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Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental (Fire), Hades-Corrupted \n'b' Family: Elementals \n'b' Large elemental , neutral evil \n'b' Armor Class 13 \n'b' Hit Points 102 (12d10 + 36) \n'b' Speed 50 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 16 (+3) INT: 6 (\xe2\x80\x932) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +3 \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities fire, poison \n'b' Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages Ignan \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Eternal Warrior . If damage reduces the elemental to 0 hit points, it is entitled to make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the elemental drops to 1 hit point instead. Hellfire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A non-fiend creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage and 3 (1d6) necrotic damage. In addition, the elemental can enter a hostile creature\xe2\x80\x99s space and stop there. The first time it enters a non-fiend creature\xe2\x80\x99s space on a turn, that creature takes 3 (1d6) fire damage and 3 (1d6) necrotic damage and catches fire; until someone takes an action to douse the fire, the creature takes 3 (1d6) fire damage and 3 (1d6) necrotic damage at the start of each of its turns. \n'b' Illumination . The elemental sheds bright light in a 30-foot radius and dim light in an additional 30-foot radius. \n'b' Show of Might . The elemental has advantage on ability checks using the Intimidation skill. \n'b' Water Susceptibility . For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Holy water deals 2d6 cold damage to the elemental. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elemental makes two touch attacks. \n'b' Touch . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) fire damage and 3 (1d6) necrotic damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage and 3 (1d6) necrotic damage at the start of each of its turns. \n'b'\n'b' ABOUT \n'b' Fields of mewling, simpering minions cover the battlefields of the Hades legion, but few of these expendable hordes bear the corruption of the Hades legion. Only those creatures that have become truly desperate\xe2\x80\x94who see subservience as a humiliation and an unfitness to exist\xe2\x80\x94receive the corruption the Hades legion imparts. Creatures afflicted with the corruption becoming massively muscled, with thick hides and sharp bone spurs bursting from all over their bodies. This show of strength resembles the corruption of the Gehenna legion, but this appearance is deceiving: Hades corruption imparts a false sense of strength to avoid falling into the grip of weakness. Corrupted creatures cannot draw upon the corruption\xe2\x80\x99s powerful reserves until they are approaching defeat, at which time the corruption grows most active and essential to victory. \n'b' Hades Corruption \n'b' Hades corruption grants the creature the Eternal Warrior and Show of Might traits. \n'b' Eternal Warrior . If damage reduces the corrupted creature to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the corrupted creature drops to 1 hit point instead. Show of Might. The corrupted creature has advantage on ability checks using the Intimidation skill due to its fearsome appearance. \n'b' Often conjured as a servant or brute minion, many elementals know the indignity of servitude and have experienced powerful masters casually extinguishing them when their tasks are complete. Fire elementals with a burning hatred for this treatment naturally draw the attentions of the Hades legion, and their rage makes them apt candidates for corruption. Their fires burn brighter but no hotter, giving them more bark but no more bite. When an encounter turns against them, however, they gird themselves in hardy embers. This raging flame rises in the shape of a powerful humanoid, its fires blazing brightly.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental Locus \n'b' Family: Elementals \n'b' Gargantuan elemental , neutral \n'b' Armor Class 16 (natural armor) Hit Points 290 (20d20 + 80) Speed 5 ft.\n'b' STATS STR: 28 (+9) DEX: 1 (-5) CON: 18 (+4) INT: 10 (+0) WIS: 11 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +6, Wis +6, Cha +6 Skills Nature +6, Perception +6 Damage Resistances bludgeoning, piercing, and slashing Damage Immunities acid, cold, fire, lightning, poison, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities all Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 16 Languages Primordial Challenge 17 (18,000 XP) \n'b' Special Traits \n'b' Magic Resistance . The elemental locus has advantage on saving throws against spells and other magical effects. \n'b' Immortal . The elemental locus does not age and does not die when it drops to 0 hit points . If the elemental locus drops to 0 hit points , it falls into a quiescent state for 25 weeks before returning to activity with full hit points . Its spawned elementals continue fighting whatever enemies attacked the elemental locus; if no enemies are present, they defend the locus\xe2\x80\x99s area. \n'b' Massive . The elemental locus is larger than most Gargantuan creatures, occupying a space of 60 by 60 feet. Its movement is not affected by difficult terrain or by Huge or smaller creatures. Other creatures can enter and move through the elemental locus\xe2\x80\x99s space, but they must make a successful DC 20 Strength ( Athletics ) check after each 10 feet of movement. Failure indicates they fall prone and can move no farther that turn. \n'b' Spawn Elementals . As a bonus action , the elemental locus loses 82 hit points and spawns an air, earth, fire, or water elemental to serve it. Spawned elementals answer to their creator\xe2\x80\x99s will and are not fully independent. The types of elementals the locus can spawn depend on the terrain it embodies; for example, an elemental locus of the desert can spawn earth, fire, and air elementals, but