky frame dominated by powerful, hunched shoulders and a loose mane of thick, greenish fur running down its back. Its gaunt, bestial face is underlined by a massive, tusked underbite. Its belly is perpetually taut and shrunken. \n'b' Cannibalistic Hunters. Because of their fearlessness and physical power, gluttonous trolls are sometimes accompanied by a number of common trolls, who hope for easy pickings in the wake of these giants\xe2\x80\x99 depredations. As often as not, though, such opportunists are themselves eaten when food is scarce, for the gluttonous trolls will turn even upon one another when their hunger overwhelms them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, Gutter \n'b' Family: Troll \n'b' Medium giant , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 75 (10d8 + 30) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 16 (+3) INT: 7 (\xe2\x80\x932) WIS: 11 (+0) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +5 Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Giant Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The troll can breathe air and water. \n'b' Keen Smell . The troll has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Fey Origins . The first gutter troll is said to have spawned from a troll slain in battle with the Toad King, one of the fey animal lords. The troll took a big bite out of the Toad King before the animal lord and his servants took it down. The fey-touched flesh the troll had swallowed changed when it regenerated, and it returned to life as a toad-like, wart-covered gutter troll. Like frogs and toads, gutter trolls cannot attack the Toad King if they encounter him, unless magically compelled. \n'b' City Dwellers . Although gutter trolls can still sometimes be found dwelling in swamps and bogs or near riverside villages, they are most common in cities and towns where they can find more plentiful food. Cowards at heart, the trolls avoid drawing unwanted attention from city authorities by hunting their prey in the worst parts of town, where beggars and street urchins regularly go missing. \n'b' Sticky Tongues and Psychoactive Sweat . Gutter trolls are stealthy hunters, emerging from ditches or sewers, grabbing victims with their long sticky tongues , and dragging their prey down into their lairs. Their warty skin secretes sweat with psychoactive properties, which weaken the victim\xe2\x80\x99s ability to fight back. \n'b' Psychoactive Sweat . Any creature that starts its turn within 5 feet of the troll must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. \n'b' Regeneration . The troll regains 10 hp at the start of its turn. If the troll takes acid or 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. It can replace its Bite attack with a Sticky Tongue attack . \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) slashing damage. \n'b' Sticky Tongue . Melee Weapon Attack : +6 to hit, reach 20 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be pulled up to 15 feet toward the troll. \n'b'\n'b' ABOUT \n'b' A hunched figure climbs out of the ditch and creeps slowly down the street. It has a toad-like face, drab leathery skin covered in warts, and webbed feet. Its hands end in long, razor-sharp claws. \n'b' Standing just over six feet tall, gutter trolls are smaller, toad-like cousins of the common troll. They make their homes in sewer tunnels beneath cities or under city bridges, creeping out at night to prey on the local population.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bereginyas \n'b' Tiny fey , neutral evil \n'b' Armor Class 14 Hit Points 81 (18d4 + 36) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 14 (+2) DEX: 19 (+4) CON: 14 (+2) INT: 13 (+1) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6 Skills Perception +5, Stealth +8 Damage Immunities bludgeoning Senses darkvision 60 ft., passive Perception 15 Languages Common, Elvish, Sylvan Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Foul Form . The bereginyas\xe2\x80\x99s semi-solid form emits poisonous gases. Any creature that starts its turn within 5 feet of the bereginyas must succeed on a DC 14 Constitution saving throw or be poisoned . A creature that succeeds on this saving throw by 5 or more is immune to the bereginyas\xe2\x80\x99s Foul Form for the next 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bereginyas makes two Claw attacks. If both attacks hit the same target, the bereginyas attaches to the target. While attached, the bereginyas can use only the Smother action, and it moves with the target whenever the target moves, requiring none of the bereginyas\xe2\x80\x99s movement. The bereginyas can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the bereginyas by succeeding on a DC 14 Strength check. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage plus 4 (1d8) poison damage. \n'b' Smother . While attached to a creature that isn\xe2\x80\x99t a Construct or Undead, the bereginyas extends a tendril of poisonous gas down the creature\xe2\x80\x99s throat. The creature must make a DC 14 Constitution saving throw. On a failure, it takes 22 (5d8) poison damage, immediately runs out of breath, and begins suffocating. On a success, it takes half the damage, doesn\xe2\x80\x99t run out of breath, and isn\xe2\x80\x99t suffocating. Suffocation ends if the creature dies, if the bereginyas is removed from the creature, or if the bereginyas is killed. A suffocating creature that fails this saving throw reduces its remaining rounds of breath by 1. \n'b'\n'b' ABOUT \n'b' These small, winged faeries appear to be made of gray mist, and they can conceal themselves completely in the fogbanks and clouds enshrouding their mountainous lairs. \n'b' Mist Dancers . These evil, cunning faeries (whose name means \xe2\x80\x9cmist dancers\xe2\x80\x9d in Old Elvish) overcome their victims by seeping into the creature\xe2\x80\x99s lungs to choke it on the bereginyas\xe2\x80\x99s foul essence. \n'b' Mountain Spirits . They are most commonly found in the highest mountain ranges, often above the tree line, but they can be encountered in any foggy or misty mountainous region. Shepherds and goatherds often leave bits of milk or cheese to placate them, particularly during the spring lambing season.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, Havtroll \n'b' Family: Troll \n'b' Large giant , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 45 (6d10 + 12) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 15 (+2) INT: 8 (-1) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +2 Damage Vulnerabilities lightning, thunder Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common, Giant Challenge 3 (700 XP) \n'b' Special Traits \n'b' Amphibious . The havtroll can breathe air and water. \n'b' Keen Smell . The havtroll has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Underwater Camouflage . The havtroll has advantage on Dexterity ( Stealth ) checks made to hide while underwater. \n'b' Sunlight Hypersensitivity . The havtroll must make a DC 10 Constitution saving throw when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. If the saving throw fails by 5 or more, the havtroll is instantly petrified . Otherwise, a havtroll that fails the save begins to turn to stone and is restrained . The restrained havtroll must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the havtroll is freed by the greater restoration spell or other magic. \n'b' Actions \n'b' Multiattack . The havtroll makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) slashing damage and the target is grappled (escape DC 14). The havtroll has two claws. While a claw grapples a target, the claw can attack only that target. \n'b' About \n'b' Havtrolls bedevil sailors on the ocean and villagers who live by lakes. Often confined by magic, havtrolls that can break free of their bonds eat everything they can stuff into their enormous fanged mouths.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, Hill \n'b' Family: Troll \n'b' Gargantuan giant , neutral \n'b' Armor Class 15 (natural armor) Hit Points 390 (20d20 + 180) Speed 30 ft.\n'b' STATS STR: 26 (+8) DEX: 5 (-3) CON: 28 (+9) INT: 5 (-3) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 10 Languages Giant Challenge 20 (25,000 XP) \n'b' Special Traits \n'b' Massive . The hill troll can move into spaces already occupied by Large or smaller creatures. When it does so, creatures in those spaces must make a DC 19 Dexterity saving throw, taking 21 (2d20) bludgeoning damage on a failed save, or half as much damage on a successful one. \n'b' Monolithic . While the hill troll remains motionless, it is indistinguishable from a small hillock. \n'b' Regeneration . The hill troll regains 30 hit points at the start of its turn. If the hill troll takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the hill troll\xe2\x80\x99s next turn. The hill troll dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Actions \n'b' Multiattack . The hill troll makes two melee attacks . \n'b' Kick . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 29 (2d20 + 8) bludgeoning damage, and if the target is Large or smaller it must succeed on a DC 19 Dexterity saving throw or be hurled up to 20 feet away. \n'b' Slam . Melee Weapon Attack : +14 to hit, reach 20 ft., up to four targets no more than 5 ft. apart. Hit : 29 (2d20 + 8) bludgeoning damage, and if the target is Large or smaller it must succeed a DC 19 Strength saving throw or be knocked prone . \n'b' Stomp . Melee Weapon Attack : Each creature in a 10\xc2\x96foot-radius burst centered the hill troll must make a DC 18 Dexterity saving throw, taking 29 (2d20 + 8) bludgeoning damage on a failed save or half as much damage on a successful one. \n'b' About \n'b' A hill troll\xe2\x80\x99s gargantuan size is its own unlikely camouflage \xc2\x96 few suspect that the grassy verge they camp on or the steep slope they traverse will end up devouring them. Hidden in plain sight, a hill troll is patient, waiting for an opportunity to spring on unsuspecting travelers. Moss and grass grow on its back during its long periods of dormancy, only enhancing its camouflage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, Ice \n'b' Family: Troll \n'b' Large giant , chaotic evil \n'b' Armor Class 12 (natural armor) Hit Points 68 (8d10 + 24) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 9 (-1) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Vulnerabilities fire, slashing Damage Immunities cold Senses darkvision 60 ft., passive Perception 12 Languages Giant Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Slashing Susceptibility . If an attack made with a slashing weapon scores a critical hit on the ice troll , the troll must succeed on a DC 13 Constitution saving throw or lose a limb. Roll a d6. On a roll of 1-3, the troll loses an arm, and on a roll of 4-6 the troll loses a leg. It is GM\xe2\x80\x99s choice as to whether it was the right or left arm or leg. \n'b' Regeneration . The ice troll regains 10 hit points at the start of its turn. If the troll is not making physical contact with ice or near-freezing water, this trait doesn\xe2\x80\x99t function at the start of the troll\xe2\x80\x99s next turn. The cave dies only if starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Actions \n'b' Multiattack . The cave troll makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage plus 7 (2d6) cold damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage. \n'b' About \n'b' This large, powerful creature has semitransparent flesh of light blue. \n'b' Its body is completely hairless and its cold, piercing eyes are stark white. \n'b' Ice trolls are relatives of normal trolls but are decidedly more cunning, ruthless, evil, and despicable. They make their homes in very cold climates, always near a pool of water (either natural or troll -made). The strongest (and sometimes most intelligent) member of a band is usually the leader. \n'b' Unlike their trollish cousins, ice trolls do not rush headlong into battle. \n'b' They prefer to attack the weakest opponents first if they can. If combat goes against an ice troll , it does not hesitate to flee. \n'b' Ice trolls savor the taste of human flesh and construct their lairs near civilized areas where humans are plentiful. Ice trolls often set traps for humans and either devour them immediately or capture them and carry them back to their lair. Captured humans are caged and fattened up before they are eaten. \n'b' An ice troll stands about 8 feet tall and weighs 450 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, Lake \n'b' Family: Troll \n'b' Large giant , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 126 (12d10 + 60) Speed 20 ft., swim 40 ft.\n'b' STATS STR: 22 (+6) DEX: 13 (+1) CON: 20 (+5) INT: 8 (-1) WIS: 10 (+0) CHA: 6 (-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 Common, Giant Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The lake troll can breathe air and water. \n'b' Keen Smell . The lake troll has advantage on Wisdom (Perception) checks that rely on smell. \n'b' Regeneration . The lake troll regains 10 hp at the start of its turn. If the lake troll takes cold or fire damage, it regains only 5 hp at the start of its next turn. If the lake troll takes both cold and fire damage, this trait doesn\xe2\x80\x99t function at the start of the lake troll\xe2\x80\x99s next turn. The lake 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 lake troll makes one Bite attack and two Claw attacks. If both Claw attacks hit one creature that is wielding a weapon, the target must succeed on a DC 16 Dexterity saving throw or the target\xe2\x80\x99s weapon takes a permanent and cumulative -1 penalty to damage rolls . If the weapon\xe2\x80\x99s penalty drops to ?5, the weapon is destroyed. If the target is wielding more than one weapon, the troll chooses which weapon to affect. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 10 (1d8 + 6) slashing damage. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) piercing damage. \n'b'\n'b' ABOUT \n'b' This large, lanky creature has arms too long for its body. Its hands are webbed and equipped with wicked claws. Its skin is covered in dull green scales and embedded with stones, and limp hair like scraggly seaweed hangs across its long-nosed face. \n'b' Water-dwelling cousins of the more common trolls, lake trolls are both stronger and slightly more intelligent, but thankfully less common. Accompanied by a reek of old, rotting fish, these slimy creatures live beneath the surface of lakes, ponds, rivers, and sometimes even ocean coves. \n'b' Violently Territorial . A lake troll is savage in the defense of its claimed expanse of territory; any encroachment into the creature\xe2\x80\x99s water is met with sudden violence from the depths. \n'b' Fishermen are the most vulnerable to these attacks, especially when they explore new bodies of water. \n'b' Cruel Cunning . Even seasoned soldiers are wise enough to fear the claws of a lake troll; a person with no weapon facing the creature is doomed. Lake trolls delight in splintering wood and twisting metal with their talons and in shrugging off the deadliest of blows with their tough hide. They often prioritize wielders of grand weapons because they delight in the horror brought on by dulling their prey\xe2\x80\x99s weapons with a few strokes of their powerful claws. Lake trolls are cunning ambushers. They make use of the water to cover their attack and to protect themselves from the flames of would-be troll hunters. \n'b' Hard to Kill . A lake troll\xe2\x80\x99s regeneration is shut down only by cold and fire damage at nearly the same time, making them tricky to fight and exceedingly difficult to kill. Many adventurers have been shocked or slain when a lake troll they presumed was burned to death suddenly leapt back into the fray. Because they\xe2\x80\x99re reclusive and so very lethal, these creatures are poorly understood by most scholars.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, Lava \n'b' Family: Troll \n'b' Huge giant , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 150 (12d12 + 72) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 16 (+3) INT: 12 (+1) WIS: 9 (-1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire Condition Immunities petrified , poisoned Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 13 Languages Giant Proficiency Bonus +4 Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When the lava troll dies, it explodes in a burst of lava. Each creature within 15 feet of it must make a DC 15 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. \n'b' False Appearance . While the lava troll remains motionless, it is indistinguishable from an ordinary mound of magma. \n'b' Heated Body . A creature that touches the troll or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. \n'b' Illumination . The troll sheds bright light in a 30-foot radius and dim light for an additional 30 feet. \n'b' Invisible in Lava . The lava troll is invisible while fully immersed in lava. \n'b' Keen Smell . The lava troll has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Regeneration . The lava troll regains 10 hit points at the start of its turn. If the troll takes cold damage, this trait doesn\xe2\x80\x99t function at the start of the troll\xe2\x80\x99s next turn. The lava troll dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Siege Monster . The troll deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The troll makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage plus 9 (2d8) fire damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 11 (2d6 + 4) slashing damage plus 9 (2d8) fire damage. If the target is Medium or smaller, it is grappled (escape DC 16) and pulled 5 feet toward the lava troll. Until this grapple ends, the target is re-strained, the lava troll tries to drown it, and the lava troll can\xe2\x80\x99t grapple another target. \n'b'\n'b' ABOUT \n'b' This magma-covered giant lurches out of the lava to grab at you! \n'b' Lava trolls are ambushers by nature, lurking eyeballs deep in lava pools where they lay in wait for any being who comes too close. Then they snatch whatever they can grab, pulling it into the lava with them. \n'b' Lava trolls don\xe2\x80\x99t wander far from their pools when prey is plenty, so they can be placated with a steady supply of victims and turned into impromptu guardians.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, Mountain \n'b' Family: Troll \n'b' Huge giant , chaotic neutral \n'b' Armor Class 16 (natural armor) Hit Points 150 (12d12 + 72) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 22 (+6) INT: 8 (-1) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Languages Giant Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Keen Smell . The mountain troll has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Regeneration . The mountain troll regains 20 hit points at the start of its turn. If the mountain troll takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the mountain troll\xe2\x80\x99s next turn. The mountain troll dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Actions \n'b' Multiattack . The mountain troll makes two melee attacks , but can use its slam only once. \n'b' Kick . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) bludgeoning damage, and if the target is Medium or smaller it must succeed on a DC 15 Dexterity saving throw or be hurled up to 20 feet away. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 20 ft., up to three targets no more than 5 ft. apart. Hit : 15 (2d10 + 4) bludgeoning damage, and if the target is Large or smaller it must succeed on a DC 16 Strength saving throw or be knocked prone . \n'b' Stomp . Melee Weapon Attack : Each creature in a 10\xc2\x96foot-radius burst centered on the mountain troll must make a DC 16 Dexterity saving throw, taking 15 (2d10 + 4) bludgeoning damage on a failed save or half as much damage on a successful one. \n'b' About \n'b' Incorporating features of their cave and hill kin, mountain trolls are huge, with thick rocky skin and sparse, mossy hair. Despite their size , they are capable climbers with strong arms and large hands providing them an ample grip in their mountainous home. \n'b' Despite the name, mountain trolls often venture into rocky lowlands to hunt, where prey is more abundant and their rough hide still affords them some level of cover.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, Mountain \n'b' Family: Troll \n'b' Huge giant , chaotic neutral \n'b'\n'b' Armor Class 18 (natural armor) \n'b' Hit Points 270 (20d12+140) \n'b' 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' Saving Throws Con +12, Str +15, Wis +1 \n'b' Damage Vulnerabilities thunder \n'b' Skills Athletics +15, Perception +7 \n'b' Senses darkvision 60 ft., passive Perception 17 \n'b' Languages Giant \n'b' 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' 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 had 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. \n'b' 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'Demon, Culicoid \n'b' Family: Demons \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 190 (20d10 + 80) Speed 30 ft., fly 60 ft. (hover)\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 18 (+4) INT: 11 (+0) WIS: 14 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +8 Skills Acrobatics +6, Perception +6, Stealth +6 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 16 Languages Abyssal, telepathy 60 ft. \n'b' Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Sense . The culicoid can pinpoint, by scent, the location of creatures that have blood within 60 feet of it. \n'b' Cloud of Mosquitos . When the culicoid is reduced to 0 hp, it transforms into a swarm of mosquitos (use the statistics of a swarm of insects). If at least one mosquito from the swarm survives for 24 hours, the culicoid reforms at the following dusk from the remaining mosquitos, regaining all its hp and becoming active again. \n'b' Magic Resistance . The culicoid has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ABOUT \n'b' This large creature exudes darkness and contempt. It has feathery wings, backswept horns set behind its wide eyes, a narrow, vicious-looking beak, and talon-like claws. Its body is thin and sinewy, and its skin is a sickly green. \n'b' Demonic Servants . These demons lurk in darkness, serving and protecting Alquam, the Demon Lord of Night (Tome of Beasts, p. 84). Alquam is known to send them to aid his cults, and he sometimes utilizes them to assassinate individuals who threaten his followers. \n'b' Because the spawn are created by Alquam, many of his cults worship them as physical representations of the Demon Lord himself. The cults believe that offerings to the spawn are conveyed directly to their master in his planar abode. \n'b' Kinship with Shadow . When the spawn of Alquam venture to the Material Plane, they take care to move only in places that are cloaked in darkness. While direct light does not harm them, they find it uncomfortable and often flee from it. \n'b' Lords of Birds . Birds instinctively follow the mental commands of the spawn of Alquam, and sudden changes in bird behavior that can signal a spawn is nearby. Swarms of birds attack targets the spawn designates, act as the spawn\xe2\x80\x99s messengers, and enact the spawn\xe2\x80\x99s or Alquam\xe2\x80\x99s will in whatever way either demon dictates.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, Quick \n'b' Family: Troll \n'b' Large giant , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 175 (13d10 + 104) Speed 60 ft., swim 40 ft.\n'b' STATS STR: 25 (+7) DEX: 16 (+3) CON: 26 (+8) INT: 8 (-1) WIS: 9 (-1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +10, Perception +2 Damage Immunities poison Senses darkvision 60 ft., passive Perception 12 Languages Giant Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Amphibious . Quick trolls can breathe both air and water. \n'b' Keen Smell . Quick trolls has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Poison Skin . A quick troll\xe2\x80\x99s skin contains a powerful poison. Any time the creature touches another creature, the creature takes 10 (3d6) poison damage. \n'b' Regeneration . Quick trolls regains 10 hit points at the start of its turn as long as it is at least partially submerged in water; strong rainfall also allows the troll\xe2\x80\x99s regeneration to function. If the troll takes acid, fire, or lightning damage, this trait doesn\xe2\x80\x99t function at the start of the troll\xe2\x80\x99s next turn. The troll only dies if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate. \n'b' Actions \n'b' Multiattack . Quick trolls make three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 14 (2d6 + 7) piercing damage plus 10 (3d6) poison damage. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 12 (1d10 + 7) slashing damage plus 10 (3d6) poison damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, Risetroll \n'b' Family: Troll \n'b' Huge giant , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 172 (15d12 + 75) Speed 40 ft., burrow 40 ft.\n'b' STATS STR: 22 (+6) DEX: 15 (+2) CON: 21 (+5) INT: 9 (-1) WIS: 11 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +6 Damage Vulnerabilities lightning, thunder Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Languages Common, Giant Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Extra Heads . The risetroll has a 25 percent chance of having more than one head. If it has more than one, it has advantage on Wisdom ( Perception ) checks and on saving throws against being blinded , charmed , deafened, frightened , stunned, or knocked unconscious. \n'b' Keen Smell . The risetroll has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Stone Camouflage . The risetroll has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b' Sunlight Hypersensitivity . The risetroll must make a DC 12 Constitution saving throw when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. If the saving throw fails by 5 or more, the risetroll is instantly petrified . Otherwise, a risetroll that fails the save begins to turn to stone and is restrained . The restrained risetroll must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the risetroll is freed by the greater restoration spell or other magic. \n'b' Actions \n'b' Multiattack . The risetroll makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 10 (1d8 + 6) piercing damage. If the target is a humanoid, it must succeed on a DC 17 Constitution saving throw or be cursed with trolltagna (see the species description for more details). \n'b' Claws . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 16 (3d6 + 6) slashing damage and the target is grappled (escape DC 18). The risetroll has two claws. While a claw grapples a target, the claw can attack only that target. \n'b' Rock . Ranged Weapon Attack : +10 to hit, range 60/240 ft., one target. Hit : 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone . \n'b' About \n'b' The trolls that are most feared are risetrolls, who live within the land itself. They come about in a variety of odd and misshapen forms, some having multiple heads. They are fond of eating whatever they can catch, but those who survive their bite are often stolen away to become trolltagna. Risetrolls stick primarily to hills and rocky outcroppings where they can blend in.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, River \n'b' Family: Troll \n'b' Large giant , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 57 (6d10 + 24) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 19 (+4) INT: 6 (-2) WIS: 9 (-1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Perception +3 Damage Immunities poison Senses darkvision 60 ft., passive Perception 13 Languages Giant Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The river troll can breathe both air and water. \n'b' Keen Smell . The river troll has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Poison Skin . The river troll\xe2\x80\x99s skin contains a powerful poison. Any time the troll touches another creature, the creature takes 7 (2d6) poison damage (included in attacks). \n'b' Regeneration . The river troll regains 10 hit points at the start of its turn as long as it is at least partially submerged in water; strong rainfall also allows the troll\xe2\x80\x99s regeneration to function. If the troll takes acid or lightning damage, this trait doesn\xe2\x80\x99t function at the start of the troll\xe2\x80\x99s next turn. The troll only dies if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The river troll makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage plus 7 (2d6) poison damage. \n'b'\n'b' About \n'b' Similar in many respects to their swamp-loving kin, river trolls prefer a less slimy existence and choose to live in forested regions near rivers and streams, or under bridges.