not water. \n'b' Siege Monster . The elemental locus deals double damage to objects and structures. \n'b' Actions \n'b' Multiattack . The elemental locus makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 36 (6d8 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone . \n'b' About \n'b' About \n'b' The ground ripples and tears as rocks fall, jets of flame erupt, and howling winds rage around an elemental locus. The land is angry. \n'b' Spirit of the Land . Elemental loci are living spirits inhabiting or embodying tracts of land and geographical features. They are the ultimate personification of nature-the land itself come to life-varying in size from small hills to entire ridge lines, with no discernible pattern to where they take root. \n'b' Stubborn Nature . Elemental loci are fiercely protective of their chosen location. They tolerate no interference in the natural order and challenge all who despoil the land, be they mortal, monster, or god.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hermit crab \n'b' Family: Animal \n'b' Tiny beast , unaligned \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 2 (1d4) \n'b' Speed 20 ft., swim 20 ft.\n'b' STATS STR: 2 (-4) DEX: 10 (+0) CON: 10 (+0) INT: 1 (-5) WIS: 8 (-1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +2 \n'b' Senses Blindsight 30 Ft., passive Perception 9 \n'b' Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The hermit crab can breathe air and water. \n'b'\n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : (1d1) bludgeoning damage. \n'b' Shell . The hermit crab retracts its head and limbs inside its shell, gaining a +5 bonus to AC. It may emerge from its shell as a bonus action on its turn.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental Prince, Fire \n'b' Family: Elementals \n'b' Huge elemental , neutral \n'b' Armor Class 17 Hit Points 351 (26d12 + 182) Speed 50 ft.\n'b' STATS STR: 19 (+4) DEX: 23 (+6) CON: 25 (+7) INT: 13 (+1) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 12 Languages Aquan, Common, Ignan Challenge 17 (18,000 XP) \n'b' Special Traits \n'b' Fire Form . Nar al Nar can move through a space as narrow as 1 inch wide without squeezing. A creature that touches Nar al Nar or hits him with a melee attack while within 5 feet of him takes 11 (2d10) fire damage. In addition, Nar al Nar can enter a hostile creature\xe2\x80\x99s space and stop there. The first time he enters a creature\xe2\x80\x99s space on a turn, that creature takes 11 (2d10) fire damage and ignites. A burning creature takes 11 (2d10) fire damage at the start of each of its turns. A creature can use an action to douse the fire, ending the effect. \n'b' Illumination . Nar al Nar sheds bright light in a 50-foot radius and dim light in an additional 50 feet. \n'b' Magic Resistance . Nar al Nar has advantage on saving throws versus spells and other magical effects. \n'b' Magic Weapons . Nar al Nar\xe2\x80\x99s attacks are magical. \n'b' Water Susceptibility . For every 5 feet Nar al Nar moves in water, or for every gallon of water splashed on him, he takes 1 cold damage. \n'b' Actions \n'b' Multiattack . Nar al Nar makes two Touch attacks. \n'b' Touch . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 24 (4d8 + 6) fire damage. If the target is a creature or flammable object, it ignites. A burning creature takes 11 (2d10) fire damage at the start of each of its turns. A creature can use an action to douse the fire, ending the effect. \n'b' Firestorm (recharge 5-6): Nar al Nar emits a fan of flame all around him. Any target within 20 feet must make a DC 18 Dexterity saving throw. On a failure, a target takes 16 (3d10) fire damage and ignites. A burning creature takes 11 (2d10) fire damage at the start of each of its turns. A creature can use an action to douse the fire, ending the effect. \n'b' Summon Fire Elementals (2/day). Nar al Nar may summon 1d4 Large fire elementals. They appear in unoccupied spaces of Nar al Nar\xe2\x80\x99s choice within 100 feet of Nar al Nar, act on their own initiative , and obey Nar al Nar unquestioningly.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Acid \n'b' Family: Elementals \n'b' Medium elemental , neutral \n'b' Armor Class 13 Hit Points 68 (8d8 + 32) Speed 20 ft., swim 80 ft.\n'b' STATS STR: 21 (+5) DEX: 16 (+3) CON: 19 (+4) INT: 6 (-2) WIS: 11 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities acid, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Acid . A creature that touches the acid elemental or hits it with a melee attack while within 5 feet of it takes 5 (2d4) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls . If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the acid elemental is destroyed after dealing damage. The acid elemental can eat through 2-inch-thick, nonmagical wood or metal in 1 round. \n'b' Fumes . Creatures who begin their turn within 5 feet of the acid elemental must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the elemental\xe2\x80\x99s fumes for 24 hours. \n'b' Vulnerability to Water . For every 5 feet that the elemental moves in water, or for every gallon of water splashed on it, it takes 1 fire damage. \n'b' Actions \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) bludgeoning damage plus 14 (4d6) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Air (Elder) \n'b' Family: Elementals \n'b' Huge elemental , neutral \n'b' Armor Class 17 Hit Points 189 (18d12 + 72) Speed 0 ft., fly 90 ft. (hover)\n'b' STATS STR: 20 (+5) DEX: 24 (+7) CON: 18 (+4) INT: 10 (+0) WIS: 14 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, poison, thunder Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 12 Languages Auran Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Air Form . The elemental can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. \n'b' Air Mastery . Creatures of size Large or smaller have disadvantage on attacks made against the elemental while flying. \n'b' Actions \n'b' Multiattack . The elemental makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 23 (3d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone . \n'b' Whirlwind (recharge 4-6): Each creature in the elemental\xe2\x80\x99s space must make a DC 17 Strength saving throw. On a failure, a target takes 27 (4d10 + 5) bludgeoning damage and is flung up to 40 feet away from the elemental in a random direction and knocked prone . If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take the same damage (1d6 per 10 feet target was thrown) and be knocked prone . If the saving throw is successful, the target takes half the bludgeoning damage and isn\xe2\x80\x99t flung away or knocked prone .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Chesspiece, Glass Knight \n'b' Large construct , unaligned \n'b' Armor Class 18 (natural armor, shield) Hit Points 67 (9d10 + 18); Wound Threshold N/A Speed 50 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 14 (+2) INT: 8 (-1) WIS: 7 (-2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities bludgeoning, thunder Damage Immunities acid, lightning, poison Condition Immunities blinded , charmed , exhausted, frightened , numb, poisoned , possessed Senses darkvision 60 ft., passive Perception 8 Languages understands Deep Speech but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Standing Leap . The glass knight\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' Glass Shards . When the glass knight takes bludgeoning or thunder damage, each creature within 5 feet of it must make a DC 13 Dexterity save, taking 7 (2d6) slashing damage on a failed save, or half as much damage on a successful one. \n'b' Immutable Form . The glass knight is immune to any spell or effect that would alter its form. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The glass knight makes two glass blade attacks. \n'b' Glass Blade . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Cunning Action . The glass knight can take the Dash , Disengage , or Hide action as a bonus action. \n'b'\n'b' REACTIONS \n'b'\n'b' Protection . When a creature within 5 feet of the glass knight is the target of an attack , the glass knight can impose disadvantage on the attack roll. The glass knight can only use this reaction if wielding a shield . \n'b'\n'b' ABOUT \n'b' Glass chess pieces are constructs created by an entity known only as the puppeteer. \n'b' The puppeteer places its pieces in advance if possible. \n'b'\n'b' One (1) King of the Mist Lakes . This piece activates when a creature other than the puppeteer moves within 10 feet. All creatures within 20 feet must then make a DC 18 Intelligence saving throw or fall unconscious . An unconscious creature comes to if it takes damage or another creature uses an action to wake it up. \n'b' One (1) Queen . This piece activates when a creature other than the puppeteer moves within 10 feet. A powerful crystalline sound rings out. Any creature within 20 feet must make a DC 18 Constitution saving throw, taking 22 (4d10) thunder damage on a failed save. \n'b' Two (2) Bishops . When a bishop is activated, it takes on the appearance of the puppeteer. It can talk, move, and act according to the puppeteer\xe2\x80\x99s will. It has minor illusions to give the appearance it can act on the surroundings. The puppeteer can simultaneously use mage hand to enhance the trickery. Each time a creature targets the puppeteer with an attack , it rolls 1d20 to determine if one of the bishops are targeted instead. If there are two, the puppeteer must roll a 6 or higher. If there\xe2\x80\x99s one, it must roll 8 or higher. A bishop has 12 AC. A bishop is destroyed if hit with an attack , but can only be destroyed by an attack that touches it. It ignores other damage and effects. \n'b' Two (2) Glass Knights . This piece summons a glass knight (see Glass Knight). \n'b' Two (2) Guardian Rooks . The rooks attract ranged spells like lightning rods. They pull in and neutralize any spell passing within 10 feet of them, and dissipate after absorbing 100 damage. \n'b' Eight (8) Pawns . This piece activates when creatures other than the puppeteer move within 5 feet. It then starts to glow. Creatures within 10 feet must succeed on a DC 18 Dexterity saving throw or take 17 (2d10 + 6) psychic damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Air (Greater) \n'b' Family: Elementals \n'b' Huge elemental , neutral \n'b' Armor Class 16 Hit Points 142 (15d12 + 45) Speed 0 ft., fly 90 ft. (hover)\n'b' STATS STR: 18 (+4) DEX: 22 (+6) CON: 16 (+3) INT: 8 (-1) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 11 Languages Auran Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Air Form . The elemental can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. \n'b' Air Mastery . Creatures of size Large or smaller have disadvantage on attacks made against the elemental while flying. \n'b' Actions \n'b' Multiattack . The elemental makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone . \n'b' Whirlwind (recharge 4-6): Each creature in the elemental\xe2\x80\x99s space must make a DC 15 Strength saving throw. On a failure, the creature takes 21 (4d8 + 3) bludgeoning damage and is flung up to 30 feet away from the elemental in a random direction and knocked prone . If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage (1d6 per 10 feet target was thrown) and be knocked prone . If the saving throw is successful, the target takes half the bludgeoning damage and isn\xe2\x80\x99t flung away or knocked prone .