\xc2\xa0River trolls patrol the banks of large rivers, looking to hunt the forest creatures that use the river for sustenance. Very rarely, the river trolls are indigent enough to use crude nets or spears to harvest fish and other aquatic foods from the river itself.\xc2\xa0River trolls are more frequently found as a group, as they are somewhat smaller than a normal troll (though only other trolls really notice this).\xc2\xa0They will work together with those of their own kind, but not with other common trolls.\xc2\xa0River trolls are adept swimmers and like to lurk underwater for prey near bridges, if possible.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Berserker \n'b' Medium humanoid (any), any alignment \n'b' Armor Class 14 (chain shirt) Hit Points 105 (10d12+30) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 17 (+3) INT: 9 (-1) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +7, Constitution +5 Skills Acrobatics +5, Athletics +9, Performance +4, Survival +7 Senses passive Perception 13 Languages Any one language Challenge 3 (700 XP) \n'b' Special Traits \n'b' Brutal Critical . The berserker can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack . \n'b' Reckless . At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls that turn but attack rolls against it have advantage until the start of its next turn. \n'b' Actions \n'b' Multiattack . A berserker makes two greataxe attacks per turn. \n'b' Greataxe . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (1d12 + 5) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, River \n'b' Family: Troll \n'b' Huge giant , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 138 (12d12 + 60) Speed 30 ft., swim 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' Skills Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages Giant, Sylvan Challenge 9 (5,000 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The river troll can breathe air and water. \n'b' Keen Smell . The river troll has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Regenerate . The river troll regains 12 hit points at the start of its turn. If the troll takes fire damage, this trait doesn\xe2\x80\x99t function at the start of the river troll\xe2\x80\x99s next turn. The river troll only dies if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Siege Monster . The river troll deals double damage to objects and structures. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The river troll makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit :10 (1d10 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit :16 (2d10 + 5) slashing damage. \n'b' Drown . When a river troll hits with a claw attack it can attempt to grapple the target and drown it (DC 16 Strength saving throw). Because of its size, the river troll can attempt to drown two Large or smaller targets at the same time. \n'b'\n'b' About \n'b' The river troll is an absolutely massive type of troll. These huge trolls make their homes in lakes and rivers. They hunt for prey and will attempt to drown their victims. Unlike other trolls, these monsters refuse to serve anyone else. \n'b' At Home in the Water . Although they are huge in size, river trolls are actually quite good swimmers. They are also amphibious and use this trait to surprise their victims. River trolls can hide on the bottom of large rivers or lakes for hours. \n'b' Deadly Drownings . These horrid monsters are extremely strong and can usually drown their opponents. River trolls can also do extensive damage to objects and structures. \n'b' Fears Fire . Attacking the river troll with fire is the only way to stop them from regenerating.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, Rock \n'b' Family: Troll \n'b' Large giant , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 150 (12d10 + 84) Speed 30 ft., burrow 20 ft.\n'b' STATS STR: 24 (+7) DEX: 10 (+0) CON: 24 (+7) INT: 6 (-2) WIS: 9 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Resistances force, poison; bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 13 Languages Giant Challenge 11 (7,200 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The troll has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Regeneration . The rock troll regains 10 hit points at the start of its turn if it has at least 1 hit point and is underground touching earth or rock. If the rock troll takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the troll\xe2\x80\x99s next turn. \n'b' Rend . If the troll hits the target with both claws on the same turn, the troll rends the target, dealing an additional 22 (4d10) slashing damage to the target. \n'b' Sunlight Vulnerability . The rock troll begins to turn to stone and its speed is halved when it starts its turn in true sunlight (magical light does not have the same effect). The rock troll must make a DC 17 Constitution saving throw at the end of its next turn. If it fails this saving throw, it completely turns to stone and is petrified . The troll must repeat the saving throw for each turn it remains in sunlight. The petrified effect is permanent unless dispelled (but only if done out of direct sunlight). \n'b' Tough Hide . The rock troll has extremely thick, tough skin that protects it from nonmagical weapons. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The rock troll makes three melee attacks : one with bite and two claws. If both claw attacks hit the same target on the same turn, the troll rends the creature with its claws, inflicting additional slashing damage. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 16 (2d8 + 7) piercing damage. \n'b' Claws . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 18 (2d10 + 7) slashing damage. \n'b'\n'b' About \n'b' This giant creature stands nearly twice as tall as a normal man. Its hide is earth-colored and its hair is dark. Its eyes are deep brown. The creature\xe2\x80\x99s arms and legs are long and thin and end in sharpened talons. Its feet end in three-toed feet. \n'b' Rock trolls are relatives of the normal troll and make their lairs deep within the subterranean realms of the earth. Most underground creatures avoid rock trolls, as they are completely malign and evil, attacking any living creature, especially when hungry. They are quite fond of human and halfling flesh. Unlike common trolls, rock trolls cannot regenerate lost limbs (though they do possess the ability to quickly heal damage). \n'b' Rock trolls are 10 feet tall and weigh about 600 pounds. They resemble their smaller relatives in most respects. The rock troll\xe2\x80\x99s hide is stone gray or brown, its hair is black or brown, and its eyes are dull brown. \n'b' Rock trolls attack any living thing that enters their territory, usually doing so for food. They have no strategy or organization in their attacks; a rock troll flails relentlessly at its foes with its powerful claws until either it or its opponent is dead.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, Rust \n'b' Family: Troll \n'b' Large giant , chaotic evil \n'b' Armor Class 18 (natural armor, +1 shield) Hit Points 216 (16d10 + 128) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 29 (+9) DEX: 13 (+1) CON: 27 (+8) INT: 8 (-1) WIS: 9 (-1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Constitution +12 Skills Intimidation +5, Perception +7 Damage Immunities poison Senses darkvision 60 ft., passive Perception 17 Languages Giant Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Amphibious . Rust trolls can breathe both air and water. \n'b' Keen Smell . Rust trolls have advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Poison Skin . Rust trolls skin contains a powerful poison. Any time the creature touches another creature, the creature takes 10 (3d6) poison damage. \n'b' Regeneration . Rust trolls regains 10 hit points at the start of its turn as long as it is at least partially submerged in water; strong rainfall also allows the troll\xe2\x80\x99s regeneration to function. If the troll takes acid, fire, or lightning damage, this trait doesn\xe2\x80\x99t function at the start of the troll\xe2\x80\x99s next turn. The troll only dies if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate. \n'b' Actions \n'b' Multiattack . Rust trolls makes three attacks: one with its bite, one with its gauntlet of rust, and one shield bash. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 16 (2d6 + 9) piercing damage plus 10 (3d6) poison damage. \n'b' Rusting Strike . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 13 (1d8 + 9) bludgeoning damage. If the target is wearing metal armor (or holding a shield), the armor (or shield, the target\xe2\x80\x99s choice) takes a permanent and cumulative -1 penalty to the AC it provides. Armor reduced to an AC of 10 or a shield that drops to +0 bonus is destroyed. Any nonmagical weapon made of metal that hits the rust troll corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage.. \n'b' Shield Bash . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 14 (2d4 + 9) bludgeoning damage. If the target is a Large or smaller 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'Troll, Sea \n'b' Family: Troll \n'b' Large giant , chaotic evil \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 94 (9d10 + 45) \n'b' Speed 30 ft., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 20 (+5) INT: 7 (\xe2\x80\x932) WIS: 9 (\xe2\x80\x931) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages Giant \n'b' Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing . The sea troll has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Regeneration . The sea troll regains 10 hit points at the start of its turn. If the troll takes acid or thunder 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 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Limited Amphibiousness . The sea troll can breathe air and water but begins to suffocate if not submerged in the sea at least once a day for one minute. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The troll makes one Piscine Mutation attack and two Claw attacks. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Piscine Mutations. The sea troll has one or more of the following attack options, provided it has the appropriate anatomy: Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Poison Quills . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 8 (1d8 + 4) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for one minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Tentacle . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Medium or smaller creature. \n'b'\n'b' ABOUT \n'b' Sea trolls live near the large bodies of water of the world. Due to mutations, sea trolls have become viable hunters on land and in the water. Those that have mostly piscine diets have even taken on some of the physical traits of their prey (see Piscine Mutations under Actions). Due to their extended time spent in the water, sea trolls have a heightened sense of hearing similar to echo location instead of smell. Their bodies are more resistant to fire as well. However, they are vulnerable to thunder damage, so much so that it arrests the regenerative properties of their flesh.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, Sewer \n'b' Family: Troll \n'b' Large giant , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 57 (6d10 + 24) Speed 30 ft., swim 20 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages Giant Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Keen Smell . The troll has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Regeneration . The troll regains 8 hit points 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 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Standing Leap . The troll\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b' Sunlight Sensitivity . While in sunlight, the troll has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Actions \n'b' Multiattack . The troll makes three attacks: one with its bite and two with its fists. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage plus 2 (1d4) poison damage. \n'b' Fist . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' Spit Slime (recharge 2-3) . Ranged Weapon Attack : +4 to hit, range 20/60 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage plus 4 (1d8) poison damage. \n'b' About \n'b' Living far beneath the city is a disgusting creature. The sewer troll combines some aspects of a giant frog and some aspects of a slimy troll. It uses powerful arms and legs to move around the sewers. The troll surprises many creatures with its ability to leap like a frog. \n'b' Not the most motivated individuals, they wander aimlessly in the shadowy underground. \n'b' Sewer Swimmer . This monster spends some of its time swimming in the dirty, foul-smelling sewer water. They feed on the strange fish and odd plants in the muck and mire. If they smell one of the humanoids that lives underground, they will attempt to find some extra energy and hunt it down. \n'b' Lazy Lanky Lost . These sloth-like giants are usually very lazy and will use the least amount of effort to get the food they need. They aren\xe2\x80\x99t too bright and have literally been scared by their own shadows before.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, Skogstroll \n'b' Family: Troll \n'b' Large giant , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 84 (8d10 + 40) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 20 (+5) INT: 7 (-2) WIS: 9 (-1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1, Stealth +3 Damage Vulnerabilities lightning, thunder Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 11 Languages Common, Giant Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Extra Heads . The skogstroll has a 25 percent chance of having more than one head. If it has more than one, it has advantage on Wisdom ( Perception ) checks and on saving throws against being blinded , charmed , deafened, frightened , stunned, or knocked unconscious. \n'b' Keen Smell . The skogstroll has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Forest Camouflage . The skogstroll has advantage on Dexterity ( Stealth ) checks made to hide in forest terrain. \n'b' Sunlight Hypersensitivity . The skogstroll must make a DC 9 Constitution saving throw when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. If the saving throw fails by 5 or more, the skogstroll is instantly petrified . Otherwise, a skogstroll that fails the save begins to turn to stone and is restrained . The restrained skogstroll must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the skogstroll is freed by the greater restoration spell or other magic. \n'b' Tree Stride . Once on its turn, the skogstroll can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger. \n'b' Actions \n'b' Multiattack . The skogstroll makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage and the target is grappled (escape DC 14). The skogstroll has two claws. While a claw grapples a target, the claw can attack only that target. \n'b' About \n'b' Slightly less common but no less malicious are the skogstroll, forest trolls that look very much like the forests they roam. These trolls, like risetrolls, enjoy snacking on humans; unlike them, they do not turn humanoids into smaller versions.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Daraka \n'b' Family: Demons \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 14 (type) Hit Points 105 (10d10 + 50) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 11 (+0) CON: 20 (+5) INT: 18 (+4) WIS: 18 (+4) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +8 Skills Deception +8, Intimidation +8, Perception +7 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 17 Languages Abyssal Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Scorpion Body . A creature that hits the daraka with a melee attack suffers 3 (1d6) piercing damage and must succeed at a DC 16 Constitution saving throw or suffer an additional 9 (2d8) poison damage and be poisoned for one hour from the scorpions that scurry out of the wound to attack . \n'b' Magic Resistance . The daraka demon has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The daraka\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : darkness , detect evil and good , invisibility (self only), spiritual weapon , teleportation (self only)\n'b'\n'b'\n'b' 3/day : chill touch \n'b' 1/day each : feeblemind , shatter \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The creature makes one Claw attack and one Scorpion Throw attack , or two Claw attacks. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) slashing damage and the target is grappled by the daraka (escape DC 15). A creature that is grappled by the daraka at the start of its turn suffers the effects of the demon\xe2\x80\x99s scorpion body ability. The daraka has two claws and can grapple only two creatures at a time. \n'b' Scorpion Throw . Ranged Weapon Attack : +3 to hit, range 10/20 ft., one target. Hit : 3 (1d6) piercing damage and the target must succeed at a DC 16 Constitution saving throw or suffer an additional 9 (2d8) poison damage and be poisoned for one hour. \n'b'\n'b' ABOUT \n'b' This nine-foot-tall nightmare appears as a faun-legged humanoid with oily writhing flesh, a cruel bestial head adorned with curling ram\xe2\x80\x99s horns, and a mouth full of jagged rotting teeth. A daraka\xe2\x80\x99s skin is leathery and oily and from a distance of 10 feet or more appears to be a mass of writhing flesh. Closer inspection reveals thousands of tiny scorpions swarming its flesh, skittering in and out of its mouth, ears, and nose, seemingly unnoticed by the demon . They act as guards to greater demons or as shock troops in demonic armies. Quite intelligent, they are often used as commanders or leaders, with each daraka having a battalion of minor demons at its command .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, Steppe (Shaman) \n'b' Family: Troll \n'b' Large giant , lawful neutral\n'b' STATS STR: 18 (+4) DEX: 8 (-1) CON: 17 (+3) INT: 9 (-1) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 16 (chain mail) Hit Points 68 (8d10 + 24) Speed 30 ft. Skills Animal Handling +4, Insight +4, Perception +4 Senses passive Perception 14 Languages Giant, Ledean Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Keen Sight . The steppe troll has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Regeneration . The steppe troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the troll\xe2\x80\x99s next turn. The steppe troll dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Spellcasting . The shaman is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The shaman has the following druid spells prepared:\n'b'\n'b' Cantrips (at will) : produce flame , druidcraft \n'b' 1st level (4 slots) : goodberry, entangle , fog cloud \n'b' 2nd level (2 slots) : gust of wind \n'b'\n'b' Actions \n'b' Staff . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) slashing damage. The shaman wields its staff with two hands, and cannot do so while mounted. \n'b' Tactics \n'b' A favorite trick of the steppe troll shaman is to use fog cloud to hide a group of mounted warriors, who then burst forth when enemies are near. A second favorite trick is an empty fog cloud , with the warriors hiding elsewhere, against enemies who expect the first trick. \n'b' Description \n'b' Each of the steppe troll clans has at least one shaman who serves as spiritual leader, and occasionally as chieftain. Although trained in the traditional weapons of its people, these shamans usually carry ornately decorated but stout staves of a polished dark wood, often with at least one skull dangling from the top, which are both symbols of their position and can be swung with devastating effect in battle.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, Steppe (Warrior) \n'b' Family: Troll \n'b' Large giant , lawful neutral\n'b' STATS STR: 18 (+4) DEX: 8 (-1) CON: 17 (+3) INT: 9 (-1) WIS: 9 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 16 (chain mail) Hit Points 68 (8d10 + 24) Speed 30 ft. Skills Animal Handling +1, Perception +1 Senses passive Perception 11 Languages Giantish, Ledean Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Bred to the Saddle . When mounted, steppe trolls have advantage on melee attack rolls against any unmounted creatures that are Large or smaller. \n'b' Keen Sight . The steppe troll has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Regeneration . The steppe troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the troll\xe2\x80\x99s next turn. The steppe troll dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Sturdy Bow . The steppe troll relies on its prodigious strength to bend its greatbow. Such a weapon adds a creature\xe2\x80\x99s Strength modifier to its damage and can only be wielded by a creature with 18 or higher Strength . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The steppe troll makes two saber or two greatbow attacks. \n'b' Lance . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 14 (3d6 + 4) piercing damage. This weapon has disadvantage against opponents within 5 ft. \n'b' Saber . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Greatbow . Ranged Weapon Attack : +1 to hit, range 80/320, one target. Hit : 15 (2d6+4) piercing damage. \n'b'\n'b' Tactics \n'b' Steppe trolls prefer to fight from the saddle and, unlike their more primitive cousins, they do so with weapons, riding down and striking foes with long heavy lances and curved sabers. Although they hunt with their massive bows, they regard ranged combat as cowardly. If badly hurt, Steppe trolls will use time to their advantage, such as taking the Dodge action while they regenerate . \n'b' Description \n'b' This large humanoid\xe2\x80\x99s knobby, greenish-brown skin is visible only on its hands and face, for the rest of its body is covered with wrought chain and still leather, from which hints of elaborate tattoos peek out. The considerable bulk of their knotted muscles is further exaggerated by the severed heads with which they decorate their armor. \n'b' Tribal Nomads . Steppe trolls live in nomadic clans on harsh windswept steppes, driving herds of horses and oxen between their seasonal homes on the grasslands. Although livestock raids and skirmishes between war-bands are part of their life, steppe trolls have a code of honor and even hospitality not shared by their savage distant cousins, the common trolls. \n'b' Wary Traders . Steppe trolls are suspicious of outsiders but will trade with humans who travel in peace through their lands. However, they are wary protectors of their horses \xe2\x80\x93 greatly prized for their size and strength \xe2\x80\x93 and deal harshly with those who would steal them. \n'b' Mystic Errantry . Although the tribal steppe trolls live in clans and are usually encountered in groups close to their homeland, occasionally a young warrior will be sent by their tribe\xe2\x80\x99s shaman on an arduous quest, forbidden to return until they have accomplished some great task or deed as commanded by their gods.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, Swamp \n'b' Family: Troll \n'b' Large giant , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 105 (10d10 + 50) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 21 (+5) INT: 8 (-1) WIS: 10 (+0) 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 Giant Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The swamp troll has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Overwhelming Stench . Creatures that start their turn or move within 5 feet of the swamp troll must succeed on a DC 15 Constitution saving throw or become poisoned . The creature can repeat the saving throw at the start of each of their turns, ending the effect on itself on a success. If the creature stays at least 10 feet away from the swamp troll for an entire round they automatically succeed on saving throws to end the effect. After a successful saving throw, a creature is immune to the swamp troll\xe2\x80\x99s stench for 24 hours. \n'b' Regeneration . The swamp troll regains 10 hit points at the start of its turn. If the swamp troll takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the swamp troll\xe2\x80\x99s next turn. The swamp troll dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Swamp Camouflage . The swamp troll has advantage on Dexterity ( Stealth ) checks made to hide while in swamps or murky water. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The swamp troll makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b'\n'b' About \n'b' Able to wait under water almost indefinitely, swamp trolls are a menace in any wetland, and travelers are wise to be cautious around any body of water too deep or murky to see the bottom. \n'b' They are particularly dangerous in swamps, or areas of stagnant water, where they blend with the murk and algae. \n'b' Swamp trolls\xe2\x80\x99 preferred method of dispatch is drowning, although their bite and claws work just as well. Their rubbery hide is difficult for weapons to find purchase on, and is armored with scales around the joints.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, Swamp \n'b' Family: Troll \n'b' Large giant , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 63 (6d10 + 30) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 20 (+5) INT: 6 (-2) WIS: 9 (-1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +8, Perception +1, Stealth +4 (+6 in swampy terrain) Senses darkvision 60 ft., passive Perception 11 Languages Giant Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The swamp troll has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Regeneration . The troll regains 3 hit points at the start of its turn. If the troll takes acid or 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 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Slimy . The swamp troll is covered swampy muck. Creatures attempting to grapple a swamp troll have disadvantage. \n'b' Swamp Stride . The swamp troll ignores nonmagical difficult terrain caused by swamp water or vegetation. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The swamp troll makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 14 (3d6 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b'\n'b' About \n'b' This large hulking brute has long, thick arms and legs, both of which end in sharpened and filthy claws. Its body is covered with moss and fungus, and its hair is dark brownish-green. Large, upward-curving fangs jut from its lower jaw. \n'b' Swamp trolls are large, stocky, dark gray or brown hunched humanoids. \n'b' Their flesh is slick and slimy like moss. Swamp trolls make their lairs deep in swampland and marshes away from more settled areas, but not far enough away where they cannot hunt humans if game and other food run scarce in the swamps. \n'b' Swamp trolls are 7-foot-tall hunched humanoids and weigh about 400 pounds. \n'b' Swamp trolls are aggressive predators that attack living creatures on sight (especially when a swamp troll is hungry). When hunting a swamp troll moves quietly along, easing closer to its prey and then finally striking with its claws and bite when within range. Swamp trolls rarely fight to the death unless threatened or hungry.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Berserker Wasp \n'b' Medium swarm of tiny beasts, unaligned\n'b' STATS STR: 3 (-4) DEX: 18 (+4) CON: 8 (-1) INT: 2 (-4) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 14 Hit Points 56 (16d8 \xe2\x80\x93 16) Speed 0 ft., fly 60 ft. Damage Resistances bludgeoning, piercing, slashing Damage Vulnerabilities cold Condition Immunities charmed , frightened , paralyzed , petrified , prone , restrained , stunned Senses blindsight 10 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Pheromones . When a swarm of berserker wasps finds prey it calls more of its kind. 2d4 rounds after a scout finds prey the first swarm arrives, with another arriving each round thereafter until a total of 1d4 + 2 swarms have arrived. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Actions \n'b' Stings . Melee Weapon Attack : +6 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 14 Constitution saving throw or become paralyzed and poisoned . At the end of each of its turns it may make another saving throw, but on a success only the paralyzed condition is ended and the poisoned condition remains. A creature that is stung while already poisoned makes its next saving throw with disadvantage. \n'b' Tactics \n'b' Berserker wasps are drawn to the smell of blood, so the first scouts will often arrive during or at the end of combats, and if food is found they quickly summon the swarms. A swarm will attack injured targets, will keep attacking those it paralyzes, and then feed once a target is dead, but will immediately switch to any creature that attacks it. As long as berserker wasps have a target, uninjured creatures that do not attack berserker wasps will generally be ignored. \n'b' Description \n'b' Berserker wasps are six-inch-long insects with red bodies and double sets of shiny black wings. Appearing by the hundreds in an angry cloud, the deep, raspy buzzing of their wings produces a bone-shaking drone. \n'b' Fair Weather Fiends . The berserker wasp does not build nests, instead using large animals as living hosts for its eggs. The wasps are dormant in the winter, emerging from burrows in the earth early in the spring to travel through the forests and grasslands, looking for creatures in which to lay their eggs. \n'b' Long Range Hunters . Berserker wasps are drawn to the scent of blood, and their sensitive olfactory bulbs can sense a wounded person or animal at surprising distances. When a victim is found, the swarm envelops it, stinging it repeatedly to keep it paralyzed . Then the queen burrows into the still-warm body to lay her eggs. After the eggs hatch the young feed on the host body, then fly off, leaving nothing but a skeleton. \n'b' Invasive Species . Although the species originated in equatorial rain forests, their swarms have made slow but steady progress northward, encroaching into more densely populated lands.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, Swamp \n'b' Family: Troll \n'b' Large giant , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 63 (6d10 + 30) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 20 (+5) INT: 6 (-2) WIS: 9 (-1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +8, Perception +1, Stealth +4 (+6 in swampy terrain) Senses darkvision 60 ft., passive Perception 11 Languages Giant Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The swamp troll has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Regeneration . The troll regains 3 hit points at the start of its turn. If the troll takes acid or 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 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Slimy . The swamp troll is covered in swampy muck. Creatures attempting to grapple a swamp troll have disadvantage. \n'b' Swamp Stride . The swamp troll ignores nonmagical difficult terrain caused by swamp water or vegetation. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The swamp troll makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 14 (3d6 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll, Whisper \n'b' Family: Troll \n'b' Large giant , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 162 (13d10 + 91) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 23 (+6) DEX: 18 (+4) CON: 24 (+7) INT: 6 (-2) WIS: 13 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +10, Perception +5, Stealth +8 Damage Resistances fire Damage Immunities poison Senses darkvision 60 ft., passive Perception 15 Languages Giant Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Amphibious . Whisper trolls can breathe both air and water. \n'b' Keen Smell . Whisper trolls have advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Poison Skin . Whisper trolls skin contains a powerful poison. Any time the creature touches another creature, the creature takes 10 (3d6) poison damage. \n'b' Regeneration . Whisper trolls regain 10 hit points at the start of its turn as long as it is at least partially submerged in water; strong rainfall also allows the troll\xe2\x80\x99s regeneration to function. If the troll takes acid, fire, or lightning damage, this trait doesn\xe2\x80\x99t function at the start of the troll\xe2\x80\x99s next turn. The troll only dies if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate. \n'b' Sneak Attack (1/turn) . Whisper trolls deals an extra 21 (6d6) 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 Whisper trolls that isn\xe2\x80\x99t incapacitated and Whisper trolls doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Actions \n'b' Multiattack . Whisper trolls make three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) piercing damage plus 10 (3d6) poison damage. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 11 (1d10 + 6) slashing damage plus 10 (3d6) poison damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Trollkin Raider \n'b' Family: Troll \n'b' Medium humanoid (trollkin), neutral \n'b' Armor Class 14 (hide armor) Hit Points 32 (5d8 + 10) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 12 (+1) CON: 14 (+2) INT: 9 (-1) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +3, Insight +3, Nature +1, Perception +3, Survival +3 Senses darkvision 60 ft., passive Perception 13 Languages Common, Trollkin Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration . The trollkin regains 1 hp at the start of its turn. If the trollkin takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the trollkin\xe2\x80\x99s next turn. The trollkin dies only if it starts its turn with 0 hp and doesn\xe2\x80\x99t regenerate . \n'b' Thick Hide . The trollkin\xe2\x80\x99s skin is thick and tough, granting it a +1 bonus to Armor Class. This bonus is included in the trollkin\xe2\x80\x99s AC. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The trollkin makes two spear attacks or one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' Claw . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) slashing damage. \n'b' Spear . Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack . \n'b'\n'b' ABOUT \n'b' Screams echo in the night as spears meet wood and flesh. One trollkin pulls its spear from its latest victim while its companion raids the victim\xe2\x80\x99s larder. \n'b' Trollkin raiders are greedy and efficient, moving together under the command of a trollkin leader to take apart a village, a caravan, or a small fortress. Their goal is generally food and portable wealth. Their training as a unit is not extensive but raiders know, trust, and fight for one another. \n'b' Night Attacks . Trollkin raiders attack in a fast-moving, nocturnal group, often using a group of panicked animals or a fire as a distraction in one place while they attack elsewhere.\xc2\xa0Their assaults are never daylight attacks over open ground; they much prefer surprise and the confusion of night attacks. \n'b' Mounted or River Routes . While trollkin raiders can lope for miles across taiga or through forests, they far prefer to ride horses or row up a river. It gives them both speed and the ability to carry more plunder.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tumor Troll \n'b' Family: Troll \n'b' Large giant , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 125 (10d10 + 70) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 7 (\xe2\x80\x932) CON: 24 (+7) INT: 5 (\xe2\x80\x933) WIS: 7 (\xe2\x80\x932) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +1 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages Giant Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration . The tumor troll regains 10 hp at the start of its turn. If the troll takes acid or 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' Uncontrolled Growth . When the tumor troll regains hp from its Regeneration trait, it gains a random teratoma from the Teratoma Chart. The teratoma and its effects last until the teratoma is removed or replaced by another teratoma. The troll can have only three teratomas at any given time. If it would gain a fourth, the oldest teratoma fades and is replaced with the new teratoma. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tumor troll makes two Bite attacks and two Claw attacks. It can replace one Claw attack with a Fling Limb attack . When it does, the tumor troll doesn\xe2\x80\x99t have disadvantage on this attack roll from being within 5 feet of a creature, though it can have disadvantage from other sources. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage plus 3 (1d6) poison damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Fling Limb . Ranged Weapon Attack : +7 to hit, range 20/60 ft., one target. Hit : 9 (2d4 + 4) bludgeoning damage plus 7 (2d6) poison damage. Remove one teratoma from the tumor troll. The tumor troll can\xe2\x80\x99t use this action if it doesn\xe2\x80\x99t have a teratoma. \n'b'\n'b' ABOUT \n'b' Bulging, swollen flesh and vestigial limbs, teeth, and heads emerge from this creature without rhyme or reason. It rears back, screaming at the sky. \n'b' A tumor troll is a troll that has developed a horrifying disease. The disease poisons the troll\xe2\x80\x99s blood and disrupts its regeneration, causing it to respond to even shed skin by generating new limbs and flesh. The result is a creature covered in teratomas and trapped in a cycle of endless pain. \n'b' Tumor trolls are more aggressive than most trolls, as feeding is one of the few things that lessens their pain. \n'b' Reviled by Trolls . To other trolls, a tumor troll represents one of the worst fates imaginable. Most troll tribes will have nothing to do with their misshapen brethren, while others throw them into funeral bonfires or drop them into deep pits, as acts of mercy. \n'b' Accidental Creation . Though tumor trolls occur naturally, magical experiments on trolls occasionally result in a tumor troll. If the experimenter survives, they might leash the troll to guard some section of their lair, as the creatures are easier to manage than troll mercenaries. \n'b'\n'b' d6 \n'b' Teratoma \n'b'\n'b' 1 \n'b' New Senses. A bevy of new ears and noses give the troll advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b'\n'b' 2 \n'b' Many Feet. The troll can\xe2\x80\x99t be forced prone . \n'b'\n'b' 3 \n'b' Adrenal Overdrive. The troll can\xe2\x80\x99t be frightened , and it doesn\xe2\x80\x99t suffer from exhaustion . \n'b'\n'b' 4 \n'b' Clinging Limbs. When this teratoma is removed with the Fling Limb action, it attaches to the target. While it is attached to the target, the target takes 3 (1d6) poison damage at the start of each of its turns. A creature, including the target, can use its action to detach the teratoma. \n'b'\n'b' 5 \n'b' Echo Chambers. The troll has blindsight out to a range of 60 feet. \n'b'\n'b' 6 \n'b' New Pain Nerves. The troll has disadvantage on any roll that is not an attack roll.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll Bird \n'b' Small beast , neutral \n'b' Armor Class 11 Hit Points 9 (2d6+2) Speed ; fly 10 ft. 60 ft.\n'b' STATS STR: 5 (-3) DEX: 13 (+1) CON: 12 (+1) INT: 3 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Captivating Song . All creatures within 200 ft. of a troll bird must make a Charisma save (DC 13) or be affected as if by a slow spell. However, once affected, the creature remains under the effect until they can no longer hear the song or the effect is dispelled. If a creature succeeds on their save, they are immune to this effect for 24 hours. Trolls and trollkin are immune to this particular effect. \n'b' Summon Troll . Any troll within a quarter-mile of the bird, upon hearing its song, will be struck with great hunger. Unless they have an immediate supply of food, they will seek out the source of the sound, associating it with food. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 1 slashing damage. \n'b'\n'b' ABOUT \n'b' Troll birds are a large bird whose wingspan is roughly that of a raven\xe2\x80\x99s, about 45-50 inches. They are black with white tail feathers and a distinctive circular patch of red beneath each eye. They have long black beaks and claws. The bird\xe2\x80\x99s middle digit on both feet is particularly long, thickly muscled, and capped with a wickedly curved claw. This claw is used to rend flesh from the dead. \n'b' Wide-ranging . Troll birds dwell in most deciduous forests, and some species, slightly smaller, have spread to jungle environs. They are also commonly found in the mountains. Regardless of the wood, dale, or mountain, the bird dwells in the lower branches of trees, along outcroppings of rock, and similar low-hanging roosts watching natural and man-made paths and roads. \n'b' Symbiotic with Trolls . They always nest near a troll\xe2\x80\x99s den or lair for they have developed a symbiotic relationship with the troll. They survive on a diet of meat, and though they can eat just about anything, dead or alive, their most favored meat is that of humans, dwarves, and giants. It is for this reason that they primarily dwell along paths and roads. They wait for passing travelers and when they spy them they begin to follow them. The bird is of course too small to hurt or otherwise harm a grown man or dwarf, much less a giant, but they are very vocal and once they have spied a meal they begin following it calling out in their strange sing-song warble. Any troll worth its salt knows the call well and knows that there is a goodly chance a meal is nearby. The bird is almost always near a troll, within a few miles. Regardless of where the troll is if the bird spies a potential meal it begins its call, if the troll is several miles off it begins its call and heads toward the troll in short flights, hoping to summon it. \n'b' Scavengers . Troll birds themselves do not attack creatures unless they are prone on the ground and seem lifeless or near death. They do use their captivating song to charm their prey, slowing them down and simultaneously summon a troll to attack their intended meal, so that they can devour the carcass once the troll abandons it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Derghodemon (Cockroach Demon) \n'b' Family: Demons \n'b' Large fiend (demon), neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 147 (14d10 + 70) Speed 40 ft.\n'b' STATS STR: 25 (+7) DEX: 16 (+3) CON: 21 (+5) INT: 7 (-2) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Constitution +9, Wisdom +6, Charisma +7 Skills Intimidation +7, Perception +6, Stealth +7 Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Senses truesight 120 ft., passive Perception 20 Languages Abyssal, telepathy 120 ft. Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Magic Resistance . The demon has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The demon\xe2\x80\x99s weapon attacks are magical. \n'b' Innate Spellcasting . The demon\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The demon can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : darkness , fear , detect magic \n'b' 1/day each : confusion , sleep \n'b'\n'b' Rend and Tear . The demon has advantage on all melee weapon attacks against a creature it is grappling. \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 : +11 to hit, reach 5 ft., one target. Hit : 16 (2d8 + 7) piercing damage, and the target is grappled (escape DC 17). Until this grapple ends, the demon can bite only the grappled creature and has advantage on attack rolls to do so. \n'b' Claws . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 21 (4d6 + 7) slashing damage. \n'b' About \n'b' This creature is a tall, bloated, insect-like creature with five arms and three legs. Each of its arms ends in a sharpened, clawed hand. Its legs end in four-toed feet. Its flesh is mottled green and black and its eyes are large and black with no pupils. \n'b' The derghodemon is one of the strongest of the demon races, but its low intelligence has relegated it to a position of brute warrior and little more. \n'b' A derghodemon stands 8 feet tall and weighs about 800 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll Lord \n'b' Large giant , lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 153 (18d10+54) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 17 (+3) INT: 11 (+0) WIS: 10 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Intimidation +4 Saving Throws Str +7, Wis +3 Senses darkvision 60 ft., passive Perception 13 Languages Common, Giant Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration . At the start of its turn, if the Troll Lord has at least one hit point, it heals 10 hit points of damage. \n'b' Innate Spellcasting . At will stone shape . \n'b' Keen Smell . The Troll Lord has advantage on any checks involving smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Troll Lord may strike twice with its claws or twice with its axe, plus make one bite attack . \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6+4) slashing damage. \n'b' Rend . If the Troll Lord strikes a single target with both claw attacks, it can rend that target automatically, doing an additional 21 (6d6) slashing damage. \n'b' Greataxe . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 17 (2d12+4) slashing damage. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8+4) piercing damage. \n'b' Stomp (recharge 6) . The Troll Lord stomps the ground with all his might, causing the equivalent of an earthquake spell to manifest centered on the Troll Lord. \n'b'\n'b' ABOUT \n'b' Troll lords are rare, solitary creatures, never traveling in groups larger than four. They are massive, averaging about 12 feet tall, their huge bellies only matched by their large hands and feet. Their heads are huge as well, with wide eyes and mounds of chins that hang over their thick, barrel-like chests. Their eyes are like pools in their faces; wide, deep, and grey. They take pride in the great tusks that sprout from the tops and bottoms of their jaws, often decorating them with bands of gold, iron, silver, or other precious metals. They prefer little clothing, usually restricting themselves to loose pants, loincloths, and the like. They hang their battle trophies from chains or ropes they loop about their arms, legs, chests, or shoulders. \n'b' Ravenous . Troll lords inhabit wilderness regions where they are not likely to be disturbed. Occasionally, they raid farming communities for their favorite food, billy goats. They much prefer raw meat to cooked, but on occasion make large stews of rotten vegetables, meats, and spices. They are perpetually hungry, often stopping in the middle of a fray to devour their foes; on occasion, this behavior leads to their downfall. \n'b' Nasty . Troll lords are evil with a mean disposition. They keep to themselves and avoid contact with others. They are of average intelligence but can see in the dark as easily as they can in the day and have keen senses of smell. They generally stay to themselves or in small groups of one to three. They are extremely violent and destructive. \n'b' Ageless . Troll lords are immortal. Though they can be slain by mortal means, they do not die. Rather, as they age they become weighted down with their life\xe2\x80\x99s accumulated evil so that eventually they cannot move. In time, they root; the weight of their life\xe2\x80\x99s work becomes so great that they are unable to move. They become still as trees, waking only long enough to visit some evil on whatever unfortunate creature happens to sit upon their rooted feet. These trees can gain the move earth ability possessed by sentients.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll Plague-Host \n'b' Large undead , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 250 (20d10 + 140) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 6 (-2) CON: 25 (+7) INT: 2 (-4) WIS: 9 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +12, Wis +4 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life, but can\xe2\x80\x99t speak Challenge 14 (11,500 XP) \n'b' Special Traits \n'b' Cadaverous Appearance . While the plague-host is lying still, it is indistinguishable from a mundane decomposing corpse. It can still be detected by a detect evil and good spell, or similar magic. \n'b' Foul Recovery (1/Turn . Whenever the plague-host would take poison or necrotic damage, it instead takes no damage and regains a number of hit points equal to the total damage, up to 20 hit points . \n'b' Undead Fortitude . If damage reduces the plague-host 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 plague-host drops to 1 hit point instead. \n'b' Actions \n'b' Multiattack . The plague-host makes one attack with its bite, and two attacks with any combination of claw and foul limb attacks. It cannot make more than one attack with each severed limb. \n'b' Claws . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 20 (4d6 + 6) slashing damage. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 19 (3d8 + 6) piercing damage. Additionally, living creatures must succeed on a DC 20 Constitution saving throw, or take 18 (4d8) necrotic damage and contract the zombie necrosis disease (p.192). \n'b' Foul Limb . Melee or Ranged Weapon Attack : +11 to hit, reach 10 ft. or range 30/90 ft., one target. Hit : 24 (4d8 + 6) bludgeoning damage. Additionally, living creatures must succeed on a DC 20 Constitution saving throw, or take 4 (1d8) necrotic damage and contract the zombie necrosis disease (p.192). Creatures immune to the poisoned condition are immune to this disease. If the plague-host is not holding one of its own severed limbs when making this attack , it rips off one of its limbs first, dealing 13 (2d6 + 6) slashing damage to itself. \n'b' Legendary Actions \n'b' The plague-host 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 plaguehost regains spent legendary actions at the start of its turn. \n'b' Lurch . The plague-host moves up to 5 feet, without provoking opportunity attacks. \n'b' Claws (Costs 2 Actions) . The plague-host makes one claws attack . \n'b' Trolls\xc2\x92 immune systems, boosted by their extraordinary regeneration, react aggressively to the zombie contagion , often causing dramatic mutations in a vain attempt to fight off the disease.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Troll Pony \n'b' Large beast , unaligned \n'b' Armor Class 13 (natural) \n'b' Hit Points 45 (6d10 + 12) \n'b' Speed 60 ft., swim 60 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 15 (+2) INT: 2 (\xe2\x80\x934) WIS: 12 (+1) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 \n'b' Damage Resistances slashing damage from nonmagical attacks \n'b' Senses passive Perception 13 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Semi-aquatic . A troll pony suffers no penalties in underwater movement or combat and can remain underwater for up to an hour without needing to surface for breath. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The troll pony makes one Ram attack , one Tusks attack , and two Claw attacks. Instead of the two Claw attacks, it can choose to make a single Tail Slap. \n'b' Ram . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) bludgeoning damage. \n'b' Tusks . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' Tail Slap . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' It was an odd thing that answered the sea druid\xe2\x80\x99s underwater summons. The four creatures \xe2\x80\x94 ponies, she called them \xe2\x80\x94 had scales and powerful tails. But they were the ugliest things I\xe2\x80\x99d ever seen. Like a boar and a moose mashed into one face. Three of us drank potions for the underwater ride, and Goleenda cast a spell she used frequently to dive beneath the ship to search for damage. But I have to admit the creatures were fast in the water, getting us to the underwater shipwreck in record time. \xe2\x80\x94 Delphira Enesi, on the successful search for The Steel Lady\xe2\x80\x99s Tears. \n'b' Troll ponies are not equines of any kind, but they do make tough and steady beasts of burden, or even mounts, much like ponies. While trolls would be more likely to eat a troll pony than domesticate it, the people of the coastal regions where troll ponies are native see them as troll-like on three counts. First, they are semi-aquatic, much like the local sea trolls. Second, their hides are so tough it is joked that a troll pony is as hard to hurt as a troll. Third, and perhaps most decisively, troll ponies, like trolls, have faces that make camels look elegant and personable. \n'b' Training a Troll Pony \n'b' A troll pony raised from birth by humanoids can serve as a pack animal or, with proper training, bear a rider, even in combat, on land or sea. Wild-born troll ponies are not typically trainable, especially not for riding. Training a captive-bred troll pony as a combat mount takes six weeks of work followed by a successful DC 20 Wisdom ( Animal Handling ) check. \n'b' Troll ponies bond heavily to one rider at a time and behave poorly when ridden by unfamiliar people. During the first month with a new rider, all ride checks are made at disadvantage, and the new rider must be sure to ride the troll pony every day to establish a good relationship. Troll ponies also respond poorly to rough handling or abuse, requiring a balance of firm boundaries and gentle patience. Once a troll pony bonds to a new rider, however, it becomes a courageous and loyal companion, often compared to a large, ugly dog. \n'b' Well-bred troll pony \xe2\x80\x9cpups\xe2\x80\x9d are worth 700 gp apiece on the animal market, while a well-trained adult costs three times that at a minimum. Professional trainers charge 1,000 gp to rear or train a troll pony. Cheaper troll ponies may be available in small, coastal towns where they are native, but these are likely to be better suited for hauling than riding.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Trollkin Fire Shaman \n'b' Family: Trollkin \n'b' Medium humanoid (trollkin), neutral \n'b' Armor Class 14 (leather armor) Hit Points 45 (7d8 + 14) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 14 (+2) INT: 9 (-1) WIS: 16 (+3) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +1, Perception +5, Religion +1 Senses darkvision 60 ft., passive Perception 15 Languages Common, Trollkin Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration . The trollkin gains 3 hp at the start of its turn. If the trollkin takes acid or fire damage, this ability doesn\xe2\x80\x99t function at the start of the trollkin\xe2\x80\x99s next turn. The trollkin dies only if it starts its turn with 0 hp and doesn\xe2\x80\x99t regenerate . Thick Skin. The trollkin\xe2\x80\x99s skin is thick and tough, granting it a +1 bonus to Armor Class. This bonus is already factored into the trollkin\xe2\x80\x99s AC. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fire shaman uses Mark Foe. It then uses its Hurl Flame twice. \n'b' Staff . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. \n'b' Hurl Flame . Ranged Spell Attack : +5 to hit, range 120 ft., one target. Hit : 7 (2d6) fire damage. \n'b' Mark Foe . One creature the shaman can see within 30 feet must succeed on a DC 13 Wisdom saving throw or be wreathed in magical fire for 1 minute. While wreathed in magical fire, it can\xe2\x80\x99t take the Hide action or become invisible . The next time the creature takes damage, it takes an extra 7 (2d6) fire damage, and the magical fire ends. \n'b'\n'b' REACTIONS \n'b'\n'b' Fiery Escape (2/Day) . When the shaman takes damage, each creature within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) fire damage. The shaman is then wreathed in flames and teleports up to 30 feet to an unoccupied space it can see. \n'b'\n'b' ABOUT \n'b' This trollkin is wiry and wizened, clad in thick leather robes and covered in religious trinkets. Its brethren give it a wide berth, and as it raises its staff to the sky, fire coalesces around its hands. The fire shamans are Hapash\xe2\x80\x99s most trusted servants. They are junior shamans, taken aside from their brethren and entrusted with ensuring their fellows remain true to Hapash\xe2\x80\x99s vision. They specialize in fire magic, capable of shielding their fellows from its touch and incinerating any who dare to oppose her. They are feared by their fellows, many of whom vividly remember Hapash\xe2\x80\x99s rise to power and the charred corpses she left in her wake. \n'b' Committed Servants . Fire shamans appear when Hapash has taken personal interest in a situation. That they\xe2\x80\x99re accompanying a group means that Hapash either suspects someone within of acting against her or is looking to accomplish one of her objectives. They often guard sacred sites or lead attacks on intruders, directing which foes to kill and which to capture and deliver to their mistress.