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Air Dragon \n'b' Family: Elementals \n'b' Huge elemental , neutral evil \n'b' Armor Class 15 Hit Points 312 (25d12 + 150) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 27 (+7) DEX: 20 (+5) CON: 23 (+6) INT: 16 (+3) WIS: 15 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +11, Constitution +12, Wisdom +8, Charisma +10 Skills Arcana +9, Nature +9, Perception +14, Stealth +11 Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24 Languages Auran, Common Challenge 17 (18,000 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The elemental dragon\xe2\x80\x99s innate spellcasting is Charisma (spell save DC 18). It can cast the following spell requiring no material components. \n'b' At will : gust of wind \n'b' 3/day each : call lightning , wind wall \n'b' 1/day each : control weather , plane shift \n'b' Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack . The dragon can make one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 18 (2d10 + 7) piercing damage plus 10 (3d6) fire damage. \n'b' Claw . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 14 (2d6 + 7) slashing damage. \n'b' Tail . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 16 (2d8 + 7) bludgeoning damage. \n'b' Scalding Breath (recharge 5-6). The dragon releases a 60-foot cone of superheated air that wraps around corners. Creatures within the area must make a DC 21 Constitution saving throw, taking 63 (18d6) fire damage on a failed saving throw, or half as much damage on a successful one. \n'b' Whirlwind (recharge 5-6). The dragon creates a cyclone in a 30-foot radius centered on itself. Creatures, other than the dragon, within the area can only move half their normal movement, nonmagical ranged attacks automatically fail, and all nonmagical unprotected flames are automatically extinguished. Large or smaller creatures within the area must also succeed on a DC 21 Strength saving throw. On a failed saving throw, the creature takes 20 (3d8 + 7) bludgeoning damage and is knocked prone and pushed 30 in a random direction. On a successful saving throw, the creature takes half damage and is not affected further. \n'b' Legendary Actions \n'b' The dragon 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 dragon regains spent legendary actions at the start of its turn. \n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (costs 2 actions ). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Blockstone \n'b' Family: Elementals \n'b' Medium construct , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 30 (4d8 + 12) Speed 0 ft., fly 5 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 10 (+0) CON: 17 (+3) INT: 1 (-5) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities bludgeoning Damage Immunities necrotic, poison Condition Immunities exhaustion , paralyzed , poisoned , petrified Senses tremorsense 30 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x93 Proficiency Bonus +2 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the blockstone remains motionless, it is indistinguishable from a stone block. \n'b' Stone Defense . When four blockstones are adjacent to each other, they provide total cover to Large or smaller creatures behind it. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d6) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This brooding statue consists of a giant head, a smaller torso, and thin, spindly arms wrapped around its stomach. \n'b' Headstones are elemental creatures that are highly territorial. Once they come through to the Prime Plane, they set about clearing the area around them by forming headmarks out of the nearby earth. The headmarks attack everything in sight. Once all living things stop moving, headmarks resume a state of quiet senescence, brooding about the state of the universe. \n'b' Headstones can speak but rarely bother to do so. When they do speak, they speak in halting phrases, often calling the creatures who communicate with them \xe2\x80\x9cdumb.\xe2\x80\x9d Headstones tolerate two things: chewy materials like gum and squids. When they appear underwater, squids will often make their homes in the nostrils or mouth of the headstone. If given anything to chew, the headstone will not attack while it chews the gum. It\xe2\x80\x99s presumed that in the Elemental Plane of Earth, similar creatures live a symbiotic existence with the headstones, performing a service by cleaning out any parasites they might have (parasites that are unknown on the Prime Plane) and that the gummy texture reminds them of a material they eat on their home plane. \n'b' Animated by headstones, headmarks are smaller versions that lack the arms and torso of their progenitor. They are temporarily formed from earth and have just the brooding heads of headstones. Unlike their parent, headmarks can fly and will create a form of wall-like defense around the headstone to defend it. \n'b' Also animated by headstones, blockstones are flying, animated cubes of earth that act as a shield and defense for headstones.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Blood \n'b' Family: Elementals \n'b' Large elemental , neutral \n'b' Armor Class 14 (natural armor) Hit Points 95 (10d10 + 40) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 18 (+4) INT: 5 (-3) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities poison Damage Resistances acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, psychic Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Primordial Challenge 5 (1 ,800 XP) \n'b' Special Traits \n'b'\n'b' Coagulate . Each time the elemental takes cold damage, its speed is reduced by 10 feet until the end of its next turn. \n'b' Destroyed by Water . If the blood elemental becomes entirely submerged in water, it dissipates and dies instantly. \n'b' Liquid Form . The elemental can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The elemental makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage. \n'b' Blood Drain (Recharge 4-6) . Each creature in the elemental\xe2\x80\x99s space must make a DC 15 Constitution saving throw. On a failure, a creature takes 10 (3d6) necrotic damage and, if it is Large or smaller, it is grappled (escape DC 13). A grappled creature is restrained and unable to breathe. If the saving throw is successful, the creature is pushed out of the elemental\xe2\x80\x99s space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of the elemental\xe2\x80\x99s turn, each target grappled by it takes 10 (3d6) necrotic damage. A creature within 5 feet of the elemental can use its action to make a DC 15 Strength check, freeing a grappled creature on a success. When Blood Drain deals 30 or more necrotic damage, the elemental grows in size as though affected by an enlarge/reduce spell. This increase in size lasts until the blood elemental finishes a long rest . \n'b'\n'b' About \n'b' A swirling, bubbling, ambulatory glob of blood the size of a hogshead cask lurches forward. Native to a lake of churning blood on an abyssal plane, blood elementals aren\xe2\x80\x99t typical elementals. \n'b' Blood mages seem able to retain tiny blood elementals as familiars or guardians of some kind, though the exact nature of their bond is a mystery they guard jealously. Many small sects of blood cultists seem to learn the secret, leading some savants to believe that this knowledge is freely shared by priests of Marena and similar dark gods. \n'b' Drawn to Life . A blood elemental is drawn to movement and absorbs whatever living creatures it finds, increasing its size and power in the process. Though feeding is not necessary to sustain themselves, blood elementals, over time, will shrink unless they consume living creatures. However, their need for prey is relatively slight-once a week to maintain their size. \n'b' Blood Summoning . Offerings of blood and blood magic spells draw blood elementals from their planar homes, with the proper ritual. They also sometimes follow in the wake of certain demons and devils, devouring entire bodies in a matter of hours. \n'b' When a blood elemental feeds, it first removes all liquids, then liquefies and consumes the remaining flesh, and finally sucks out the marrow, leaving behind only dry, reddish bones. \n'b' Elemental Nature . The blood elemental doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Earth (Elder) \n'b' Family: Elementals \n'b' Huge elemental , neutral \n'b' Armor Class 19 (natural armor) Hit Points 207 (18d12 + 90) Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 24 (+7) DEX: 8 (-1) CON: 21 (+5) INT: 8 (-1) WIS: 14 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities thunder Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12 Languages Terran Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Earth Glide . The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Siege Monster . The elemental deals double damage to objects and structures. \n'b' Actions \n'b' Multiattack . The elemental makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 23 (3d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone . \n'b' Earth Tremor (recharge 4-6). The elemental causes intense tremors to rip through the ground within 60 feet of itself. Any creature on the ground in this area must succeed on a DC 17 Dexterity saving throw or take 10 (1d6 + 7) bludgeoning damage and be knocked prone . \n'b' About \n'b' Earth elementals are plodding, stubborn creatures made of living stone or earth. When utterly still, they resemble a heap of stone or a small hill. \n'b' When an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. Most earth elementals look like terrestrial animals made out of rock, earth, or even crystal, with glowing gemstones for eyes. Larger earth elementals often have a stony humanoid appearance. Bits of vegetation frequently grow in the soil that makes up parts of an earth elemental\xe2\x80\x99s body.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Earth (Greater) \n'b' Family: Elementals \n'b' Huge elemental , neutral \n'b' Armor Class 18 (natural armor) Hit Points 172 (15d12 + 75) Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 22 (+6) DEX: 8 (-1) CON: 20 (+5) INT: 6 (-2) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities thunder Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11 Languages Terran Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Earth Glide . The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Siege Monster . The elemental deals double damage to objects and structures. \n'b' Actions \n'b' Multiattack . The elemental makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone . \n'b' Earth Tremor (recharge 5-6). The elemental causes intense tremors to rip through the ground within 60 feet of itself. Any creature on the ground in this area must succeed on a DC 15 Dexterity saving throw or take 9 (1d6 + 6) bludgeoning damage and be knocked prone . \n'b' About \n'b' Earth elementals are plodding, stubborn creatures made of living stone or earth. When utterly still, they resemble a heap of stone or a small hill. \n'b' When an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. Most earth elementals look like terrestrial animals made out of rock, earth, or even crystal, with glowing gemstones for eyes. Larger earth elementals often have a stony humanoid appearance. Bits of vegetation frequently grow in the soil that makes up parts of an earth elemental\xe2\x80\x99s body.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Fire (Elder) \n'b' Family: Elementals \n'b' Huge elemental , neutral \n'b' Armor Class 15 Hit Points 207 (18d12 + 90) Speed 50 ft.\n'b' STATS STR: 14 (+2) DEX: 21 (+5) CON: 20 (+5) INT: 10 (+0) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 12 Languages Ignan Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Fire Form . The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature\xe2\x80\x99s space and stop there. The first time it enters a creature\xe2\x80\x99s space on a turn, that creature takes 5 (1d10) fire damage and ignites. A burning creature takes 5 (1d10) fire damage at the start of each of its turns. A creature can use an action to douse the fire, ending the effect. \n'b' Illumination . The elemental sheds bright light in a 40-foot radius and dim light for an additional 40 feet. \n'b' Water Susceptibility . For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. \n'b' Actions \n'b' Multiattack . The elemental makes two Touch attacks. \n'b' Touch . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 19 (4d6 + 5) fire damage. If the target is a creature or flammable object, it ignites. A burning creature takes 5 (1d10) fire damage at the start of each of its turns. A creature can use an action to douse the fire, ending the effect. \n'b' Firestorm (recharge 4-6): The elemental emits a fan of flame all around it. Any target within 15 feet must make a DC 17 Dexterity saving throw. On a failure, a target takes 11 (2d10) fire damage and ignites. If the saving throw is successful, the target takes half the fire damage and is still ignited (as above). A burning creature takes 5 (1d10) fire damage at the start of each of its turns. A creature can use an action to douse the fire, ending the effect.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Abymal Worg \n'b' Family: Abymal \n'b' Large elemental (shadow), unaligned \n'b' Armor Class 14 (natural armor) Hit Points 52 (8d10 + 8); Wound Threshold 13 Speed 50 ft.\n'b' STATS STR: 17 (+3) DEX: 13 (+1) CON: 13 (+1) INT: 7 (-2) WIS: 11 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +3 Damage Resistances necrotic, poison Senses blindsight 30 ft., darkvision 120 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The ulfmyrkur can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : jump \n'b' 1/day each : feather fall , spider climb \n'b' Keen Hearing and Smell . The ulfmyrkur has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Stone Camouflage . The ulfmyrkur has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone or grappled (ulfmyrkur\xe2\x80\x99s choice). \n'b' Etherealness (3/Day) . The ulfmyrkur shifts from the Material Plane to the Ethereal Plane, or vice versa. The ulfmyrkur takes with it the creatures and objects it is wearing, carrying, or grappling. \n'b'\n'b' ABOUT \n'b' A mighty cousin of the wolf, the abymal worg , or ulfmyrkur in Dwarvish (plural: ulfmyrkar), is a Netherworld predator that can easily travel long distances thanks to its ability to shift into the Ethereal Plane. No obstacle can stop it, and packs of ulfmyrkar can be encountered in many regions. Since worgs are endemic to Kaan, it can be assumed that abymal worgs originate from this land. Perhaps they were originally the companions and mounts of goblin adventurers and were separated from their masters. Or perhaps they were members of units of fierce fighters during the battles against Canker, long ago, taking part in battles now forgotten by all. \n'b' The usual combat strategy of abymal worgs, whether alone or in packs, is to grapple a creature and drag it into the Ethereal Plane to devour it there. If the fight goes poorly for them, they retreat before they are too grievously injured.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hyaenodon, Adult \n'b' Family: Animal \n'b' Large beast , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 42 (5d8+20) Speed 50 ft.\n'b' STATS STR: 22 (+6) DEX: 15 (+2) CON: 18 (+4) INT: 2 (-4) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Con +6 Skills Perception +3, Stealth +4 Senses passive Perception 13 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Low-light Vision . A hyaenodon can see twice as far in dim light as a human . \n'b' Keen Hearing and Smell . The hyaenodon has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Camouflage . A hyaenodon has advantage on Dexterity ( Stealth ) checks made in tall grass. \n'b' Bone Breaker . A creature bitten by a hyaenodon must make a DC 16 Constitution saving throw or suffer from disadvantage on Strength and Dexterity checks until they receive healing . \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d6+6) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone . \n'b'\n'b' ABOUT \n'b' This looks to be a slightly larger cousin to the hyena. It has spotted fur, stubby , thick legs and a blunt face full of large teeth. \n'b' The hyaenodon is a much more dangerous hunter unlike their common hyena cousins. They prefer hunting live game in lieu of scavenging and can have large hunting territories if food is scarce.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Child of the Briar \n'b' Tiny plant , neutral evil \n'b' Armor Class 13 Hit Points 50 (20d4) Speed 20 ft., climb 10 ft.\n'b' STATS STR: 6 (-2) DEX: 17 (+3) CON: 11 (+0) INT: 13 (+1) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +7 Damage Vulnerabilities fire Senses darkvision 60 ft., passive Perception 14 Languages Common, Sylvan, +1 additional Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fey Blood . Children of the briar count as both plant and fey for any effect related to type. \n'b' Thorny Grapple . A child of the briar\xe2\x80\x99s long thorny limbs help it grapple creatures up to Medium size. A grappled creature takes 2 (1d4) piercing damage at the end of the child\xe2\x80\x99s turn for as long as it remains grappled . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . A child of the briar makes two Claw attacks. If both attacks hit the same target, the target is grappled (escape DC 13) and the child of the briar uses its Thorny Grapple on it. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Spitdart Tongue (recharge 4-6) . Ranged Weapon Attack : +5 to hit, range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing damage. Every child of the briar can shoot thorns from its mouth. \n'b' Entangle . Two children of the briar working together can cast a version of the entangle spell with no components, at will. Both creatures must be within 10 feet of each other, and both must use their action to cast the spell. The entangled area must include at least one of the casters but doesn\xe2\x80\x99t need to be centered on either caster. Creatures in the area must succeed on a DC 13 Strength saving throw or be restrained . All children of the briar are immune to the spell\xe2\x80\x99s effects.