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Trollkin Grunt \n'b' Family: Trollkin \n'b' The thick-skinned, staff-wielding trollkin shaman barks rough orders to her brutish bodyguards in their guttural language. The trollkin grunts level their spears and growl menacingly. \n'b' Medium humanoid (trollkin), neutral \n'b' Armor Class 14 (hide armor) Hit Points 45 (6d8 + 18) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 16 (+3) INT: 9 (-1) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 10 Languages Common, Trollkin Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Regeneration . The trollkin grunt regains 3 hp at the start of its turn. If the shaman takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the shaman\xe2\x80\x99s next turn. The shaman dies only if it starts its turn with 0 hp and doesn\xe2\x80\x99t regenerate . \n'b' Thick Hide . The trollkin grunt\xe2\x80\x99s skin is thick and tough, granting it a +1 bonus to Armor Class. This bonus is already factored into the trollkin\xe2\x80\x99s AC. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The trollkin grunt makes two attacks, either with its spear or its longbow. \n'b' Spear . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack . \n'b' Longbow . Ranged Weapon Attack : +3 to hit, range 150/600 ft., one target. Hit : 5 (1d8 + 1) piercing damage. \n'b'\n'b' About \n'b' Guardians of the Lair . While the raiding bands of the trollkins pillage for their livelihood, trollkin grunts protect hearth and home, securing the base against other raiders.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ahu-Nixta Drudge \n'b' Family: Ahu-nixta \n'b' Medium aberration , neutral evil \n'b' Armor Class 13 (clockwork armor) Hit Points 26 (4d8 + 8) Speed 30 ft., fly 30 ft. (hover), swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 14 (+2) INT: 12 (+1) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone Senses darkvision 60 ft., passive Perception 11 Languages Deep Speech, Void Speech Challenge 1/2 (100 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 few manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. Unlike other ahu-nixta, the drudge can\xe2\x80\x99t live outside its armor and dies when its armor is reduced to 0 hp. \n'b' Immutable Form . The drudge\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 11, +3 to hit with spell attacks). The ahunixta can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : firebolt (1d10) \n'b' 1/day : fear \n'b'\n'b' ACTIONS \n'b'\n'b' Whirring Blades . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) slashing damage. \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'Bespoke Bodyguard \n'b' Large construct , neutral \n'b' Armor Class 18 (natural armor) Hit Points 171 (18d10 + 72) Speed 35 ft.\n'b' STATS STR: 22 (+6) DEX: 19 (+4) CON: 18 (+4) INT: 3 (-4) WIS: 14 (+2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +3 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 12 Languages understands Common but can\xe2\x80\x99t speak Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The bodyguard doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Extradimensional Porter . The bespoke bodyguard is an exceedingly efficient pack mule as well as an able brute and even jailer in case it must defend its master from assailants. Each bodyguard is constructed with a pair of extradimensional cavities built into its torso. Each cavity has a capacity of 500 pounds. The bodyguard can fit any Medium or smaller creature or object into one of its extradimensional cavities, as long as the cavity\xe2\x80\x99s weight capacity isn\xe2\x80\x99t exceeded. A creature can breathe within the space. If a bespoke bodyguard is destroyed, the contents of its extradimensional cavities are ejected into unoccupied spaces within 5 feet of it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bodyguard makes three slam attacks or three attacks with its blade launcher. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 17 (2d10 + 6) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16) if the bodyguard isn\xe2\x80\x99t already grappling a different creature. \n'b' Blade Launcher . Ranged Weapon Attack : +10 to hit, range 30/90 ft., one target. Hit : 11 (2d4 + 6) piercing damage. \n'b' Keep Away . If the bodyguard is within 5 feet of an ally, it pushes up to four creatures within 10 feet of its ally. Each targeted creature makes a DC 18 Strength saving throw. On a failure, the creature is pushed 5 feet away from the bodyguard\xe2\x80\x99s ally. \n'b' Protect and Preserve . The bodyguard crams a willing or incapacitated creature, or a creature it has grappled , into an empty extradimensional cavity. An unwilling creature can make a DC 18 Strength saving throw to avoid the effect. Otherwise, the creature is bundled into the extradimensional cavity. A creature can use an action to make a DC 16 Strength or Dexterity check (its choice), escaping the cavity on a success. Upon escaping or after 1 minute, the creature is ejected into an unoccupied space within 5 feet of the bodyguard. \n'b'\n'b' ABOUT \n'b' Bespoke bodyguards follow their masters outside of the home and lend a helping hand whenever the need arises. A bespoke bodyguard\xe2\x80\x99s tasks include not just physical labor but also mortal protection. The mere sight of this iron-clad escort is often enough to deter would be muggers and highway bandits. When intimidation isn\xe2\x80\x99t enough, the bodyguard has a number of practical abilities to protect its liege from danger. \n'b' A bespoke bodyguard\xe2\x80\x99s torso features two extradimensional spaces. One of these spaces typically holds its master\xe2\x80\x99s luggage and useful items for traveling. \n'b' The other space is left empty in case the bodyguard\xe2\x80\x99s master must seek quick sanctuary or the bodyguard needs to temporarily restrain an assailant. Bespoke bodyguards with more than two cavities are known, though the sheer cost of their parts (to say nothing of the complexity of their construction) makes them rare in the extreme. \n'b' Compared to most constructed companions, the bespoke bodyguard is built of decidedly more solid materials, giving it a heftier frame and more raw weight behind its attacks. Furthermore, a bespoke bodyguard is programmed to perform far simpler tasks, meaning it is far less innovative or independent than either mechanical ma\xc3\xaetre d\xe2\x80\x99 or automatic acolytes. This mindless obedience also ensures that the bodyguard isn\xe2\x80\x99t turned against its master by magic.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Trollkin Ironmonger \n'b' Family: Trollkin \n'b' Medium humanoid (trollkin), neutral \n'b' Armor Class 19 (plate) Hit Points 105 (14d8 + 42) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 17 (+3) INT: 11 (+0) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 11 Languages Common, Trollkin Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration . As the fire shaman, but it regains 5 hp . Thick Skin. As the fire shaman. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ironmonger makes three attacks: one with its greatsword and two with its slam. Alternatively, it makes two ranged attacks with its throwing axe. \n'b' Greatsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage. \n'b' Throwing Axe . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 30/60 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Impregnable Counter . When a creature within 5 feet of the ironmonger misses a melee attack against it, the attacker must succeed on a DC 15 Strength saving throw or be knocked prone . \n'b'\n'b' ABOUT \n'b' This trollkin is clad head-to-toe in rugged iron armor. It hefts a greatsword in one hand and carries a set of throwing axes at its hip. \n'b' Iron weaponry is still rare in the Viper\xe2\x80\x99s Basin, and trollkin warriors are expected to earn each piece of iron equipment they use. \n'b' Most have little, a shield or a blade or javelins or arrowheads. Ironmongers, however, are veteran trollkin whose armor makes them resemble golems. They are clad head to toe in brutal, shining metal and armed with great blades and whirling throwing axes. In battle, they are the invulnerable vanguard for their less-armored kin. Ironmongers wade into melee, hacking away with their greatswords and using their own armored bodies as supplementary weapons to knock foes prone or crush them outright.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Trollkin Ironmonger \n'b' Family: Trollkin \n'b' Medium humanoid (trollkin), neutral \n'b' Armor Class 19 (plate) Hit Points 105 (14d8 + 42) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 17 (+3) INT: 11 (+0) WIS: 12 (+1) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 11 Languages Common, Trollkin Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration . As the fire shaman, but it regains 5 hp . \n'b' Thick Skin . As the fire shaman. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ironmonger makes one Greatsword attack and two Slam attacks, or it makes three Throwing Axe attacks. \n'b' Greatsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage. \n'b' Throwing Axe . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 30/60 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Impregnable Counter . When a creature within 5 feet of the ironmonger misses a melee attack against it, the attacker must succeed on a DC 15 Strength saving throw or be forced prone . \n'b'\n'b' ABOUT \n'b' The wizened trollkin, wearing thick robes and religious trinkets, raises its staff to the sky, fire coalescing around its hands. The ironclad trollkin beside it roars, hefts a large sword, and charges with the shaman\xe2\x80\x99s fire flying beside it. The resilient desert trollkin make their homes in badlands and deserts. To most outsiders, theirs is a harsh culture, but to the trollkin, their unforgiving home demands strength, cunning, and hardiness. \n'b' Fire Shamans . Trollkin fire shamans are respected and feared among their people. They harness the fiery power of the desert sun, and they can incinerate anyone who dares to oppose them. \n'b' Ironmongers . Ironmongers are veteran trollkin armor and weaponsmiths clad in their creations. They act as vanguards for the desert trollkin.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Trollkin Ragecaster \n'b' Family: Trollkin \n'b' Medium humanoid (trollkin), chaotic neutral \n'b' Armor Class 15 (leather armor) Hit Points 112 (15d8 + 45) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 17 (+3) CON: 16 (+3) INT: 9 (\xe2\x80\x931) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6 Skills Arcana +2, Perception +5, Intimidation +7 Senses darkvision 60 ft., passive Perception 15 Languages Common, Trollkin Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Brutal Claws . A trollkin ragecaster\xe2\x80\x99s claw deals one extra die of its damage when the trollkin isn\xe2\x80\x99t ragecasting (included in the attack ). \n'b' Magic Resistance . The ragecaster has advantage on saving throws against spells and other magical effects when it isn\xe2\x80\x99t ragecasting. \n'b' Regeneration . The trollkin ragecaster regains 10 hp at the start of its turn. If the tagecaster takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the ragecaster\xe2\x80\x99s next turn. The ragecaster dies only if it starts its turn with 0 hp and doesn\xe2\x80\x99t regenerate . \n'b' Thick Hide . The trollkin ragecasters skin is thick and tough, granting it a +1 bonus to Armor Class. This bonus is already factored into the trollkin\xe2\x80\x99s AC. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The trollkin ragecaster makes two Claw attacks or two Elemental Blast attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 16 (3d8 + 3) slashing damage when not ragecasting, or 12 (2d8 + 3) slashing damage while ragecasting. \n'b' Elemental Blast (Ragecasting Only) . Ranged Spell Attack : +7 to hit, range 120 ft., one target. Hit : 14 (3d6 + 4) cold, fire, lightning, or thunder damage (the trollkin\xe2\x80\x99s choice). \n'b' Spellcasting (Ragecasting Only) . The trollkin ragecaster casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):\n'b'\n'b'\n'b' At will : thunderwave \n'b' 3/day each : call lightning , fireball \n'b' 1/day : fire shield \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Ragecasting (3/Day) . The trollkin ragecaster enters a special rage that allows it to channel the power of the elements for 1 minute. While ragecasting, the trollkin has disadvantage on Wisdom saving throws and gains a flying speed of 60 feet. The trollkin can end ragecasting as a bonus action. When the ragecasting ends, the trollkin descends 60 feet per round until it lands on a solid surface, and it can continue concentrating on a spell it cast while ragecasting. \n'b'\n'b' ABOUT \n'b' A thick-skinned trollkin wearing worn leather armor and a wolf fur cloak levitates. Hatred burns in its eyes as magic sparks around its arms. \n'b' Deadly Children . Ragecasters are spellcasters born among trollkin clans. Like many spellcasters, ragecasters display their magical gifts at a young age, but then their great tempers begin to show. These tempers lead to devastating incidents: huts housing the child are struck by lightning, villagers who upset the child catch on fire, trees fall when the child cries, and so on. \n'b' Once a trollkin child shows the signs of being a ragecaster, it is given to the clan\xe2\x80\x99s shaman to learn to control of its magic and temper safely away from others. \n'b' Cursed Anger . Many trollkin clans believe ragecasters are the result of a curse put upon all trollkin after some ancient clan broke an oath to a powerful being. The legend differs from clan to clan, with some saying it was a god and others believing it was Baba Yaga. Whatever the origin, most trollkin view ragecasters as unpredictable, but a great asset in times of war. \n'b' Blood Moon Gatherings . Trollkin ragecasters who have learned control of their magic and temper keep to themselves and live on the outskirts of their clans. However, when the moon turns red, it fills ragecasters with uncontrollable anger, and they gather to unleash their elemental wrath on anything in the area.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Dretch \n'b' Family: Demons \n'b' Small fiend (demon), chaotic evil \n'b' Armor Class 11 (natural armor) Hit Points 18 (4d6 + 4) Speed 20 ft.\n'b' STATS STR: 11 (+0) DEX: 11 (+0) CON: 12 (+1) INT: 5 (-3) WIS: 8 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 9 Languages Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal) Challenge 1/4 (50 XP) \n'b' Actions \n'b' Multiattack : The dretch makes two attacks: one with its bite and one with its claws. \n'b' Bite : Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d6) piercing damage. \n'b' Claws : Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 5 (2d4) slashing damage. \n'b' Fetid Cloud (1/Day) : A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured . It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can\xe2\x80\x99t take reactions. \n'b' About \n'b' This creature\xe2\x80\x99s bloated frame shudders with each heaving step, yet despite its shape, the thing moves with surprising quickness.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Trollkin Reaver \n'b' Family: Trollkin \n'b' Medium humanoid (trollkin), neutral \n'b' Armor Class 14 (hide armor) Hit Points 82 (11d8 + 33) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 13 (+1) CON: 16 (+3) INT: 11 (+0) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5 Skills Intimidation +5, Survival +3 Senses darkvision 60 ft., passive Perception 11 Languages Common, Trollkin Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration . The trollkin reaver regains 5 hp at the start of its turn. If the trollkin takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the trollkin\xe2\x80\x99s next turn. The trollkin dies if it starts its turn with 0 hp and doesn\xe2\x80\x99t regenerate . \n'b' Thick Hide . The trollkin reaver\xe2\x80\x99s skin is thick and tough, granting it a +1 bonus to Armor Class. This bonus is already factored into the trollkin\xe2\x80\x99s AC. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The trollkin raider makes one Bite attack and two Claw attacks, or it makes three Handaxe attacks. It can replace one Claw attack with a Battleaxe attack . \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) slashing damage. \n'b' Battleaxe . 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' Handaxe . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' Howl of Battle (Recharge 6) . The trollkin reaver howls a battle cry at up to three friendly creatures it can see within 30 feet of it. Each target can make one weapon attack as a reaction and has advantage on the attack roll. \n'b'\n'b' ABOUT \n'b' The humanoid\xe2\x80\x99s skin is thick and knobby, and it sports wicked talons and tusks. \n'b' In the north, the masses huddle in fear at night, dreading the horns and howls of reavers come to slaughter and pillage. \n'b' Fearsome Savages . Trollkin have a well-deserved reputation for savagery, and the reavers help reinforce that perception among their neighbors. With claws and fangs larger and sharper than their brethren, reavers are a sight to behold. \n'b' War Leaders . Raiding is a staple industry among the trollkin, and the reavers lead the most savage raiding parties in search of wealth, slaves, and supplies. They often recruit other creatures or mercenaries into their bands. It is not uncommon to see bloodthirsty humans, gnolls, or hobgoblins in a reaver\xe2\x80\x99s band. \n'b' Spirit Talkers . Trollkin reavers are quite fearful of spirits and ghosts, and they listen to their clan shaman and to the words of powerful fey or giants. They prefer to raid only in times of good omens.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Trollkin Shaman \n'b' Family: Trollkin \n'b' The thick-skinned, staff-wielding trollkin shaman barks rough orders to her brutish bodyguards in their guttural language. The trollkin grunts level their spears and growl menacingly. \n'b' Medium humanoid (trollkin), neutral \n'b' Armor Class 14 (hide armor) Hit Points 78 (12d8 + 24) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 13 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +2, Perception +5, Nature +2 Senses darkvision 60 ft., passive Perception 15 Languages Common, Trollkin Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Regeneration . The trollkin shaman regains 5 hp at the start of its turn. If the shaman takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the shaman\xe2\x80\x99s next turn. The shaman dies only if it starts its turn with 0 hp and doesn\xe2\x80\x99t regenerate . \n'b' Thick Hide . The trollkin shaman\xe2\x80\x99s skin is thick and tough, granting it a +1 bonus to Armor Class. This bonus is already factored into the trollkin\xe2\x80\x99s AC. \n'b' Spellcasting . The trollkin shaman is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : druidcraft, produce flame , shillelagh \n'b' 1st level (4 slots) : cure wounds , entangle , faerie fire , thunderwave \n'b' 2nd level (3 slots) : flaming sphere , hold person \n'b' 3rd level (3 slots) : dispel magic , meld into stone , sleet storm \n'b' 4th level (2 slots) : dominate beast , grasping vine \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The trollkin shaman makes two staff attacks. \n'b' Staff . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands. \n'b' Inspire Ferocity (1/day) . The trollkin shaman inspires ferocity in up to three trollkin it can see. Those trollkin have advantage on attack rolls and saving throws until the end of the shaman\xe2\x80\x99s next turn and gain 10 temporary hp . \n'b'\n'b' About \n'b' Guardians of the Lair . While the raiding bands of the trollkins pillage for their livelihood, the trollkin shaman and its grunts protect hearth and home, securing the base against other raiders. The shaman\xe2\x80\x99s spells and affinity for beasts of the natural world help it maintain its status.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Truant Devourer \n'b' Family: Trollkin \n'b' Medium undead , any (As Its Creator Deity) \n'b' Armor Class 16 Hit Points 156 (24d8 + 48) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 14 (+2) INT: 16 (+3) WIS: 18 (+4) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +8, Religion +7, Stealth +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 90 ft., passive Perception 18 Languages Common plus up to three other languages Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Heretic Sense . The truant devourer can pinpoint the location of heretics of its faith within 60 feet of it and can sense the general direction of such creatures within 1 mile of it. \n'b' Magic Resistance . The truant devourer has advantage on saving throws against spells and other magical effects. \n'b' Turn Resistance . The truant devourer has advantage on saving throws against any effect that turns undead. \n'b' Undead Nature . The truant devourer doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The truant devourer makes three Devourer\xe2\x80\x99s Cleaver or Necrotic Bolt attacks. It can replace one attack with a Life Drain attack . \n'b' Devourer\xe2\x80\x99s Cleaver . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage plus 9 (2d8) necrotic damage. \n'b' Life Drain . Melee Spell Attack : +8 to hit, reach 5 ft., one creature. Hit : 17 (3d8 + 4) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hp 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 hp maximum to 0. \n'b' Necrotic Bolt . Ranged Spell Attack : +8 to hit, range 120 ft., one target. Hit : 17 (3d8 + 4) necrotic damage. \n'b' Invisibility . The truant devourer magically turns invisible until it attacks or uses Grasping Claws, or until its concentration ends (as if concentrating on a spell). Any equipment it wears or carries is invisible with it. \n'b' Grasping Claws (Recharge 5\xe2\x80\x936) . The truant devourer calls dozens of ghostly, skeletal claws to erupt from a point on the ground it can see within 60 feet of it. Each creature within 15 feet of that point must make a DC 16 Dexterity saving throw. On a failure, a creature takes 31 (7d8) necrotic damage and is restrained for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t restrained . A restrained 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' BONUS ACTIONS \n'b'\n'b' Dusty Step . The truant devourer teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. A cloud of dust appears at the origin and destination when it uses this bonus action. \n'b'\n'b' ABOUT \n'b' The decaying form was once a gnoll . It is adorned with symbolic jewelry, religious fetishes, and tattoos of unholy iconography. \n'b' Truant devourers are enforcers of the lords of undeath and servants of the undying. They track down the enemies of the dead, especially those that were once counted as allies, and bring them to a fitting end. \n'b' Devourers of the Damned . Truant devourers hunt all those who have offended the gods of death: cultists that cease worship, souls that have somehow rejoined the living world, or priests that have abandoned a death deity for another god. Devourers are devoted to their lords and relentless in their pursuit. They have all the time in the world to find those who blaspheme against the gods of death.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Trollkin Fire Shaman \n'b' Medium humanoid (trollkin), neutral \n'b' Armor Class 14 (leather armor) \n'b' Hit Points 45 (7d8 + 14) \n'b' Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 14 (+2) INT: 9 (\xe2\x80\x931) WIS: 16 (+3) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +1, Perception +5, Religion +3 \n'b' Senses darkvision 60 ft., passive Perception 15 \n'b' Languages Common, Trollkin \n'b' Challenge 2 (450 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration . The trollkin gains 3 hp at the start of its turn. If the trollkin takes acid or fire damage, this ability doesn\xe2\x80\x99t function at the start of the trollkin\xe2\x80\x99s next turn. The trollkin dies only if it starts its turn with 0 hp and doesn\xe2\x80\x99t regenerate . \n'b' Thick Skin . The trollkin\xe2\x80\x99s skin is thick and tough, granting it a +1 bonus to Armor Class. This bonus is already factored into the trollkin\xe2\x80\x99s AC. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fire shaman uses Mark Foe. It then makes two Hurl Flame attacks or three Staff attacks. \n'b' Staff . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. \n'b' Hurl Flame . Ranged Spell Attack : +5 to hit, range 120 ft., one target. Hit : 8 (2d4 + 3) fire damage. \n'b' Mark Foe . One creature the shaman can see within 60 feet must succeed on a DC 13 Wisdom saving throw or be wreathed in magical fire for 1 minute. While wreathed, it can\xe2\x80\x99t take the Hide action or become invisible . The next time the creature takes damage, it takes an extra 7 (2d6) fire damage, and the magical fire ends. \n'b'\n'b' REACTIONS \n'b'\n'b' Fiery Escape (2/Day) . When the shaman takes damage, each creature within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) fire damage. The shaman is then wreathed in flames and teleports up to 30 feet to an unoccupied space it can see. \n'b'\n'b' ABOUT \n'b' The wizened trollkin, wearing thick robes and religious trinkets, raises its staff to the sky, fire coalescing around its hands. The ironclad trollkin beside it roars, hefts a large sword, and charges with the shaman\xe2\x80\x99s fire flying beside it. The resilient desert trollkin make their homes in badlands and deserts. To most outsiders, theirs is a harsh culture, but to the trollkin, their unforgiving home demands strength, cunning, and hardiness. \n'b' Fire Shamans . Trollkin fire shamans are respected and feared among their people. They harness the fiery power of the desert sun, and they can incinerate anyone who dares to oppose them. \n'b' Ironmongers . Ironmongers are veteran trollkin armor and weaponsmiths clad in their creations. They act as vanguards for the desert trollkin.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tsamt\xc3\xa1s \n'b' Gargantuan aberration , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 218 (23d12+92) Speed 10 ft., fly 80 ft.\n'b' STATS STR: 24 (+7) DEX: 20 (+5) CON: 18 (+4) INT: 10 (+0) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Wis +7 Damage Immunities fire, lightning, thunder Skills Athletics +11, Perception +7 Senses darkvision 60 ft., passive Perception 17 Languages Common Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Desecrated Nest . The tasmt\xc3\xa1s builds its nest on high, inaccessible spires, as it fears the blessings of priests and shamans. Pouring holy water on its nest deals 7 (2d6) radiant damage to the tasmt\xc3\xa1s, as does casting a bless spell at its nest. This damage can be dealt only once per round, no matter how much holy water or how many bless spells are used. Dispel evil and good cast upon the nest deals 35 (10d6) radiant damage to the tasmt\xc3\xa1s, or half as much on a successful DC 15 Constitution saving throw. In addition, if it fails this saving throw the tasmt\xc3\xa1s gains one level of exhaustion . \n'b' Hallow permanently ruins the nest and causes the tasmt\xc3\xa1s to become poisoned until it can construct a new nest, which takes it 1d6 + 1 days. Each day that passes, the maximum hit points of the tasmt\xc3\xa1s are reduced by 20 (6d6), and it cannot regain these hit points until its new nest is complete. \n'b' Drought Aura . The tasmt\xc3\xa1s radiates an oppressive heat within 60 feet, causing creatures to take 7 (2d6) 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 16 Constitution saving throw each round or gain one level of exhaustion . A creature cannot gain more than one level of exhaustion in this fashion. \n'b' Mastery Against Flyers . The tasmt\xc3\xa1s 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 tsamt\xc3\xa1s makes three bite attacks. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 18 (2d10 + 7) piercing damage plus 7 (2d6) fire and 7 (2d6) necrotic damage on a successful hit. \n'b' Wing Ripper . If the tsamt\xc3\xa1s hits a creature that uses wings to fly with two bites in the same round, the target takes an additional 11 (2d10) piercing damage and must succeed on a DC 19 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 16 (3d10) and the save DC is increased to 21. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing a tsamt\xc3\xa1s\xe2\x80\x99 lair becomes hotter and drier as it is tainted by the creature\xe2\x80\x99s presence. \n'b'\n'b' Weather conditions within a 5-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 additional tasmt\xc3\xa1s that is present in the same area can choose to increase the radius of this effect by 5 miles or to increase each effect by one 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). \n'b' If control weather is cast within 5 miles of the tsamt\xc3\xa1s\xe2\x80\x99 nest, it can spend 10 minutes focusing its drought aura to dispel it, as if it had cast dispel magic using Wisdom as its spellcasting ability. \n'b'\n'b' ABOUT \n'b' A tsamt\xc3\xa1s (plural tsamt\xc3\xa1x) is a bizarre, vaguely serpentine creature that lives suspended in the upper reaches of the air as the endless blistering it radiates scorches the land below into a sere wasteland. Each end of its serpentine body ends in a huge set of jaws, while the heaving belly in the center of its body bears a third massive gaping orifice. The tsamt\xc3\xa1s stretches nearly 40 feet long and weighs several tons, though gas bladders within it bear it aloft. \n'b' Sky Hunter . The tsamt\xc3\xa1s seeks to devour all avian creatures, but its favorite prey are the thunderbirds that soar across the highland plateaus. It is not known whether this is due to the save of the thunderbirds\xe2\x80\x99 flesh or if it is a deeper enmity rooted in their feathered rivals\xe2\x80\x99 control of the weather. After all, how can the tsamt\xc3\xa1s bring ruin and waste to the lands below and the skies above if the thunderbird is allowed to bring rain to the land? Father Devourer. While the ordinary tsamt\xc3\xa1s are a terrible menace, the elder abominations that spawned them are even worse. Larger and far deadlier than their common kin, the toset\xc3\xa1x can bring ruin to entire nations if its foul influence is left unchecked. Aside from its greater size, the toset\xc3\xa1x bears the same red and green scales and ivory underbelly of the tsamt\xc3\xa1s, though its hateful eyes glow a lambent green.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tsathar \n'b' Medium monstrosity , chaotic evil \n'b' Subpages \n'b' Armor Class 13 (leather armor) Hit Points 16 (3d8 + 3) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 13 (+1) DEX: 14 (+2) CON: 12 (+1) INT: 12 (+1) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +3, Stealth +4 Senses darkvision 60 ft., passive Perception 11 Languages Abyssal, Tsathar Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The tsathar can breathe air and water. \n'b' Keen Smell . The tsathar has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Slimy . Tsathar continuously cover themselves with muck and slime. Creatures attempting to grapple a tsathar do so with disadvantage. \n'b' Standing Leap . The tsathar\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The tsathar makes one attack with its Spear and one attack with its Bite, or one attack with its Bite and one withi ts Claws. \n'b' Spear . Melee Weapon Attack : +3 to hit, reach 5 ft. or 20/60 ft., one target. Hit : 4 (1d6 + 1) piercing damage, or 5 (1d8 +1) piercing damage if used with two hands to make the melee attack . \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 : 4 (1d4 + 2) slashing damage \n'b' Implant (1/day) . The tsathar uses its tongue to implant one incapacitated creature with a tsathar egg. The target must make a DC 13 Constitution saving throw or contract the tsathar egg infestation disease. \n'b'\n'b' New Disease: Tsathar Egg Infestation \n'b' Tsathar are sexless, reproducing by injecting eggs into living hosts. An egg can be implanted only into a helpless host creature. The host must be of Small size or larger. \n'b' Giant frogs, bred for this very purpose, are the most common host. \n'b' The symptoms of the infestation manifest when the creature next takes a long rest . The infected creature suffers one level of exhaustion . While it has any levels of exhaustion , it is paralyzed , does not benefit from a long rest , and cannot regain hit points from any source save for magic. At the end of each long rest , an infected creature must make a DC 15 Constitution saving throw. On a failed saving throw, the creature gains one level of exhaustion . When an infected creature dies, the young tsathar emerges. \n'b' A lesser restoration spell rids the victim of any implanted egg. In addition, another creature can attempt a DC 20 Wisdom ( Medicine ) check to remove an implanted egg surgically. Each attempt made deals 4 (1d8) slashing damage to a creature. \n'b' The type of creature and the implanting tsathar determines what type of tsathar emerges upon the death of the victim: \n'b'\n'b' If the implanting creature is any type of tsathar and the victim is any type of beast, the emerging egg is a tsathar. \n'b' If the implanting creature is a sacerdotal tsathar and the victim is a humanoid, roll a d6. On a 1-3, the egg is a tsathar; a 4-5, the resulting egg is a sacerdotal tsathar. On a 6, it is instead a hellbender tsathar. \n'b' If the implanting creature is a hellbender tsathar and the victim is humanoid, roll a d6. On a 1-4, the egg is a tsathar. On a 5-6, the egg is a hellbender tsathar.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tsathar Monk \n'b' Family: Tsathar \n'b' Medium monstrosity (aquatic), chaotic evil \n'b' Armor Class 15 (frog hide) Hit Points 52 (8d8 + 16) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 14 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +5, Perception +5, Religion +5 Senses darkvision 60 ft., passive Perception 15 Languages Abyssal, Tsathar Challenge 2 (450 XP) \n'b' Special Traits \n'b' Amphibious . The tsathar monk can breathe air and water. \n'b' Keen Smell . The tsathar monk has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Slimy . Tsathar continuously cover themselves with muck and slime. Creatures attempting to grapple a tsathar does so with disadvantage. \n'b' Standing Leap . The tsathar monk\xc2\x92s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b' Actions \n'b' Multiattack . The tsathar monk can make three melee attacks : two with its claws and one bite. It can use its Flurry of Blows or Stunning Strike ability in place of one of the claw attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or become the living host to a tsathar egg, which over the course of the egg maturing, migrates to the chest cavity of the host. The host creature must make another DC 13 Constitution saving throw after 24 hours of the egg having been implanted. A failed saving throw results in the host becoming violently ill, followed by a deep comalike state that lasts 2d6 + 2 days. At the end of each day, the host can attempt another saving throw with a success indicating that its body has managed to destroy the egg through normal immune response. At the end of the incubation period, the host awakes to excruciating pain as the young tsathar, freed from its egg, tears its way out of the host, who is reduced to 0 hit points in the process. A DC 16 Wisdom ( Medicine ) check can be attempted to surgically extract an egg from the host. A lesser restoration spell will also cure the condition and purge the host of the egg. \n'b' Flurry of Blows (3/day) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (3d6 + 4) bludgeoning damage, and the target suffers its choice of one of the following: Prone . The target must succeed on a Dexterity saving throw (DC 14) or be knocked prone . \n'b' Pushed . The target must make a Strength saving throw or be pushed up to 15 feet away from the tsathar. \n'b' Agog . The target can\xc2\x92t take reactions until the end of the tsathar\xc2\x92s next turn. \n'b' Stunning Strike (3/day) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or be stunned until the end of the tsathar\xc2\x92s next turn. \n'b' Reactions \n'b' Deflect Missiles . If the tsathar monk has one hand free, it can use its reaction in response to being hit with a ranged weapon attack . It reduces the damage by 14 (1d10 + 9). If it reduces the damage to 0, it can catch the missile if it is small enough for it to hold with one hand.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bhole \n'b' Gargantuan monstrosity (alien, mythic, mythos, titan ), chaotic neutral \n'b' Armor Class 20 (natural armor) Hit Points 459 (17d20 + 119) Speed 50 ft., burrow 50 ft.\n'b' STATS STR: 28 (+9) DEX: 7 (-2) CON: 25 (+7) INT: 5 (-3) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Wis +9 Skills Perception +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Resistances charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone , stunned Senses darkvision 120 ft, passive Perception 19 Languages Aklo (rarely speaks) Challenge 21 (33,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the bhole fails a saving throw, it can choose to succeed instead. \n'b' Magic Weapons . A bhole\xe2\x80\x99s weapon attacks are magical. \n'b' Overwhelming Strength . A bhole always applies 1-1/2 times its Strength modifier on all weapon attacks and the critical multiplier of each of its weapon attacks is increased by one step (included in its attack options). \n'b' Slime Coat . A bhole is covered in sticky bhole slime. Any manufactured weapon striking the bhole automatically adheres to its and cannot be used to make attacks until freed (Escape DC 20). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bhole makes three attacks: one with its bite and two with its body slam. \n'b' Bite . Melee Weapon Attack : +16 to hit, reach 60 ft., one target. Hit : 40 (5d10 + 13) piercing damage. On a critical hit this attack does 95 piercing damage. If the target is a creature of Huge size or smaller and this damage reduces it to 0 hit points or it is incapacitated , the bhole swallows it. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the bhole, and it takes 21 (6d6) acid damage at the start of each of the bhole\xe2\x80\x99s turns. If the bhole takes 40 damage or more on a single turn from a creature inside it, the bhole 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 bhole. If the bhole dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone \xe2\x80\x93 assuming it is no longer incapacitated . \n'b' Body Slam . Melee Weapon Attack : +16 to hit, reach 60 ft., one target. Hit : 23 (3d6 + 13) bludgeoning damage and the target is knocked prone . On a critical hit this attack does 44 bludgeoning damage. \n'b' Spew Slime (Recharge 5-6) . A bhole can expel a prodigious amount of thick slime from its gullet. This attack has a range of 900 feet and creates a 40-foot-diameter sphere of slime in its targeted area. Creatures within this area are stunned for 1 minute on a failed DC 20 Constitution saving throw which they may repeat at the end of their turn to end the condition. The slime transforms the area it coats into difficult terrain , and any creature entering or beginning its turn within the area is restrained by stickiness of the goop. As an action, the restrained target can make a DC 20 Strength check, bursting out of the slimy restraint on a success. The hardened slime can also be attacked and destroyed (AC 10; hp 50; boiling water instantly melts the slime; immunity to slashing, poison, and psychic damage). Destroying the slime frees the creature. Bhole slime persists for 2d6 hours and bhole lairs are typically pre-caked with the stuff. A bhole can move through bhole slime without penalty. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The bhole can take 3 legendary actions , choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The bhole regains spent legendary actions at the start of its turn. \n'b'\n'b' Body Slam . The bhole makes one body slam attack . \n'b' Awesome Blow (Costs 2 Actions) . The bhole makes one bite attack . \n'b' Ground Smash (Costs 3 Actions) . The bhole can rear up and smash headfirst into the ground, causing an intense, localized tremor equivalent to an earthquake centered on the point of impact (DC 20 Constitution saving throw for this spell-effect). The bhole is subject to the effect but cannot be pinned beneath rubble and can easily burrow out of any damage zone created by the spell. \n'b'\n'b' ABOUT \n'b' Known on some worlds as dholes, bholes are among the largest of living creatures, wormlike leviathans of such size that few can claim to have seen one wholly from head to tail, and those who do tend toward madness and other afflictions that carry with them a heavy burden of doubt. The coloration of these creatures\xe2\x80\x99 coiling bodies ranges widely\xe2\x80\x94from darker blues and purples to paler grays, yellows, or bleached white\xe2\x80\x94with a cavernous mouth consisting of long, bony jaws that extend and unfold from the creature\xe2\x80\x99s head when it feeds. \n'b' Nigh-immortal . By all accounts, bholes are incredibly long-lived\xe2\x80\x94those that exist in remote worlds or on other dimensions have done so for countless eons. The bholes themselves seem to have no interest in their history, perhaps as a result of their limited intellect, but by all accounts a bhole can live forever, barring death by violence. For a creature as immense and dangerous as a bhole, such conditions essentially amount to immortality. \n'b' Wasteland Worm . Regions inhabited by bholes are always barren wastelands. What creatures survive there do so with a combination of stealth and speed, and even then they quickly learn to make themselves scarce when the telltale rumbling of an approaching bhole begins to shake the ground. Bholes themselves seem able to eat and digest anything and everything, and in time can reduce a huge area to a honeycombed network of immense tunnels. These regions swiftly collapse, leaving behind crumpled, rubble-filled pits of vast and terrifying size . Legends speak of entire worlds being reduced to rubble by bholes\xe2\x80\x94they also tell of the danger of allowing these monsters into inhabited worlds, for their hunger is eternal, and a relatively small number of bholes can do incredible damage on a continental scale. \n'b' Impossible Size . A typical bhole is only 30 feet wide yet is hundreds of feet long and weighs thousands of tons. Combat with such immense monsters might present some challenges for games based around miniatures and play mats. When you include an encounter with a bhole in such a game, it might be best to describe the immense worm as extruding itself out of the earth to attack those nearby\xe2\x80\x94if the bhole needs to move, it simply burrows to a new location, sticks out its head, and starts attacking new targets. Alternatively, you can treat the bhole\xe2\x80\x99s head as its only actively dangerous portion. In this case, attacks directed at its immense body are irrelevant, with only those directed at its head (which consists of a 30-foot space) actually reducing its hit points . You might even run an encounter with a bhole using a truly enormous space on a battlemat\xe2\x80\x94a space of 100 feet or more, perhaps. This solution presents its own challenges, obviously, particularly if your gaming area lacks for space. Of course, if these options for handling immense monsters don\xe2\x80\x99t sit well with you, the best solution is to simply downsize bholes in your game; assume they coil up on themselves and fit entirely into their 30-foot space, with their length accounting for their unusually enormous reach. Finally, you might consider not using miniatures at all for a fight against a bhole, with the assumption that once combat begins, the immense monster poses a significant threat to all in the area and that even several rounds of flight might not put a victim outside the monster\xe2\x80\x99s reach. Pick the solution that works best for your style of game play; in the end, the point is that a fight with a bhole should be one that your players remember for a long time.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tsathar Monk \n'b' Family: Tsathar \n'b' Medium monstrosity (aquatic), chaotic evil \n'b' Armor Class 14 Hit Points 52 (8d8 + 16) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 14 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +5, Perception +5, Religion +5 Senses darkvision 60 ft., passive Perception 15 Languages Abyssal, Tsathar Challenge 2 (450 XP) \n'b' Special Traits \n'b' Amphibious . The tsathar can breathe air and water. \n'b' Keen Smell . The tsathar has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Slimy . Tsathar continuously cover themselves with muck and slime. Creatures attempting to grapple a tsathar does so with disadvantage. \n'b' Standing Leap . The tsathar\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b' Actions \n'b' Multiattack . The tsathar can make three melee attacks : two with its claws and one bite. It can use its flurry of blows or stunning strike ability in place of one of the claw attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or become the living host to a tsathar egg, which over the course of the egg maturing, migrates to the chest cavity of the host. The host creature must make another DC 13 Constitution saving throw after 24 hours of the egg having been implanted. A failed saving throw results in the host becoming violently ill, followed by a deep comalike state that lasts 2d6 + 2 days. At the end of each day, the host can attempt another saving throw with a success indicating that its body has Tsathar managed to destroy the egg through normal immune response. At the end of the incubation period, the host awakes to excruciating pain as the young tsathar, freed from its egg, tears its way out of the host, who is reduced to 0 hit points in the process. A DC 16 Wisdom ( Medicine ) check can be attempted to surgically extract an egg from the host. A lesser restoration spell will also cure the condition and purge the host of the egg. \n'b' Flurry of Blows (3/day) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (3d6 + 4) bludgeoning damage, and the target suffers one of the following effects of its choice: Prone . The target must succeed on a Dexterity saving throw (DC 14) or be knocked prone . \n'b' Pushed . The target must make a Strength saving throw or be pushed up to 15 feet away from the tsathar. The target can\xe2\x80\x99t take reactions until the end of the tsathar\xe2\x80\x99s next turn. \n'b' Stunning Strike (3/day) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or be stunned until the end of the tsathar\xe2\x80\x99s next turn. \n'b' Reactions \n'b' Deflect Missiles . If the tsathar has one hand free, it can use its reaction in response to being hit with a ranged weapon attack . It reduces the damage by 14 (1d10 + 9). If it reduces the damage to 0, it can catch the missile if it is small enough for it to hold with one hand.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tsathar Priest \n'b' Family: Tsathar \n'b' Medium monstrosity (aquatic), chaotic evil \n'b' Armor Class 14 (frog hide) Hit Points 52 (8d8 + 16) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 17 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +5, Perception +5, Religion +5 Senses darkvision 60 ft., passive Perception 15 Languages Abyssal, Tsathar Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Amphibious . The tsathar can breathe air and water. \n'b' Keen Smell . The tsathar has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Slimy . Tsathar continuously cover themselves with muck and slime. Creatures attempting to grapple a tsathar does so with disadvantage. \n'b' Standing Leap . The tsathar\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b' Fetid Shroud of the Frog God . The priest of Tsathogga is surrounded by a fetid, swirling shroud of foul corruption. At the start of each of the priest\xe2\x80\x99s turns, each creature within 5 feet of it takes 7 (2d6) poison damage. A creature that touches the priest or hits it with a melee attack while within 5 feet of it takes 7 (2d6) poison damage. \n'b' Fetid Strike . Once on each of the priest\xe2\x80\x99s turns when it hits a creature with a weapon attack , it can cause the attack to deal an extra 9 (2d8) poison damage to the target. \n'b' Spellcasting . The tsathar priest is a 5th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following cleric spells prepared:\n'b'\n'b' Cantrips (at will) : guidance , poison spray, resistance , thaumaturgy \n'b' 1st level (4 slots) : bane , bless , cure wounds , detect magic , inflict wounds \n'b' 2nd level (3 slots) : enhance ability , hold person , silence \n'b' 3rd level (3 slots) : bestow curse , dispel magic , stinking cloud \n'b'\n'b' Actions \n'b' Kukri . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or become the living host to a tsathar egg, which over the course of the egg maturing, migrates to the chest cavity of the host. The host creature must make another DC 13 Constitution saving throw after 24 hours of the egg having been implanted. A failed saving throw results in the host becoming violently ill, followed by a deep comalike state that lasts 2d6 + 2 days. At the end of each day, the host can attempt another saving throw with a success indicating that its body has managed to destroy the egg through normal immune response. At the end of the incubation period, the host awakes to excruciating pain as the young tsathar, freed from its egg, tears its way out of the host, who is reduced to 0 hit points in the process. A DC 16 Wisdom ( Medicine ) check can be attempted to surgically extract an egg from the host. A lesser restoration spell will also cure the condition and purge the host of the egg.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Anemone, Dire Seastar \n'b'\n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 104 (11d10 + 44) Speed 10 ft., climb 10 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 18 (+4) INT: 8 (-1) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Wis +4, Cha +2 Condition Immunities prone Damage Resistances bludgeoning Senses blindsight 30 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Regeneration . The seastar regains 5 hit points at the start of its turn. If the seastar takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the seastar\xe2\x80\x99s next turn. The seastar dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Tube Feet . Dire seastars move and grapple using thousands of shorter appendages filled with fluid and ending in tiny suction cups. They treat any solid surface as clear terrain. They also have advantage on Strength ( Athletics ) checks against being shoved, and on saving throws against any effect that would force it to move. \n'b' Water Breathing . The seastar can breathe only underwater. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The seastar makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 15 ft., one target. Hit : 14 (2d10 + 3) bludgeoning damage, and if the target is a Medium or smaller creature and the seastar isn\xe2\x80\x99t already grappling a creature, it is grappled (escape DC 12). \n'b' External Stomach . A dire seastar ejects its stomach in order to begin digestion of a captured meal. If the target is a Medium or smaller creature grappled by the seastar, that creature is digested, and the grapple ends. While being digested, the creature is blinded and restrained , it has total cover against attacks and other effects outside the seastar\xe2\x80\x99s external stomach, and it takes 14 (4d6) acid damage at the start of each of the seastar\xe2\x80\x99s turns. If the seastar\xe2\x80\x99s external stomach takes 20 damage or more on a single turn from a creature inside it, the seastar must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the seastar. Damage done to a seastar\xe2\x80\x99s stomach does not harm the seastar. If the seastar dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone . \n'b'\n'b' Reactions \n'b'\n'b' Split . When a dire seastar is subjected to a critical hit from a slashing attack , it splits into two new seastars if it has at least 10 hit points . Each new seastar has hit points equal to half the original seastar\xe2\x80\x99s, rounded down. New seastar are one size smaller than the original seastar. \n'b'\n'b' About \n'b' Muscular tentacles explode from the sand and fold inward toward a toothless central maw. \n'b' Creeping Doom . Some starfish contend with a greater number of more dangerous marine threats than their lesser king, driving evolution to produce faster and stronger specimens (or the survival of deadly primordial species) that attack aggressively and recover from injury very quickly. Most unique among the seastars of the deep ocean and deadly coasts are those with no agenda or reproductive mechanism other than to split and regenerate after attacked by predators. \n'b' Ironically, the number of natural enemies that find them delicious ensures their survival. \n'b' One too Many Mouths . Varinaian seastars have mouths on both sides of their bodies, allowing them to crawl towards stationary food, or to lies half-buried in sand to ambush prey crawling across the seabed above them. The average dire seastar is 7 feet in diameter and weighs 600 pounds. \n'b' Colorful tentacles writhe across this marine creature like long petals on an immense flower. \n'b' Vermin of the Deep . The largest anemones in the ocean are capable predators despite their plodding movement. They lie in fields of other, usually smaller, anemones and among brightly colored coral societies. Deep tiger anemones feed local scavengers by attacking large prey or schools of fish, scattering uneaten remains to their neighbors.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tsathar Sorcerer \n'b' Family: Tsathar \n'b' Medium monstrosity (aquatic), chaotic evil \n'b' Armor Class 13 (frog hide) Hit Points 27 (5d8 + 5) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 13 (+1) INT: 12 (+1) WIS: 11 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +3, Perception +2, Survival +3 Senses darkvision 60 ft., passive Perception 12 Languages Abyssal, Tsathar Challenge 2 (450 XP) \n'b' Special Traits \n'b' Spellcasting . The tsathar sorcerer is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spells: \n'b' Cantrips (at will) : dancing lights , light , prestidigitation , ray of frost , shocking grasp \n'b' 1st level (4 slots) : fog cloud , magic missile , shield \n'b' 2nd level (3 slots) : scorching ray , spider climb \n'b' 3rd level (2 slots) : lightning bolt \n'b' Amphibious . The tsathar sorcerer can breathe air and water. \n'b' Keen Smell . The tsathar sorcerer has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Slimy . Tsathar continuously cover themselves with muck and slime. Creatures attempting to grapple a tsathar do so with disadvantage. \n'b' Standing Leap . The tsathar sorcerer\xc2\x92s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 4) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or become the living host to a tsathar egg, which over the course of the egg maturing, migrates to the chest cavity of the host. The host creature must make another DC 13 Constitution saving throw after 24 hours of the egg having been implanted. A failed saving throw results in the host becoming violently ill, followed by a deep comalike state that lasts 2d6 + 2 days. At the end of each day, the host can attempt another saving throw with a success indicating that its body has managed to destroy the egg through normal immune response. At the end of the incubation period, the host awakes to excruciating pain as the young tsathar, freed from its egg, tears its way out of the host, who is reduced to 0 hit points in the process. A DC 16 Wisdom ( Medicine ) check can be attempted to surgically extract an egg from the host. A lesser restoration spell will also cure the condition and purge the host of the egg. \n'b' Spear . Melee Weapon Attack : +3 to hit, reach 5 ft. or 20/60 ft., one target. Hit : 4 (1d6 + 1) piercing damage, or 5 (1d8 +1) piercing damage if used with two hands to make the melee attack .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tsathar Sorcerer \n'b' Family: Tsathar \n'b' Medium monstrosity (aquatic), chaotic evil \n'b' Armor Class 14 (frog hide) Hit Points 27 (5d8 + 5) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 13 (+1) INT: 12 (+1) WIS: 11 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +3, Perception +4, Survival +3 Senses darkvision 60 ft., passive Perception 14 Languages Abyssal, Tsathar Challenge 2 (450 XP) \n'b' Special Traits \n'b' Spellcasting . The tsathar sorcerer is a 5th level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spells:\n'b'\n'b' Cantrips (at will) : dancing lights , light , prestidigitation , ray of frost , shocking grasp \n'b' 1st level (4 slots) : fog cloud , magic missile , shield \n'b' 2nd level (3 slots) : scorching ray , spider climb \n'b' 3rd level (2 slots) : lightning bolt \n'b'\n'b' Amphibious . The tsathar can breathe air and water. \n'b' Keen Smell . The tsathar has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Slimy . Tsathar continuously cover themselves with muck and slime. Creatures attempting to grapple a tsathar do so with disadvantage. \n'b' Standing Leap . The tsathar\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) piercing damage. \n'b' Claws . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or become the living host to a tsathar egg, which over the course of the egg maturing, migrates to the chest cavity of the host. The host creature must make another DC 13 Constitution saving throw after 24 hours of the egg having been implanted. A failed saving throw results in the host becoming violently ill, followed by a deep comalike state that lasts 2d6 + 2 days. At the end of each day, the host can attempt another saving throw with a success indicating that its body has managed to destroy the egg through normal immune response. At the end of the incubation period, the host awakes to excruciating pain as the young tsathar, freed from its egg, tears its way out of the host, who is reduced to 0 hit points in the process. A DC 16 Wisdom ( Medicine ) check can be attempted to surgically extract an egg from the host. A lesser restoration spell will also cure the condition and purge the host of the egg. \n'b' Spear . Melee Weapon Attack : +2 to hit, reach 5 ft. or 20/60 ft., one target. Hit : 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make the melee attack .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tsathar, Hellbender \n'b' Family: Tsathar \n'b' Large aberration , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 76 (8d10 + 32) Speed 20 ft., burrow 20 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 19 (+4) INT: 5 (-3) WIS: 9 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Immunities fire Senses darkvision 60 ft., passive Perception 9 Languages Ignan Challenge 7 (2,900 XP) \n'b' Actions \n'b' Multiattack . The hellbender can make two Claw attacks and one Bite attack. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 1d6 + 5 piercing damage, plus 7 (2d6) fire damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (1d10 + 5) slashing damage plus 7 (2d6) fire damage. \n'b' Fiery Pulse (recharge 5-6) . The hellbender releases a burst of fire from its small pores in its skin in a 10-foot radius. Each creature in the area must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed saving throw, or half as much damage on a successful saving throw. \n'b' Implant (1/day) . The hellbender tsathar uses its tongue to implant one incapacitated creature with a tsathar egg. The target must make a DC 13 Constitution saving throw or contract the tsathar egg disease. \n'b' New Disease: Tsathar Egg Infestation \n'b' Tsathar are sexless, reproducing by injecting eggs into living hosts. An egg can be implanted only into a helpless host creature. The host must be of Small size or larger. \n'b' Giant frogs, bred for this very purpose, are the most common host. \n'b' The symptoms of the infestation manifest when the creature next takes a long rest . The infected creature suffers one level of exhaustion . While it has any levels of exhaustion , it is paralyzed , does not benefit from a long rest , and cannot regain hit points from any source save for magic. At the end of each long rest , an infected creature must make a DC 15 Constitution saving throw. On a failed saving throw, the creature gains one level of exhaustion . When an infected creature dies, the young tsathar emerges. \n'b' A lesser restoration spell rids the victim of any implanted egg. In addition, another creature can attempt a DC 20 Wisdom ( Medicine ) check to remove an implanted egg surgically. Each attempt made deals 4 (1d8) slashing damage to a creature. \n'b' The type of creature and the implanting tsathar determines what type of tsathar emerges upon the death of the victim: \n'b' If the implanting creature is any type of tsathar and the victim is any type of beast, the emerging egg is a tsathar. \n'b' If the implanting creature is a sacerdotal tsathar and the victim is a humanoid, roll a d6. On a 1-3, the egg is a tsathar; a 4-5, the resulting egg is a sacerdotal tsathar. On a 6, it is instead a hellbender tsathar. \n'b' If the implanting creature is a hellbender tsathar and the victim is humanoid, roll a d6. On a 1-4, the egg is a tsathar. On a 5-6, the egg is a hellbender tsathar.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tsathar, Sacerdotal \n'b' Family: Tsathar \n'b' Medium monstrosity , chaotic evil \n'b' Armor Class 14 (hide armor) Hit Points 112 (15d8 + 45) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 17 (+3) INT: 14 (+2) WIS: 17 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +6, Charisma +4 Skills Nature +5, Perception +6, Religion +5 Damage Resistances poison Senses darkvision 60 ft., passive Perception 16 Languages Abyssal, Tsathar Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Amphibious . The tsathar priest can breathe air and water. \n'b' Fetid Strike . Once on each of the tsathar priest\xe2\x80\x99s turns when it hits a creature with a weapon attack , it can cause the attack to deal an extra 4 (1d8) poison damage to the target. \n'b' Keen Smell . The tsathar priest has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Slimy . Tsathar continuously cover themselves with muck and slime. Creatures attempting to grapple a tsathar do so with disadvantage. \n'b' Standing Leap . The tsathar priest\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b' Spellcasting . The tsathar priest is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following cleric spells prepared:\n'b'\n'b' Cantrips (at will) : guidance , poison spray, resistance , thaumaturgy \n'b' 1st-level (4 slots) : bane , bless , cure wounds , detect magic , inflict wounds \n'b' 2nd-level (3 slots) : acid arrow , calm emotions , hold person , silence \n'b' 3rd-level (3 slots) : bestow curse , dispel magic , stinking cloud \n'b' 4th-level (2 slots) : control water , guardian of faith \n'b'\n'b' Actions \n'b' Multiattack . The tsathar makes one attack with its Kukri and one attack with its Bite, or one attack with its Bite and one with its Claws. \n'b' Kukri . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage \n'b' Implant (1/day) . The tsathar uses its tongue to implant one incapacitated creature with a tsathar egg. The target must make a DC 13 Constitution saving throw or contract the tsathar egg infestation disease. \n'b' New Disease: Tsathar Egg Infestation \n'b' Tsathar are sexless, reproducing by injecting eggs into living hosts. An egg can be implanted only into a helpless host creature. The host must be of Small size or larger.\xc2\xa0Giant frogs, bred for this very purpose, are the most common host. \n'b' The symptoms of the infestation manifest when the creature next takes a long rest . The infected creature suffers one level of exhaustion . While it has any levels of exhaustion , it is paralyzed , does not benefit from a long rest , and cannot regain hit points from any source save for magic. At the end of each long rest , an infected creature must make a DC 15 Constitution saving throw. On a failed saving throw, the creature gains one level of exhaustion . When an infected creature dies, the young tsathar emerges. \n'b' A lesser restoration spell rids the victim of any implanted egg. In addition, another creature can attempt a DC 20 Wisdom ( Medicine ) check to remove an implanted egg surgically. Each attempt made deals 4 (1d8) slashing damage to a creature. \n'b' The type of creature and the implanting tsathar determines what type of tsathar emerges upon the death of the victim: \n'b' If the implanting creature is any type of tsathar and the victim is any type of beast, the emerging egg is a tsathar. \n'b' If the implanting creature is a sacerdotal tsathar and the victim is a humanoid, roll a d6. On a 1-3, the egg is a tsathar; a 4-5, the resulting egg is a sacerdotal tsathar. On a 6, it is instead a hellbender tsathar. \n'b' If the implanting creature is a hellbender tsathar and the victim is humanoid, roll a d6. On a 1-4, the egg is a tsathar. On a 5-6, the egg is a hellbender tsathar.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tsathar Priest \n'b' Medium monstrosity (aquatic), chaotic evil \n'b' Armor Class 13 (frog hide) Hit Points 52 (8d8 + 16) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 17 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +5, Perception +5, Religion +5 Senses darkvision 60 ft., passive Perception 15 Languages Abyssal, Tsathar Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Amphibious . The tsathar priest can breathe air and water. \n'b' Keen Smell . The tsathar priest has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Slimy . Tsathar continuously cover themselves with muck and slime. Creatures attempting to grapple a tsathar does so with disadvantage. \n'b' Standing Leap . The tsathar priest\xc2\x92s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b' Fetid Shroud of the Frog God . The tsathar priest of Tsathogga is surrounded by a fetid, swirling shroud of foul corruption. At the start of each of the priest\xc2\x92s turns, each creature within 5 feet of it takes 7 (2d6) poison damage. A creature that touches the priest or hits it with a melee attack while within 5 feet of it takes 7 (2d6) poison damage. \n'b' Fetid Strike . Once on each of the tsathar priest\xc2\x92s turns when it hits a creature with a weapon attack , it can cause the attack to deal an extra 9 (2d8) poison damage to the target. \n'b' Spellcasting . The tsathar priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following cleric spells prepared: \n'b' Cantrips (at will) : guidance , poison spray, resistance , thaumaturgy \n'b' 1st level (4 slots) : bane , bless , cure wounds , detect magic , inflict wounds \n'b' 2nd level (3 slots) : enhance ability , hold person , silence \n'b' 3rd level (3 slots) : bestow curse , dispel magic , stinking cloud \n'b' Actions \n'b' Kukri . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or become the living host to a tsathar egg, which over the course of the egg maturing, migrates to the chest cavity of the host. The host creature must make another DC 13 Constitution saving throw after 24 hours of the egg having been implanted. A failed saving throw results in the host becoming violently ill, followed by a deep comalike state that lasts 2d6 + 2 days. At the end of each day, the host can attempt another saving throw with a success indicating that its body has managed to destroy the egg through normal immune response. At the end of the incubation period, the host awakes to excruciating pain as the young tsathar, freed from its egg, tears its way out of the host, who is reduced to 0 hit points in the process. A DC 16 Wisdom ( Medicine ) check can be attempted to surgically extract an egg from the host. A lesser restoration spell will also cure the condition and purge the host of the egg.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tsuchigumo \n'b' Large monstrosity (shapechanger), chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 39 (6d10 + 6) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 12 (+1) INT: 16 (+3) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +5 Skills Stealth +5 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 11 Languages Common, Deep Speech Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shapechange . A tsuchigumo can use its action to polymorph into a Medium beast or humanoid creature of CR 2 or lower, or from another form back into its own form. The tsuchigumo retains its Int, Wis, and Cha scores and its current hit points while polymorphed; otherwise, it takes on all the attributes of the adopted form. It can cast spells if the adopted form can provide the spell\xe2\x80\x99s verbal and somatic components, and it retains its paralytic poison trait if the adopted form has a bite attack . A shapechanged tsuchigumo reverts to its natural form when slain. \n'b' Spellcasting . All tsuchigumo are 3rd-level wizards. They use Intelligence as their casting ability (DC 13, attack +5) and require no material components for their spells. Typical known spells are listed below, but individual tsuchigumo can know different spells.\n'b'\n'b'\n'b' Cantrips (at will) : dancing lights , poison cloud, shocking grasp \n'b' 1st level (4 slots) : charm person , sleep \n'b' 2nd level (2 slots) : invisibility , mirror image \n'b'\n'b' Spider Climb . The tsuchigumo can climb any surface without making ability checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit (reach 5 ft.; one creature). Hit : 7 (1d8 + 3) piercing damage, and the target must make a successful DC 11 Con saving throw or become poisoned (see Paralytic Poison, below). \n'b' Paralytic Poison . The poisoned creature has tactical disadvantage on attack rolls and ability checks. At the end of each of its turns, the poisoned creature must attempt a Con saving throw. On a result of 16 or higher, the poisoned condition ends and the character becomes immune to this tsuchigumo\xe2\x80\x99s poison. On a result of 11-15, the poisoned condition continues. On a result of 10 or lower, the creature becomes paralyzed and no more saving throws are needed. Paralysis lasts for 1 hour or until the poison is neutralized. \n'b' Webs (Recharge 5-6) . Ranged Weapon Attack : +5 to hit, range 30 ft./60 ft., one creature. Hit : The target is restrained by webs. A webbed creature can use its action to attempt a DC 12 Strength ( Athletics ) check to escape. The web can also be destroyed by 5 points of slashing or fire damage against AC 10. \n'b'\n'b' ABOUT \n'b' A tsuchigumo is an intelligent, shapechanging spider with sorcerous powers. In its natural form, a tsuchigumo resembles a typical giant spider, with a humpbacked body a little bigger than a human torso and venomous fangs. Although considered a Large creature, a tsuchigumo\xe2\x80\x99s mass is no more than a typical human\xe2\x80\x99s; its size comes from its long legs. A tsuchigumo can be distinguished from other giant spiders by the hump on its back that houses its brain and by the fact that, in addition to eight legs, it has a fifth pair of limbs, each about 2 feet long, located ahead of the first pair of legs. These limbs end in hands, each equipped with three clawed fingers and a double-jointed thumb. \n'b' Stealthy Shapeshifters . A tsuchigumo is an intelligent, shapechanging spider with sorcerous powers. In its natural form, a tsuchigumo resembles a humpbacked spider a little bigger than a human and weighs about 150 pounds. The hump on its back houses the tsuchigumo\xe2\x80\x99s brain. All tsuchigumos have a single alternate form as well-this alternate form is that of a Small or Medium humanoid. Although a tsuchigumo can assume a spider-hybrid variant of this form, it cannot use its change shape ability to assume multiple humanoid forms- this additional shape is locked into one unique appearance. \n'b' Tsuchigumos often use their shapechanging ability to lure unsuspecting victims into ambushes. Less often, they assume humanoid form to infiltrate human societies, where they conduct research and gather information for their inscrutable purposes. Their most common alternate form is as goblins, giving rise to their common name of \xe2\x80\x9cgoblin spiders.\xe2\x80\x9d'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tsuchinoko \n'b' Tiny beast , unaligned \n'b' Armor Class 14 Hit Points 14 (4d4 + 4) Speed 30 ft.\n'b' STATS STR: 5 (-3) DEX: 18 (+4) CON: 12 (+1) INT: 2 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +6 Damage Immunities poison Condition Immunities poisoned Senses blindsight 10 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Keen Smell . The tsuchinoko has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Plant Camouflage . The tsuchinoko has advantage on Dexterity ( Stealth ) checks it makes in any terrain with ample obscuring plant life. \n'b' Standing Leap . The tsuchinoko\xe2\x80\x99s long jump is up to 15 feet and its high jump is up to 5 feet, with or without a running start. \n'b' ACTIONS \n'b' Multiattack . The tsuchinoko makes two Leaping Bite attacks. The second attack is made with disadvantage and must be against the same target as the first. \n'b' Leaping Bite . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 1 piercing damage plus 5 (2d4) poison damage. \n'b' Hoop Formation . The tsuchinoko bites its tail, forming a hoop with its body. While in hoop formation, the tsuchinoko has a walking speed of 60 feet and can\xe2\x80\x99t use its Leaping Bite. The tsuchinoko can end its Hoop Formation as a bonus action. \n'b' ABOUT \n'b' A snakelike creature with a fondness for alcohol that lurks in forests, the tsuchinoko is more capable than a typical standard familiar, and as such at least 50 gp worth of wine or spirits must be expended as part of the casting of the find familiar spell.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bhuta \n'b' Medium undead (shapechanger), neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 255 (30d8+120) Speed fly 30 ft.\n'b' STATS STR: 6 (-2) DEX: 27 (+8) CON: 18 (+4) INT: 11 (+0) WIS: 8 (-1) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +12, Cha +13 Damage Immunities poison Condition Immunities poisoned Skills Deception +12, Stealth +18 Senses darkvision 60 ft., passive Perception 9 Languages Common Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The bhuta\xe2\x80\x99s spell casting ability is Charisma (spell save DC 26). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : speak with animals \n'b' 3/day each : charm monster, geas \n'b' 1/day each : magic jar \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bhuta makes four claw attacks. \n'b' Claw (Bhuta Form Only) . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 21 (3d8 + 8) slashing damage. \n'b' Corrupt Milk . The bhuta can turn one ounce of normal milk into one dose of bhuta milk. When added to any beverage, such as chai, tea, or a larger glass of milk, or added to a food or sauce, bhuta milk does not alter the appearance or taste of the food or drink. However, a bhuta consuming a dose of bhuta milk heals 5 points of damage, while a living creature consuming it becomes prone to paranoia, distrust, and fear. A creature drinking the bhuta milk must succeed a DC 18 Constitution saving throw or become frightened of all creatures. The frightened creature can attempt a new saving throw every time it takes a long rest. \n'b' Shapechanger . The bhuta can take the form of any Medium sized or smaller beast or change back into its bhuta form. While in its beast form, its feet face backwards. \n'b'\n'b' ABOUT \n'b' A bhuta is a ghostlike undead creature born of horrible death or murder in a natural setting. It is a manifestation of rage at the injustice of a death that interrupted important business or unsated desires. Doomed to haunt the wilderness within several miles of the site of its demise, a bhuta turns to the local fauna as tools for its vengeance. Animals are attracted to bhutas, who use their magic to manipulate them toward mischief and murder, though they avoid corrupting domesticated animals, familiars, and similar beasts whose sudden change in behavior might arouse suspicion and reveal a bhuta\xe2\x80\x99s presence. A bhuta can assume animalistic form itself, but its natural appearance is that of a bestial humanoid phantom that floats a foot above the ground as it moves. \n'b' Tell-tale Signs . A bhuta\xe2\x80\x99s feet point backward. To disguise its nature, a bhuta can appear solid, manifesting in long robes that help disguise the fact that it floats and has strange feet. \n'b' When a bhuta possesses an animal with magic jar , that beast casts no shadow, so it prefers to lurk in heavily canopied or thicketed areas, waiting for the right time to strike out and attack intruders. \n'b' Unfinished Business . A bhuta might have tasks it wishes to complete from its previous existence as a living creature, or it might work against those who slew its living form. This link to its past life is vague and compulsive rather than clear, unlike that of a ghost. \n'b' Bhutas who have no specific target for retribution still seek to trouble those living in or near their domains, coaxing passersby into accepting them as traveling companions and using their influence over animals as a testament to their benevolence. When invited to join a group, a bhuta can journey outside its normal territory. However, a bhuta\xe2\x80\x99s hunger for living blood usually drives it to attack its companions before it wanders far.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tuberkith \n'b' Small plant , any \n'b' Armor Class 13 (natural armor) Hit Points 22 (4d6 + 8) Speed 30 ft., burrow 20 ft.\n'b' STATS STR: 8 (\xe2\x80\x931) DEX: 14 (+2) CON: 15 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +2 Perception +3, Survival +3 Senses darkvision 60 ft., passive Perception 13 Languages Common, Sylvan Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Deep Roots . The tuberkith has advantage on Strength and Dexterity saving throws made against effects that would move it against its will along the ground. \n'b' Dozens of Eyes . The tuberkith has advantage on Wisdom ( Perception ) checks that rely on sight and on saving throws against being blinded . In addition, if the tuberkith isn\xe2\x80\x99t blinded , creatures attacking it can\xe2\x80\x99t benefit from traits and features that rely on a creature\xe2\x80\x99s allies distracting or surrounding the tuberkith, such as the Pack Tactics trait or Sneak Attack feature. \n'b'\n'b' ACTIONS \n'b'\n'b' Peeler . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Masher . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be forced prone . \n'b'\n'b' ABOUT \n'b' A stout, potato-shaped humanoid hums happily as it pushes its wheelbarrow filled with radishes through a recently harvested field. \n'b' Tuberkith are root vegetables given sentience by fey magic. \n'b' After a rural village offended the local fey court, its unseelie ruler condemned the villagers to watch their year\xe2\x80\x99s harvest uproot itself and walk away, leaving them to starve. Potatoes, beets, yaro, and yams crawled free from the soil and strolled about the village. The fey lord\xe2\x80\x99s curse did not work out as intended: Instead of fleeing into the surrounding wilderness, the tuberkith became quite social. They exhibited a natural predisposition for managing crops and happily supported the villagers\xe2\x80\x99 farming efforts in growing additional food. The tuberkith settled among the villagers and formed families, becoming a blessing in the long run. \n'b' Friends in the Field . Tuberkith form strong relationships with the communities around them, who cherish the tuberkith\xe2\x80\x99s natural connection to the fields they work. They seem to especially enjoy working with humans, halflings, and erina. \n'b' Planting Offspring . When reproducing, both tuberkith parents plant an eye in the ground. The parents tend to the burgeoning roots for three months, then they pull the new offspring from the ground. \n'b' Defensive Weapons . Like other cultures, tuberkith have developed weapons to defend themselves from predators and foes. The tuberkith wield two-handed mashers, which can knock their foes to the ground, while allies use one-handed peelers to effortlessly slice flesh from the prone enemies. \n'b' When five or more tuberkith settle in an area and work farmland, planting and harvesting crops, for at least one season, the plants within 5 miles of the tuberkith\xe2\x80\x99s farm become healthier and enriched. Such plants are immune to nonmagical blights, diseases, and poisons, and they have advantage on saving throws against magical blights, diseases, and poisons. In addition, these plants produce half again the normal amount of food when harvested. Once active, this effect remains as long as at least one tuberkith continues to work at least one acre of farmland in the area each season.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Echo \n'b' Family: Demons \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 15 Hit Points 102 (12d8 + 48) Speed 30 ft., fly 20 ft.\n'b' STATS STR: 20 (+5) DEX: 20 (+5) CON: 18 (+4) INT: 14 (+2) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +8, Persuasion +6 Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Languages Abyssal, Celestial Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Aura of Cacophony . The demon\xe2\x80\x99s presence is extremely distracting. Each creature within 100 feet of the echo demon and that can hear it has disadvantage on concentration checks. \n'b'\n'b' Actions \n'b'\n'b' Iron Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage and if the creature is wearing metal armor, it must make a successful DC 15 Constitution saving throw or be deafened until the end of its next turn. \n'b' Everywhere at Once (Recharge 5-6) . The echo demon teleports up to 60 feet to an unoccupied space. Immediately after teleporting, it can make an iron claws attack with advantage as a bonus action . \n'b' Echoes of the Abyss (1/day) . The echo demon summons horrible wails from the deep crevasses of the Abyss. Creatures within 60 feet who can hear the wails must succeed on a DC 15 Wisdom saving throw or be stunned until the start of the echo demon\xe2\x80\x99s next turn. An affected creature continues hearing the troubling echoes of these cries until it finishes a long rest , and it has disadvantage on Intelligence checks until then. \n'b'\n'b' About \n'b' This vaguely humanoid creature has a bat-like face and large claws of twisted, rusting iron at the end of winged arms. Strangely soft rust-colored fur covers its body. \n'b' Like an echo, some monsters can appear to come from everywhere at once. \n'b' Liar\xe2\x80\x99s Destiny . Nearly every evil soul told lies during its mortal life-some petty, some bold, and some deadly. It is said when a truly despicable liar\xe2\x80\x99s soul passes to the Abyss, it sometimes takes the form of an echo demon . The tormented creature is surrounded by a constant echoing chatter that repeats every lie ever told, surrounding the demon with a cacophonous aura of noise that disorients and demoralizes foes. \n'b' Acoustic Lairs . Echo demons are dangerous hunters that love nothing more than to prowl near empty halls in cavernous dwellings in search of creatures to torment and kill. They use their sound based powers to sow discord and confusion, picking off groups of adventurers one at a time. Their ability to appear anywhere within earshot allows them to launch attacks from surprising angles, often catching their prey off guard. Ironically, the claws of an echo demon deafen their victims, rendering them immune to the creature\xe2\x80\x99s potent sonic powers. \n'b' Temporary Packs . Though they can see as well as other demons, echo demons often rely on their batlike echolocation to find their foes. Even more deadly than a single demon , a cluster of the monsters can use their ability to be seemingly everywhere at once to set up ambushes and vicious surrounding attacks. \n'b' Thankfully, like most demons, echo demons rarely cooperate for long, finding the noise generated by their brethren to be the most grating sound they can imagine.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tuffy \n'b' Small fey , typically chaotic neutral \n'b' Armor Class 13 Hit Points 10 (4d4) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 3 (-4) DEX: 17 (+3) CON: 10 (+1) INT: 5 (-3) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +7 Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Shadow Shroud . Darkness clings to the tuffy. Regardless of other light sources in the room, the area within 5 feet of it is heavily obscured for creatures other than the tuffy (creatures within it are blinded ). Even creatures with darkvision cannot see through these shadows. These shadows also grant the tuffy advantage on Dexterity ( Stealth ) rolls and creatures attacking it have disadvantage. Magical light spells of 1st level or higher can suppress these shadows. If cast within the aura of darkness , these spells do not provide their normal illumination, but instead suppress this ability for a number of rounds equal to one plus the spell slot used (cantrips suppress it for one round). \n'b' Magic Resistance . The tuffy has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4+3) slashing damage. \n'b'\n'b' ABOUT \n'b' What you thought was just shadows in the corner ripples, and darkness itself pounces at you. Staring out of it you see only a pair of amber feline eyes. \n'b' Tuffies are felines native to the Shadow Realm, though some believe they are descended from house cats who were stranded there ages ago. They normally appear just as a pair of feline eyes floating in darkness, but for those who can pierce the shadow, they look like black cats the size of a lynx. \n'b' Territorial Hunters . Tuffies are stealth hunters. They normally dine on rodents and birds, but when hungry can take down larger prey. They can also be territorial and have been known to challenge humanoids who are poaching in their territory. \n'b' Pampered Pets . Not all tuffies hunt in the wild. Many remain domesticated by shadow elves or other intelligent denizens of the Shadow Realm. Pet tuffies are also highly prized by spellcasters on the material plane who focus on shadow magic.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tulpa \n'b' This spectral humanoid\xe2\x80\x99s shape and features closely resemble the humanoid it follows. Its eyes swirl with star-like lights, and its skin is loose and pale. Overly large black claws tip its long fingers. \n'b' Medium undead , neutral evil \n'b' Armor Class 13 Hit Points 39 (6d8 + 12) Speed fly speed equal to its creator\xe2\x80\x99s current speed; it can hover\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 10 (+0) WIS: 14 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities radiant Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 12 Languages the languages spoken by its creator Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Incorporeal Movement . The tulpa 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' Rise Again . Within a day of being slain, the tulpa reforms within 500 feet of its creator. It doesn\xe2\x80\x99t reform if its creator is slain, or if the creator\xe2\x80\x99s mental disturbance is healed. The tulpa is immune to all damage dealt to it by its creator. \n'b' It Follows . The tulpa always remains within 500 feet if its creator. As long as the tulpa is within 500 feet of its creator, the creator has disadvantage on Wisdom saving throws. \n'b' Actions \n'b' Multiattack . The tulpa makes two black claw attacks. \n'b' Black Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) necrotic damage. \n'b' Psychic Blast . Ranged Spell Attack : +4 to hit, range 120 ft., one target. Hit : 22 (4d10) psychic damage. \n'b' Imposing Dread (1/day) . The tulpa uses its action to fill a 40-foot radius around itself with dread-inducing psychic energy. Each creature, other than the tulpa\xe2\x80\x99s creator, within that area must succeed on a DC 13 Wisdom saving throw or be frightened of the tulpa until the end of its next turn and become cursed. A creature with an Intelligence of 5 or lower can\xe2\x80\x99t be cursed. While cursed by the tulpa, that creature\xe2\x80\x99s own thoughts turn ever more dark and brooding. Its sense of hope fades, and shadows seem overly large and ominous. The cursed creature can repeat the saving throw whenever it finishes a long rest , ending the effect on itself on a success. If not cured within three days, the cursed creature manifests its own tulpa. \n'b' About \n'b' Manifestations . Tulpa are a coalescence of ill-will and obsessive thoughts. Brought into the Material Plane from pure negative thoughts, the tulpa is effectively immortal \xe2\x80\x93 remaining in the world until its creator ceases thinking dark thoughts. The tulpa heeds no commands and follows its creator at a distance, haunting its creator and attacking those who get too close. \n'b' Beacons of Darkness . While there is never more than one tulpa associated with a single creature, a tulpa\xe2\x80\x99s birth and continued existence draws malevolent things to it. Lesser undead and beastly evil are attracted to the tulpa, and its creator may regularly be pursued by a growing host of darkness.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tunche \n'b' Huge fey , chaotic neutral \n'b' Armor Class 19 (natural hides and bark armor) Hit Points 411 (28d12 + 224) Speed 15 ft.\n'b' STATS STR: 26 (+8) DEX: 23 (+6) CON: 26 (+8) INT: 12 (+1) WIS: 20 (+5) CHA: 27 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +13, Wis +12 Skills Nature +8, Perception +12, Stealth +13 Senses darkvision 60 ft., passive Perception 22 Languages All Challenge 21 (33,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Feather Step . The tunche ignores the negative effects of difficult terrain . \n'b' Hide In Plain Sight . The tunche can make Dexterity ( Stealth ) ability checks even when being observed, but only in forest or jungle terrain. \n'b' Rise of the Jungle . So long as the tunche is in a forest or jungle terrain, it can make attacks against any creature within 100 feet with its vines attacks regardless of whether or not they would normally reach the creature. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tunche makes four attacks: two with its claws and two with its vines. \n'b' Claws . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 30 (4d10 + 8) slashing damage. \n'b' Vines . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 30 (4d10 + 8) slashing damage plus 14 (4d6) poison damage. \n'b' Absorb Jungle Denizen . The tunche can try to absorb an adjacent beast or plant creature into its form, requiring the creature to make a DC 20 Dexterity saving throw or be swallowed by the tunche\xe2\x80\x99s mass and killed instantly. The tunche gains a number of hit points equal to the creature\xe2\x80\x99s Hit Dice. \n'b' Composite Creature . The tunche is an amalgam of jungle plants and animals, and it can separate into two individual creatures as an action. The tunches have the same statistics but half the original tunche\xe2\x80\x99s current hit points . As an action, if they are adjacent, the individual tunches can recombine, combining the two tunche\xe2\x80\x99s current hit points. \n'b'\n'b' ABOUT \n'b' A tunche is a bizarre forest creature with twisted feline legs, a dense body resembling jungle undergrowth, clawed arms like those of a praying mantis, and a head resembling a cross between a monstrous spider\xe2\x80\x99s head and a jungle orchid. Although it has plant and animal features, a tunche is actually a fey and is not subject to spells designed to affect plants and beasts. A tunche stands 20 feet tall and weighs 4,000 pounds. \n'b' Wild Protector . Considering itself the ultimate protector of the jungle, a tunche prowls its domain in search of any who might despoil this vibrant and lush environment. If a tunche encounters travelers who treat the jungle with proper respect, it might simply observe them or demand an offering in exchange for allowing them to pass through its territory. A tunche especially enjoys toying with its victims, using its magic to confuse and mislead its opponents. A tunche rarely kills a foe without toying with it first unless the target is actively harming plants or animals.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tunnel Worm \n'b' Huge monstrosity , neutral \n'b' Armor Class 13 (natural armor) Hit Points 149 (13d12 + 65) Speed 20 ft., burrow 20 ft.\n'b' STATS STR: 21 (+5) DEX: 13 (+1) CON: 21 (+5) INT: 1 (-5) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities prone Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages \xc2\x97 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Rend Armor . When the tunnel worm hits a creature wearing nonmagical armor or carrying a shield with its bite attack , the armor or shield takes a permanent -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to +0 bonus is destroyed. A damaged shield or suit of armor can be repaired by a blacksmith. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 26 (6d6 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained . The tunnel worm can bite only the grappled creature and has advantage on attack rolls to do so. \n'b'\n'b' About \n'b' This massive creature appears to be a 30-foot-long sleek black centipede with a long segmented body and many slender legs. Its huge mandibles are serrated and razor-sharp, and its eyes are multifaceted. A ring of chitinous bone protects its oversized head. \n'b' The tunnel worm is a burrowing creature related to the monstrous centipede. It is a very aggressive predator and hunter, though it can sustain itself by scavenging. Its preferred food is fresh, raw meat. Tunnel worms are very aggressive and attack anything that enters their territory. \n'b' Tunnel worms live in mazelike complexes of burrows connected by passages they have chewed out over time; these burrows are often filled with the rotting remains of past prey, used by the worm to incubate its offspring. The favored tactic of the tunnel worm is to lurk beneath the surface of the ground or behind a wall until it senses a creature moving by, whereupon it burrows out to surprise and attack its prey (treat this attack as a charge attack ). A tunnel worm that has taken more than half its hit points in damage retreats to its lair unless it is cornered, in which case it fights to the death. \n'b' A typical tunnel worm is 30 feet long but can grow to a length of 60 feet.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Turtle \n'b' Tiny beast , unaligned \n'b' Armor Class : 17 Hit Points 2 (1d4) Speed : 15 ft.\n'b' STATS STR: 2 (-4) DEX: 4 (-3) CON: 10 (0) INT: 2 (-4) WIS: 10 (0) CHA: 6 (-2) \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' Withdraw : As a reaction , the turtle 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' Actions \n'b' Bite . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b' About \n'b' Offensively, a turtle has a relatively strong, beaked jaw. Its primary form of protection, however, comes from an armor-like shell (into which it can withdraw its vulnerable legs and head). This heavy carapace, however, slows them to a well-known crawl.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tusk Lord \n'b' Gargantuan monstrosity , neutral \n'b' Armor Class 20 \n'b' Hit Points 444 (24d20 + 192) \n'b' Speed 30 ft.\n'b' STATS STR: 30 (+10) DEX: 13 (+1) CON: 27 (+8) INT: 17 (+3) WIS: 22 (+6) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +16, Con +14, Wis +12, Cha +9 \n'b' Skills Arcana +9, History +9, Nature +9, Perception +12, Religion +9 \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities acid, cold, fire, lightning, poison, thunder \n'b' Condition Immunities charmed , frightened , poisoned \n'b' Senses darkvision 120 ft., passive Perception 22 \n'b' Languages understands all but speaks only Tusk Lord \n'b' Challenge 19 (22,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immortal . The tusk lord does not need to breathe, eat, or sleep. It will not die of old age but may still be killed. \n'b' Improved Sense of Smell . The tusk lord has advantage on Perception checks that rely on scent. \n'b' Innate Spellcasting . The tusk lord\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, with no need for material components or concentration: \n'b'\n'b' 2/day each : antimagic field , etherealness , globe of invulnerability \n'b'\n'b' Sealed Mind . The tusk lord is immune to mind-altering magic such as charm, compulsion, fear , illusion, or sleep. \n'b' Wish Granting . At its discretion, the tusk lord may grant the wish of a creature (as the wish spell). The tusk lord does so only if presented with a pleasing whale song. Magical reproductions of such a noise automatically qualify; otherwise, a creature must succeed on a DC 20 Charisma ( Performance ) check to create a reasonable facsimile by mundane means. The tusk lord may grant only one wish per creature. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tusk lord makes one Gore attack and two Stomp attacks. \n'b' Gore . Melee Weapon Attack : +16 to hit, reach 15 ft., one creature. Hit : 37 (6d8 + 10) piercing damage. \n'b' Stomp . Melee Weapon Attack : +16 to hit, reach 15 ft., one creature. Hit : 32 (4d10 + 10) bludgeoning damage, and the target must succeed on a DC 20 Strength saving throw or be knocked prone . \n'b'\n'b' ABOUT \n'b' Tusk lords are towering, intelligent elephants with charcoal skin and ruby red eyes. They have oversized and upward-curving bronze-colored tusks. The tusk lords are believed to hail from a world destroyed ages ago. Scholars say only a dozen of these creatures are left in all the realms of existence, and it is believed that all work on the Charcoal Bridge on the Plane of Molten Skies. Some claim they are the last hierophants of a now-destroyed god.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tusked Skyfish \n'b' Large aberration , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 102 (12d10 + 36) Speed 5 ft., fly 20 ft. (hover)\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 17 (+3) INT: 3 (-4) WIS: 14 (+2) CHA: 10 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities lightning Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x94 Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Electrified Tendrils . A creature that touches the skyfish or hits it with a melee attack while within 5 feet of it takes 3 (1d6) lightning damage. In addition, a creature that starts its turn beneath the skyfish while the skyfish is hovering takes 3 (1d6) lightning damage, provided the creature is within 15 feet of the skyfish. \n'b' Mobile Grappler . While grappling a creature, the tusked skyfish can move at its full speed, carrying the grappled creature along with it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tusked skyfish makes one Gore attack and one Electrified Tentacles attack . \n'b' Gore . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Electrified Tentacles . Melee Weapon Attack : +6 to hit, reach 10 ft., one creature. Hit : 14 (3d6 + 4) bludgeoning damage, and the target is grappled (escape DC 13) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained and takes 14 (4d6) lightning damage at the start of each of its turns, and the skyfish can\xe2\x80\x99t use its Electrified Tentacles on another target. \n'b' Stench Spray (Recharge 5\xe2\x80\x936) . The tusked skyfish sprays foul-smelling liquid in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Constitution saving throw. On a failure, a creature takes 21 (6d6) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned . If the saving throw fails by 5 or more, the creature falls unconscious while poisoned in this way. The unconscious creature wakes up if it takes damage or if another creature takes an action to shake it awake. 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' This creature looks like an enormous flying jellyfish, with long, wicked tusks curving from its gaping mouth and tentaclewhiskers trailing behind it. \n'b' Alchemical Flotation . These aerial jellyfish waft through the air like balloons, suspended by internal alchemical reactions.\xc2\xa0This mode of movement takes them vertically when they wish or allows them to drift with the winds. They can reach altitudes of 30,000 feet. \n'b' Shocking Tendrils . Tusked skyfish catch slow-moving or inattentive prey in their tentacles, and they sometimes fish in shallow lakes and streams. They can suppress their natural electrical charge, allowing them to manipulate objects or interact with other creatures safely. \n'b' Slow Mounts . When fitted with special, electricity-resistant saddles, tusked skyfish can be ridden without harming their riders, although their slow speed makes them most suitable for casual excursions or unhurried long-distance travel. Genies, their offspring, and their servitors seem to find tusked skyfish congenial beasts of burden.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tuyango \n'b' Large beast , chaotic neutral \n'b' Armor Class 13 (natural hide) Hit Points 55 (10d8 + 10) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 17 (+3) CON: 12 (+1) INT: 2 (-4) WIS: 14 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Senses passive Perception 12 Languages \xe2\x80\x94 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Lust . If a tuyango damages a humanoid creature with its beak, it gains advantage on its next attack against that same target. \n'b' Doom Squawk . When the tuyango initiates combat, it unleashes a horrid squawk which throws its victim off guard. All creatures within a 60-foot radius and capable of hearing the sound must make a DC 13 Wisdom save or become startled, forcing them to make their Initiative check at disadvantage. \n'b' Poor Eyesight . Tuyangos have poor eyesight and have difficulty spotting stationary creatures. They have disadvantage on any vision-based Wisdom ( Perception ) checks to spot stationary or hidden creatures. \n'b' Smell Humanoid . The tuyango has advantage on Wisdom ( Perception ) checks against humanoids that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Beak . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 10 (2d8 + 2); slashing damage. \n'b' Speed Strike . If the tuyango can move at least 20 feet towards its target, it can charge the individual, delivering a brutal flesh-ripping blow with its cruelly hooked beak. If the attack hits, it deals an additional 18 (4d8) slashing damage. \n'b'\n'b' ABOUT \n'b' The tuyango is a large flightless bird of monstrous nature that preys upon humans and other humanoids. Tuyangos live in marshlands where their mottled feathers blend with swamp grasses and tangled briars. They possess an excellent sense of smell and can accurately detect the presence of humanoids within a 1/4-mile radius; however, they have poor eyesight. This forces the creatures to rely on stealth and surprise. Patient ambushers, the monstrous avians are known to track prey for hours or even days and can remain still for long periods in wait for the perfect opportunity to strike. Once a target comes within range, the tuyango leaps from its hiding place with a piercing squawk and uses its long legs to propel itself across the swampy grounds towards its prey at uncanny speed. Once a tuyango tastes humanoid flesh, it becomes crazed and continues attacking until it or its target is slain. If the bird drops its prey, it ignores all other threats and attempts to drag off the kill to gorge on its flesh. For this reason, the grounds surrounding a tuyango nest are notoriously littered with cracked humanoid bones. \n'b' Eggs and Hatchlings . Tuyangos live in flocks consisting of two to five adults that infrequently reproduce throughout the year. Females lay eggs in multiple clutches of 8 to 12 and aggressively protect their nests. The eggs are about 8 inches in length with pale yellow shells and pepper-colored speckles. The eggs have an incubation time of around six weeks. Hatchlings emerge featherless and near-blind but every bit as vicious and bloodthirsty as their parents. Born ravenous, as soon as the hatchlings emerge, they clamber from the nest and merge into swarms that scour their surroundings for bones and other scraps of food. Evil humanoids living in proximity to tuyangos have been known to steal their eggs and sell or pawn them off to unsuspecting victims.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tveirherjar \n'b' Decomposing warriors arise from among the slain upon the battlefield. Their armor is green with verdigris, and a black miasma emanates from them. Their eye sockets are hollow, dimly glowing a pallid green, and their weapons absorb light. \n'b' Medium undead , lawful evil \n'b' Armor Class 18 (chain mail, shield) Hit Points 102 (12d8 + 48) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 19 (+4) INT: 10 (+0) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Damage Resistance slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses truesight 60 ft., passive Perception 12 Languages Common, Draconic Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Battle Frenzy . Once reduced to 30 hp or less, the tveirherjar makes all attacks with advantage. \n'b' Curse of the Tveirherjar (Recharge 6) . As a bonus action , the tveirherjar forces a creature it hit with its Niflheim longsword this round to make a DC 15 Constitution saving throw. The creature takes 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. If an einherjar is reduced to 0 hp by this effect, it dies, cursed to become a tveirherjar at sundown. \n'b' Niflheim Longsword . The tveirherjar\xe2\x80\x99s longsword absorbs light within 30 feet of it, changing bright light to dim light and dim light to darkness. When the tveirherjar dies, its longsword crumbles away, its magic returning to the creator for the next tveirherjar. \n'b' Undead Nature . The tveirherjar doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Unerring Tracker . The tveirherjar can locate any einherjar within 1,000 feet. This trait works like the locate creature spell, except running water doesn\xe2\x80\x99t block it. \n'b' Actions \n'b' Multiattack . A tveirherjar makes two attacks with its Niflheim longsword. \n'b' Niflheim Longsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage plus 4 (1d8) necrotic damage. \n'b' Spear of the Northern Sky (Recharge 5-6) . Ranged Weapon Attack : +7 to hit, range 30/120 ft., one target. Hit : 7 (1d6 + 4) piercing damage plus 10 (3d6) radiant damage, and the target is outlined in a shimmering light until the end of the tveirherjar\xe2\x80\x99s next turn. This light works like the faerie fire spell, except only the tveirherjar has advantage on attacks against the creature and the light is not absorbed by the tveirherjar\xe2\x80\x99s Niflheim longsword. \n'b' Terrifying Glare (Recharge 5-6) . The tveirherjar targets one creature it can see within 30 feet of it. If the creature can see the tveirherjar, it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. While frightened , the creature is paralyzed . 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' About \n'b' Countering The Valkyrie . The serpent glutting on the corpses of the fallen while tangled amid the roots of Yggdrasil, has taken issue with the valkyrie poaching the best from the battlefield. He relishes the hatred of those who die with anger in their hearts, turning them into his captains in the fight against the valkyrie. \n'b' Rebirth From Death . Tveirherjar are born into the dusk on the evening of their mortal demise. They stand up from amidst the gore and shamble away into the night. They cannot remember how they came to be, only that they have been given a new, higher purpose: to save their fallen comrades from Valhalla.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bhuta \n'b' Medium undead , neutral evil \n'b' Armor Class 14 \n'b' Hit Points 178 (21d8 + 84) \n'b' Speed 0 ft., fly 30 ft. (can hover)\n'b' STATS STR: 1 (-5) DEX: 19 (+4) CON: 18 (+4) INT: 11 (+0) WIS: 10 (+0) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +4 \n'b' Skills Perception +8, Stealth +12 \n'b' Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered \n'b' Damage Immunities necrotic, poison \n'b' Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained \n'b' Senses darkvision 60 ft., passive Perception 18 \n'b' Languages Common \n'b' Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Animal Guise . The bhuta can use its action to take on the form of a Small or Medium beast, or back into its true form. This is an illusion, and fools the senses of sight, hearing, and touch. The illusory form always has backwards feet, like a bhuta. The bhuta may accidentally reveal its feet when performing such motions as flying, pretending to walk on the ground, and so forth. A successful DC 17 Intelligence ( Investigation ) check detects the illusion for what it is. Careful inspection of the bhuta\xe2\x80\x99s feet will immediately reveal the flaw in its disguise. Incorporeal Movement. The bhuta 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' Legendary Resistance (1/Day) . If the bhuta fails a saving throw, it can choose to succeed instead. \n'b' Speak with Animals . The bhuta can speak and communicate with beasts. It may be able to ask them for small favors or influence them. \n'b'\n'b' ACTIONS \n'b'\n'b' Spectral Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 22 (5d8) necrotic damage. Beast Gaze. The bhuta gazes and affects beasts of its choice in a 60 feet cone. Each beast in the area must make a DC 17 Wisdom saving throw. On a failed save, the creature becomes charmed for the 1 minute. While charmed by this spell, the creature is incapacitated and has a speed of 0. The effect ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. \n'b' Blood Drain . The bhuta targets one creature within 5 feet that is at less than full hit points . The target must make a DC 17 Constitution save. The target takes 22 (5d8) necrotic damage on a failed save, or half the damage on a successful save. the bhuta regains hit points equal to half the amount of necrotic damage dealt. Creatures without blood or bodily fluids are immune to Blood Drain. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The bhuta can take 2 legendary actions , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The bhuta regains spent legendary actions at the start of its turn. \n'b'\n'b' Move . The bhuta flies up to its speed without provoking opportunity attacks. \n'b' Claws . The bhuta makes one spectral claw attack .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Equos \n'b' Family: Demons \n'b' Malevolent eyes leer out from the grotesque flesh of this monster\xe2\x80\x99s face, its macabre skin stretched tight between its locomotive body and the engine at its head. A terrible wailing comes from the damned railcars trailing behind it, the faces of the passengers trapped within paralyzed in rictuses of agony. \n'b' Gargantuan fiend , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 155 (10d20+50) Speed 70 ft.\n'b' STATS STR: 23 (+6) DEX: 11 (+0) CON: 20 (+5) INT: 15 (+2) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +10, Constitution +9 Skills Athletics +10, Perception +5 Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from attacks that aren\xe2\x80\x99t magical and cold iron Damage Immunities lightning, poison Condition Immunities disease, frightened , poisoned ; Senses darkvision 200 ft., passive Perception 15 Languages Abyssal Challenge 11 (7,200 XP) \n'b' Actions \n'b' Multiattack . The equos demon makes one charging slam attack and one bite attack or swallow attack . \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 24 (4d8+6) magical piercing damage and the target is grappled (escape DC 18). \n'b' Charging Slam . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 28 (4d10+6) magical bludgeoning damage. A target that takes 30 or more damage is knocked prone . \n'b' Swallow . The equos demon makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite damage and is swallowed, ending the grappled condition. While swallowed the creature is blinded and restrained , has total cover against attacks and other effects outside the equos demon, and it takes 17 (5d6) force damage at the start of each of the equos demon\xe2\x80\x99s turns. If the equos demon takes 25 damage or more (before damage resistances) on a single turn from a creature inside it, the equos demon must succeed on a DC 23 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 equos demon. If the equos demon dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone. Once a creature reaches 0 hit points or has been swallowed by the equos demon for 3 rounds, it ceases taking damage and is moved into one of the equos demon\xe2\x80\x99s damned railcars at the end of its turn. \n'b' Damned Railcars . A line of ghostly carriages bump and trundle behind the equos demon, carrying captured souls. While inside of a damned railcar, a creature has the incapacitated condition and cannot be healed in any way. The creature can look out from the windows and be seen doing so, but is otherwise unable to communicate or be affected by anything outside of the damned railcar. A creature inside a damned railcar cannot be regurgitated and when the equos demon dies it is no longer incapacitated, requiring 300 feet of movement to exit the back of corpse. \n'b' Lined Movement . The equos demon can only travel in straight lines once it has begun its movement. At the beginning of its turn, an equos demon can change direction by reducing its speed that round by 10 feet per 45 degrees turned. \n'b' Magic Resistance . The equos demon has advantage on saving throws against spells and other magical effects. \n'b' Siege Monster . The equos demon deals double damage to objects and structures. \n'b' Steel equos have been targeted by crime since their inception, sabotaged rails and hijacked locomotives terrifying early travelers until the Justitia stepped in and began policing them. The greatest of railway terrors come from the doings of mad scientists however, the weaknesses of the infrastructure exploited to cause crashes that accomplished nothing but damning thousands to death. These victims ride long after their demise, trapped in the demonic corpse-flesh of the vessel that carried them to their ends. Evil spellcasters will do anything to capture a demon equos, the power offered by sacrificing one (and all its passengers) untold of in the modern age.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Twigjack \n'b' Tiny fey , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 55 (10d4+30) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 16 (+3) CON: 16 (+3) INT: 11 (+0) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire Senses darkvision 60 ft., passive Perception 12 Languages Common, Sylvan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bramblejump . A twigjack can teleport between areas of light undergrowth as part of its movement. This costs movement as normal and can be done several times in a move. Its movement is never impeded by plants. \n'b'\n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +5 to hit, 5 ft. reach, 1 target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Splinterspray (3/Day) . All creatures in a 15-foot cone from the twigjack take 14 (4d6) piercing damage, or half with a successful DC 12 Dexterity saving throw.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Twigjack Stalker (Illglasir) \n'b' Small fey , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 98 (15d6+45) Speed 40 ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 16 (+3) INT: 11 (+0) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Stealth +5 Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons that are not silvered Damage Immunities fire Condition Immunities blinded , deafened , exhaustion Senses passive Perception 12 Languages Common, Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bramble Jump . The illglasir can travel short distances between brambles, shrubs, or thickets as per the spell tree stride as part of its movement. The illglasir can travel in this manner up to 60 feet per day. This movement does not provoke opportunity attacks. \n'b' Sneak Attack . The illglasir deals an extra 7 (2d6) 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 illglasir that isn\xe2\x80\x99t incapacitated and the illglasir doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The illglasir makes two attacks with its claws. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10+3) slashing damage. \n'b' Splinterspray . An illglasir can eject a barrage of splinters and brambles from its body three times per day. This effect creates a 15-foot cone of jagged splinters. Each creature in the cone must make a DC 14 Dexterity saving throw, taking 14 (4d6) piercing damage on a failed save, or half as much on a successful one. \n'b'\n'b' ABOUT \n'b' Gnarled sticks bundled by vines and brambles form a twigjack\xe2\x80\x99s entire body. Atop its head, a mossy growth not unlike hair sprouts. The creature\xe2\x80\x99s eyes appear as vacant dark knotholes, and its mouth is just a canyon of splintered and broken sticks bisecting its face. Leaves and sprigs of new growth randomly sprout from the creature\xe2\x80\x99s body. \n'b' Illglasir . These larger, more vicious cousins of the twigjack dwell deep in the forests of the fey realm and emerge only at the behest of mightier fey masters, who use them as assassins. Illglasir are fond of traps and often dig pits and snares for the unwary and then pounce on them when they are separated or hurt from these lethal surprises.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Twigling \n'b' Small plant , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 11 (2d8 + 2) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 15 (+2) CON: 11 (+0) INT: 7 (-2) WIS: 8 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded , deafened Senses blindsight 60 ft. (blind beyond this radius) Languages understands Sylvan but can\xe2\x80\x99t speak Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the twigling remains motionless, it is indistinguishable from a normal plant. \n'b' Mask of the Fey Wild . The twigling can attempt to hide even when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. \n'b' Nimble Twigs . The twigling\xe2\x80\x99s appendages may be used in place of thieves\xe2\x80\x99 tools, with which the twigling is considered proficient. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Bough Armor (Recharges atier a Short or Long Rest) . The twigling expands, twining itself around a willing creature or plant within 5 feet. That creature\xe2\x80\x99s AC can\xe2\x80\x99t be less than 16, regardless of what kind of armor it is wearing. The twigling can choose to end this effect as a bonus action on its turn. \n'b'\n'b' ABOUT \n'b' Twiglings are small, mischievous stick-like fey. Some say they are born of broken branches of the awakened trees, deep in the Fey Wild. Twiglings are drawn to the edges of the Fey Wild by the intriguing promise of mortal civilization. The smell of baking pies from halfling homes, the sound of dwarven hammers, and the clatter of horse carts draws these inquisitive creatures through the mist and into civilization. \n'b' Sticky Fingers . Though twiglings are considered folklore to city folk who blame them for lost keys or misplaced keepsakes, for those that dwell near the forest\xe2\x80\x99s edge twiglings are an endearing pest.\xc2\xa0Twiglings are inquisitive by nature and delight in savoring human food. Though tiny they often attempt to steal whole pies or loaves of bread. They are also fascinated by shiny objects and will pilfer coins and other trinkets to take back to their home tree and adorn their nest.\xc2\xa0Due to their knack for theft and other mischief, they are often found in the company of halflings and other mischievous races. They can even use their delicate twig-like fingers to nimbly pick locks.\xc2\xa0Though they are inherently chaotic and easily distracted, some thieves\xe2\x80\x99 guilds have attempted to train twiglings to use as pickpockets or in heists. \n'b' All Bark and No Bite . When threatened, twiglings\xe2\x80\x99 natural defense is to camouflage themselves against the base of their mother tree, or another nearby tree.\xc2\xa0They can unfurl into a barklike sheet, embracing its trunk for safety. Twiglings that form a strong bond with a mortal creature may cling to them instead, forming protective barklike armor around their companion, protecting themselves and their friend at the same time.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Two-Toed Horned Moose \n'b' Large beast , unaligned \n'b' Armor Class 12 Hit Points 68 (8d10 + 24) Speed 60 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 17 (+3) INT: 7 (-2) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses passive Perception 14 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Charge . If the moose moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone . If the target is prone, the moose can make one attack with its hooves as a bonus action. \n'b' Actions \n'b' Ram . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. \n'b' Hooves . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 23 (4d8 + 5) bludgeoning damage. \n'b' Reactions \n'b' Kick . Melee Weapon Attack : +7 to hit, reach 5 ft., one target who moves within 5 ft. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b' About \n'b' The two-toed horned moose stands almost 7 feet at the shoulder, with majestic antlers towering over its already enormous form. A single protruding horn juts from above its steaming nostrils. \n'b' The two-toed horned moose is a solitary creature, who inhabits forested woodlands and plains. They are strict herbivores, eating both grasses and shoots of new growth trees, but also aquatic plants. The moose only gather in numbers during mating season, where bull moose fight for mating privileges. In contrast, female moose often keep their calves nearby until at least their first year, and sometimes longer. \n'b' Although the two-toed horned moose is an herbivore, its massive size combined with its horn and antlers mean that, when angered, it makes for a terrifying experience. When roused, the two-toed horned moose will lower its head and charge, crashing and piercing with its antlers and bludgeoning with its spade-like horn. The moose is not usually aggressive, save when confronted by intrusive humanoids or canine creatures. \n'b' At these times, the moose will more often than not charge, as canine creatures are one of the moose\xe2\x80\x99s natural predators.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tzitzimitl \n'b' Gargantuan undead , neutral evil \n'b' Armor Class 19 (skeletal armor) Hit Points 341 (22d20 + 110) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 22 (+6) DEX: 17 (+3) CON: 20 (+5) INT: 17 (+3) WIS: 18 (+4) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +11, Wis +10 Skills Insight +10, Perception +10, Religion +9 Damage Resistance(s) cold, lightning, necrotic Damage Immunities bludgeoning, piercing and slashing from nonmagical attacks, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 120 ft., truesight 120 ft., passive Perception 20 Languages Abyssal, Common, Deep Speech, Celestial Challenge 19 (22,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . A tzitzimitl\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' 3/day : animate dead , bestow curse , contagion , darkness \n'b' 1/day : create undead (as a 9th-level spell) \n'b'\n'b' Magic Resistance . The tzitzimitl has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tzitzimitl makes four attacks with its claws. \n'b' Claws . Melee Weapon Attack : +12 to hit, 20 ft. reach, one target. Hit : 19 (2d12 + 6) slashing damage plus 7 (2d6) force damage and 7 (2d6) necrotic damage. \n'b' Accursed Touch . If the tzitzimitl hits a creature with two claw attacks in the same round, as a bonus action it can cast bestow curse or contagion on that creature. \n'b'\n'b' REACTIONS \n'b'\n'b' Light to Dark (3/Day) . The tzitzimitl can convert an effect within 60 feet that does radiant damage to necrotic damage. The tzitzimitl takes no necrotic damage from the effect and instead regains a number of hit points equal to half the effect\xe2\x80\x99s original damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The tzitzimitl 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 tzitzimitl regains spent legendary actions at the start of its turn. \n'b'\n'b' Eclipse (Costs 3 Actions) . Magical darkness spreads from a point the tzitzimitl chooses within 150 feet to fill a 20-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can\xe2\x80\x99t see through this darkness, and nonmagical light can\xe2\x80\x99t illuminate it, though the tzitzimitl can see perfectly fine in this area of darkness. If any of this ability\xe2\x80\x99s area overlaps with an area of light created by a spell of 8th level or lower, the spell that created the light is dispelled. Any creatures in the area of darkness when it is created must make a DC 20 Constitution saving throw. On a failed saving throw, a creature takes 28 (8d6) necrotic damage and until the end of the tzitzimitil\xe2\x80\x99s next turn cannot use reactions and may either move or take an action (not both) on the it\xe2\x80\x99s own turn; on a successful saving throw, a creature takes half damage and may act normally. The darkness lasts for 1 minute or until the Tzitzimitl uses this legendary action again. \n'b' Eye Beam (Costs 2 Actions) . The tzitzimitl targets one creature within 120 feet that it can see. It makes a ranged attack (+19 to hit) and on a hit does 21 (6d6) force damage plus 21 (6d6) necrotic damage. \n'b' Snatch . The tzitzimitl makes a claw attack against a Large or smaller target. On a hit, the target is grappled (escape DC 19). Until this grapple ends, the creature is restrained , and the tzitzimitl can\xe2\x80\x99t snatch another target with that claw and can only make another claw attack using that claw against the creature it grappled . \n'b'\n'b' ABOUT \n'b' These immense four-armed skeletons wear ancient priestly accoutrements, including skirts of what seem like woven light and darkness, almost like bits of space with stars and galaxies moving within. Their bony forms are suffused with eldritch fires, flaring to deadly brightness in their empty eye sockets and around their clawed hands. A tzitzimitl is 50 feet tall. \n'b' Apocalyptic Herald. Enigmatic creatures of darkness, some cultures claim tzitzimitls attack and consume entire suns to \xe2\x80\x9cshut down worlds\xe2\x80\x9d in preparation for the end of days. Sages say that these creatures come from the cold, dark places between the stars, and that in the darkness of any eclipse, one can see their immense, world-darkening shadows.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Udug \n'b' Large fiend ( demon ), lawful evil or chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 160 (13d12 + 76) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 21 (+5) INT: 19 (+4) WIS: 17 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +9, Con +9, Wis +7, Cha +7 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses truesight 120 ft., passive Perception 13 Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Light Eater A 10 foot by 10 foot veil of shadow fills the space occupied by the Udug at all times, functioning as the Darkness spell. While in direct sunlight or a magical light source the Udug is empowered as it absorbs and consumes the light\xe2\x80\x99s energy, doubling its movement speed and granting it an extra action and bonus action. After three consecutive rounds of light exposure the Udug becomes sated, ending the effects of Light Eater and becoming stunned for one round. Continued light exposure now halves the Udug\xe2\x80\x99s movement speed and it cannot consume light again until after a short rest. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Udug makes four claw attacks. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) slashing damage and the target must make a DC 17 Constitution saving throw, taking 27 (5d10) poison damage on a failed save, or half as much damage on a successful one. \n'b' Shadow Stalker As an action the Udug can meld with a shadow within 5 feet, becoming intangible as it enters the Ethereal Plane. The Udug conforms to the shape of the shadow it inhabits, and the shadow becomes noticeably darker (detected with a DC 17 Perception check). The Udug remains aware of its surroundings on the Material Plane and can emerge from the shadow as a reaction . If the shadow is attached to a creature, the Udug may emerge in an adjacent space to the creature and make one attack. If a source of light would cause the melded shadow to disappear, the Udug is forcefully returned to the Material Plane, becoming stunned for one round. Once the Udug has returned to the Material Plane it cannot meld with another shadow until after a long rest. \n'b'\n'b' ABOUT \n'b' Powerful demons of shadow, the hulking Udug absorb all light they touch, leaving an empty darkness in their wake. Few have seen their true forms, though they are exceedingly tall and their vicious claws drip with venom. Dwelling primarily in the underworld, the Udug relish any opportunity to feed on the light of the surface, though they can only absorb so much before becoming lethargic and retreating to the cold darkness of their home. \n'b' Despite their appearance, most Udug aren\xe2\x80\x99t naturally aggressive, and will respond favorably to those that do not attack or flee at the sight of them. Deviants do exist among them, however; most notably the Udug Hul. These shadow predators are thankfully rare, but exceedingly dangerous. Capable of melding with the shadow of an unsuspecting victim, the Udug Hul can stalk prospective prey for hours before striking at the perfect moment and disappearing into the underworld.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ugrohter \n'b' Small undead , chaotic evil \n'b' Armor Class 15 (natural) Hit Points 36 (8d6 + 8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 19 (+4) CON: 13 (+1) INT: 15 (+2) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +10 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities poison Condition Immunities exhaustion , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 11 Languages Common, Sylvan Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The ugrohter\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 13). The ugrohter can innately cast the following spells without components:\n'b'\n'b'\n'b' At will : bane , chill touch \n'b' 3/day each : contagion , hold person \n'b' 1/day : blindness/deafness \n'b'\n'b' ACTIONS \n'b'\n'b' Scalpel . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage. \n'b' Enspelled Needle . Melee Weapon Attack : +7 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit : 6 (1d4 + 4) piercing damage, plus the target must succeed on a DC 13 Wisdom saving throw or become cursed. Roll 1d6 to determine which ability score is affected (1 = Strength , 2 = Dexterity , 3 = Constitution , 4 = Intelligence , 5 = Wisdom , 6 = Charisma ). The target makes checks with the affected ability at disadvantage for 1 hour. A creature cursed by one or more enspelled needles takes an additional 1d6 necrotic damage from attacks. The condition may be removed before the hour elapses by a remove curse , dispel good and evil, or similar effect. \n'b'\n'b' ABOUT \n'b' Ugrohters are undead fey whose accursed souls become trapped upon the Material Plane. Exceedingly malicious, they delight in playing brutal and sadistic pranks that generally involve mutilating people or other fey. Every ugrohter carries a sack filled with dozens of long needles that the creatures carve from thorns or bones. They use their needles to tack their victims down by the skin before they begin their tortures. \n'b' Twisted Sadists . Ugrohters trace their origins to the bands of psychotic pixies that in lost eons allied themselves with Kryonis-Athym, a rebellious fey overlord whose radical proposals included bonding with humans in order to expand Otherworld\xe2\x80\x99s influence on the mortal planes. In the end, the lords of Otherworld sided against Kryonis, cast him out of Otherworld and then slew him. The severing of this bond caused those of his followers who had already taken up residence on the Material Plane to die. These unfortunate fey then rose from the dead, gruesomely transformed into ugrohters. \n'b' As a result, these tortured fey creatures turned violent and sadistic. Unable to feel physical pain, ugrohters believe that through pain they might reconnect themselves with the natural world from which they have been cut off. As such they seek to collect the pain and suffering in order to restore their master and in so doing this resurrect themselves. \n'b' Reapers of Pain . The ugrohters extract and store memories of death, dying, and torment and channel these memories creating storehouses of agony. \n'b' Though they perceive pain as a human element, they also believe that sin caused their own anguished damnation. Still, they don\xe2\x80\x99t want to undo sin as much as they want to break it; an act they believe they can accomplish by the imposing extreme and painful suffering. Lastly, they use the screams of their victims to proudly measure the violence and sadism of their gristly and torturous experiments. \n'b' Ugrohters hunt prey using their enspelled needles to disable their enemies, either by hurling them or shooting them with blowguns. \n'b' They typically carry several dozen needles in leather sacks stitched together from the skinned faces of their victims. Next, they use giant wooden mallets to hammer more needles into their disabled targets, securely pinning their flesh to nearby objects before slicing these unfortunates to ribbons with their great scalpels.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ukradolo \n'b' Medium fiend , chaotic good \n'b' Armor Class 13 (natural armor) Hit Points 19 (3d8 + 6) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 13 (+1) CON: 14 (+2) INT: 9 (-1) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Languages Abyssal, Common, Infernal Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Drain Pain . Each creature within 15 feet of the ukradolo has advantage on their saving throws against effects that inflict pain to harm or impede them. \n'b' Shapechanger . The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Other than its size , its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ukradolo makes two melee weapon attacks. \n'b' Claw . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 +1) slashing damage. \n'b' Psychic Scream . The ukradolo screams in pain, which is audible from as far away as 300 feet. Each creature within 30 feet of the ukradolo must make a DC 12 Constitution saving throw. On a failed save, a creature takes 3 (1d6) psychic damage and is deafened , or takes half as much damage and isn\xe2\x80\x99t deafened on a successful one. \n'b'\n'b' ABOUT \n'b' Ukradolos are among evil\xe2\x80\x99s failed projects. They were created to roam the Material Plane and feed on the pain of mortals. \n'b' Ironically, when they feed on pain, they make it go away, offering comfort to their \xe2\x80\x9cvictim\xe2\x80\x9d. Even more ironically, these \xe2\x80\x9cvictims\xe2\x80\x9d sense that something is wrong when their pain drains away, which mostly leads to the discovery of the fiend and its destruction. \n'b' Goodness by Mistake . Ukradolos are cowardly creatures. When mortals started seeking them out to kill them, they changed their methods and started to masquerade as good beings. They started to help other creatures in disguise to offer comfort and while doing so, they also drained their pain without them noticing. \n'b' Goodness by Choice . An ukradolo masquerading as a traveling merchant offering free blankets to freezing adventurers, disguising oneself as a cook that offers warm food to the poor, or impersonating a healer tending the wounds of a warrior are all common occurrences that go unnoticed by most. What started as a means of preservation ages ago has evolved into sincere acts of kindness, further improved by draining pain away. \n'b' Heretics amongst Heretics . Fiends (other than ukradolos) who come across ukradolos, try to kill them on site, without so much as a second thought. Having betrayed their very nature as well as the purpose of their creators, ukradolos are even worse than celestials from the standpoint of any other kind of fiend. \n'b' Misunderstood . These fiends are also hunted down and killed by mortals. Even though their intentions are good, mortals usually do not notice, as they are distracted by their horror of ukradolos\xe2\x80\x99 fiendish features. Most ukradolos adopt a new humanoid form, because of which they become delusional; starting to think that their new form is their natural one. The truth mostly reveals itself when an ukradolo has a child from a mortal, or when it dies.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ulat-Kini (aka Skum) \n'b' Medium humanoid (ulat-kini), lawful evil \n'b' Armor Class 13 (natural) Hit Points 29 (3d8+12) Speed 20 ft.; swim 40 ft.\n'b' STATS STR: 15 (+2) DEX: 13 (+1) CON: 17 (+3) INT: 10 (+0) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +2 Damage Resistances cold Condition Immunities charmed , frightened Skills Athletics +4, Deception +2, Perception +2, Stealth +5 Senses darkvision 60 ft., Passive Perception 12 Languages Aquan, Deep Speech, Undercommon Challenge \xc2\xbd (100 XP) \n'b' SPECIAL Traits \n'b'\n'b' Amphibious . The ulat-kini can breathe both air and water. \n'b' Ancient Slaves . The ulat-kini is resistant to mind controlling abilities of all creatures except aboleth. They have immunity to the charmed and frightened conditions and proficiency with Wisdom saving throws, but loose these advantages when dealing with the spells and psionic powers of aboleth. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target, Hit : 6 (1d6+2) piercing damage. \n'b' Trident . Melee Weapon Attack : +4 to hit, reach 5 ft., one target, Hit : 8 (1d8+2) piercing damage. \n'b'\n'b' This hunchbacked, green-skinned humanoid has a wide, frog-like head but a mouth more akin to that of a toothy fish. \n'b' The Ulat-kini are the greatest of the races created by the aboleth. Immortal and legion in numbers during the height of the aboleth empires, the ulat-kini formed the backbone of army and culture alike. Without the empires to support them, the ulat-kini, now known as skum by other civilized races, have been left to survive on their own. \n'b' The majority of surviving skum dwell in the deep sea or underground ruins of their former glory. Skum do not age and can live forever outside of violence or disease. Unfortunately, this blessing is twisted by their inability to breed amongst themselves. All skum are male, and though they cannot breed with their own kind, they originate from a range of stock and an attempt to reproduce with other humanoid, piscinoid, and in some cases, non-humanoid, races. Children of these unions are nearly always deformed, though some of these deformities may be subtle. Those that are not born as skum go through a transformation sometime between puberty and adulthood, shedding their normal skin and becoming full-fledged skum. \n'b' Ulat-Kini PC Traits \n'b' Ability Score Increase . Your Constitution score increases by 2, and Strength score increases by 1. \n'b' Age . Ulat-kini are immortal. You are immune to spells and other affects that manipulate your age. Though immune to the ravages of age, ulatkini have been used as fodder for numerous wars. \n'b' Alignment . As former slaves to the aboleth, the vast majority of ulat-kini are programed to be lawful evil. Player character ulat-kini separate from their tribes for many reasons, some of which may be the breakdown of their ancient aboleth programing. Ulat-kini PCs may be of any alignment. \n'b' Size . Ulat-kini are similar in size to humans, though they are muscular and hardy. Your size is medium. \n'b' Speed . Your base walking speed is 25 ft. You have a swim speed of 40 ft. \n'b' Former Slaves . Ulat-kini were created as a slave race to the aboleth, and therefor were granted some protection against the magic of their masters\xe2\x80\x99 enemies. You gain advantage on saves against charm and fear spells, and gain proficiency with one of the following saving throws: Intelligence , Wisdom , or Charisma . You make Intelligence , Wisdom , and Charisma saving throws against aboleth spells and psionic powers at disadvantage. \n'b' Bite . You may use your action to make a bite attack . Your bite deals 1d6 + Strength modifier piercing damage. \n'b' Naturally Deceptive . You gain proficiency in Charisma ( Deception ) and ( Dexterity ) Stealth checks. \n'b' Amphibious . You can breathe both air and water. \n'b' Languages . You speak, read and write Deep Speech and Aquan, as well as one other language (typically Common, Undercommon, or Marine Trade)'}