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Fire Dragon \n'b' Family: Elementals \n'b' Huge elemental , neutral evil \n'b' Armor Class 15 Hit Points 445 (33d12 + 231) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 27 (+8) DEX: 20 (+5) CON: 25 (+7) INT: 16 (+3) WIS: 13 (+1) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Constitution +14, Wisdom +8, Charisma +12 Skills Arcana +10, Nature +10, Perception +15, Stealth +7 Damage Vulnerabilities cold Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25 Languages Common, Ignan Challenge 21 (33,000 XP) \n'b' Special Traits \n'b' Fiery Aura . At the start of each of the dragon\xe2\x80\x99s turns, each creature within 15 feet of it takes 14 (4d6) fire damage, and flammable objects in the aura that aren\xe2\x80\x99t being worn or carried ignite. A creature that touches the dragon or hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire damage. \n'b' Illumination . The dragon sheds bright light in a 30-foot radius and dim light in an additional 30 feet. \n'b' Innate Spellcasting . The dragon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 20). It can cast the following spells, requiring no material components: \n'b' At will : fireball , heat metal \n'b' 3/day : fire storm \n'b' 1/day each : incendiary cloud , plane shift \n'b' Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Water Susceptibility . For every 5 feet that the dragon moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. \n'b' Actions \n'b' Multiattack . The dragon can make three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 19 (2d10 + 8) piercing damage plus 14 (4d6) fire damage. \n'b' Claw . Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 15 (2d6 + 8) slashing damage. \n'b' Tail . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. \n'b' Elemental Fire Breath (recharge 5-6). The dragon breathes a 60-foot cone of elemental fire. Creatures in the area must make a DC 22 Dexterity saving throw, taking 77 (22d6) fire damage on a failed saving throw, or half as much damage on a successful one. \n'b' Legendary Actions \n'b' The dragon 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 dragon regains spent legendary actions at the start of its turn. \n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (costs 2 actions ). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed. \n'b' Rain of Fire (costs 3 actions ). The elemental fire dragon beats its wings, casting fire out in a 100-foot sphere around itself. All creatures within the area must make a DC 22 Dexterity saving throw, taking 14 (4d6) fire damage on a failed saving throw, or half as much damage on a successful one. Objects not held or worn are set alight and continue burning until extinguished.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Fire-Infused Water \n'b' Family: Elementals \n'b' Huge elemental , neutral \n'b' Armor Class 14 (natural armor) Hit Points 138 (12d12 + 60) Speed 30 ft., swim 90 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 20 (+5) INT: 5 (-3) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, fire; bludgeoning, piercing, slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Aquan Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Water Form . The elemental can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. \n'b' Actions \n'b' Multiattack . The elemental makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage plus 7 (2d6) fire damage. \n'b' Scald (Recharge 6) . A fire-infused water elemental sprays a 30-foot cone of superheated water. Each creature in the area must make a DC 12 Dexterity saving throw. On a failure, a creature takes 21 (6d6) fire damage and is knocked prone . On a success, a creature takes half as much damage and isn\xe2\x80\x99t knocked prone . \n'b' About \n'b' A pillar of water rises up into a humanoid shape, steam trailing from its boiling form. \n'b' Boiling Water . Fire-infused water elementals are created when water elementals spend great lengths of time in superheated water, such as the borderlands between the Elemental Planes of Fire and Water, or when they are inundated with large amounts of fire magic. The elementals are irreparably changed and exist in a state between fire and water elemental. Too fiery for one and too watery for the other, they often find their way to the Material Plane, where they can carve out their own territory. \n'b' Geothermal Dwellers . Fire-infused water elementals prefer to inhabit areas with water heated by geothermal activity, such as hot springs and geysers. They claim such locations as their homes and grow violent when creatures harm or pollute their claimed waters. \n'b' Elemental Nature . A fire-infused water elemental doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Firefox \n'b' Family: Elementals \n'b' Small elemental (fire), chaotic neutral \n'b' Armor Class 13 Hit Points 39 (6d6 + 18) Speed 30 ft., climb 20 ft., burrow 5 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 16 (+3) INT: 3 (-4) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 13 Languages Common, Ignian Proficiency Bonus +2 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Familiar . The firefox can serve another creature as a familiar, provided that the master is at least a 3rd-level spellcaster, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the firefox senses as long as they are within 1 mile of each other. While the firefox is within 10 feet of its master, the master shares the firefox\xe2\x80\x99s Magic Resistance trait. At any time and for any reason, the master can end its service as a familiar, ending the telepathic bond . \n'b' Fire Form . The firefox can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the firefox or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. In addition, the firefox can enter a hostile creature\xe2\x80\x99s space and stop there. The first time it enters a creature\xe2\x80\x99s space on a turn, that creature takes 3 (1d6) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d6) fire damage at the start of each of its turns. \n'b' Magic Resistance . The firefox has advantage on saving throws against spells and other magical effects. \n'b' Variable Illumination . The firefox sheds bright light in a 5-to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The firefox can alter the radius as a bonus action. If the firefox is suffering from exhaustion , the maximum radius decreases by 5 feet per level of exhaustion . \n'b' Water Susceptibility . For every 5 feet the firefox moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The firefox makes two touch attacks. \n'b' Touch . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns. \n'b'\n'b' ABOUT \n'b' This foxlike ball of flame is on fire! \n'b' Firefoxes are attracted to engines, specifically combustion engines. They spawn spontaneous from the energy created by their use, roaming unfettered and thoroughly inspecting any clockworks they discover. \n'b' Firefoxes are not particularly interested in combat and will flee from serious opposition but have difficulty perceiving actual threats. Little can harm them, but they can do plenty of harm simply by walking through a room. \n'b' Rare firefoxes can be bound to homes as servants, where they are responsible for keeping hearths lit and food warm. Creatures who are kind to them can earn their trust, and they make valuable companions in a pinch, particularly in cold climates.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Headmark \n'b' Family: Elementals \n'b' Medium construct , neutral \n'b' Armor Class 20 (natural armor) Hit Points 37 (5d8 + 15) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 17 (+3) INT: 7 (-2) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities exhaustion , paralyzed , poisoned , petrified Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12 Languages \xe2\x80\x93 Proficiency Bonus +2 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the headmark remains motionless, it is indistinguishable from a normal statue. \n'b' Pack Tactics . The headmark has advantage on an attack roll against a creature if at least one of the headmark\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage and the target must make a DC 12 Strength saving throw or be pushed back 5 feet \n'b'\n'b' REACTIONS \n'b'\n'b' Shield . When a creature makes an attack against the head-stone, the headmark grants a +2 bonus to the headstone\xe2\x80\x99s AC if the headstone is within 5 feet of the headmark. \n'b'\n'b' ABOUT \n'b' This brooding statue consists of a giant head, a smaller torso, and thin, spindly arms wrapped around its stomach. \n'b' Headstones are elemental creatures that are highly territorial. Once they come through to the Prime Plane, they set about clearing the area around them by forming headmarks out of the nearby earth. The headmarks attack everything in sight. Once all living things stop moving, headmarks resume a state of quiet senescence, brooding about the state of the universe. \n'b' Headstones can speak but rarely bother to do so. When they do speak, they speak in halting phrases, often calling the creatures who communicate with them \xe2\x80\x9cdumb.\xe2\x80\x9d Headstones tolerate two things: chewy materials like gum and squids. When they appear underwater, squids will often make their homes in the nostrils or mouth of the headstone. If given anything to chew, the headstone will not attack while it chews the gum. It\xe2\x80\x99s presumed that in the Elemental Plane of Earth, similar creatures live a symbiotic existence with the headstones, performing a service by cleaning out any parasites they might have (parasites that are unknown on the Prime Plane) and that the gummy texture reminds them of a material they eat on their home plane. \n'b' Animated by headstones, headmarks are smaller versions that lack the arms and torso of their progenitor. They are temporarily formed from earth and have just the brooding heads of headstones. Unlike their parent, headmarks can fly and will create a form of wall-like defense around the headstone to defend it. \n'b' Also animated by headstones, blockstones are flying, animated cubes of earth that act as a shield and defense for headstones.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Headstone \n'b' Family: Elementals \n'b' Large elemental (earth), neutral \n'b' Armor Class 19 (natural armor) Hit Points 115 (10d10 + 60) Speed 0 ft., fly 10 ft. (hover)\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 22 (+6) INT: 7 (-2) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Con +9, Cha +8 Skills Intimidation +8, Perception +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , poisoned , petrified , prone Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16 Languages Common, Terran Proficiency Bonus +3 Challenge 8 (3,9000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the headstone remains motionless, it is indistinguishable from a normal statue. \n'b' Gum Vulnerability . An attacker can use an action to throw a gumball 60 feet into the headstone\xe2\x80\x99s open mouth with a ranged attack roll. On a hit the headstone must make a DC 14 Wisdom saving throw or chew the gum. While it is chewing it cannot use its Spit Ring or Bite attacks. It can make a new saving throw on each of its turns to end the effect. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The headstone can attack three times with Spit Ring. \n'b' Spit Ring . Ranged Spell Attack : +8 to hit, range 120 ft., one target. Hit : 10 (1d10 + 5) force damage. The rings bounce off surface and ignore cover . \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Animate Headmarks (3/Day) . The headstone magically creates up to six headmarks or stone blocks out of earth that appear within 60 feet of it. A headmark or stone block remains animated as long as the headstone maintains concentration, up to 1 minute (as if concentrating on a spell). \n'b'\n'b' ABOUT \n'b' This brooding statue consists of a giant head, a smaller torso, and thin, spindly arms wrapped around its stomach. \n'b' Headstones are elemental creatures that are highly territorial. Once they come through to the Prime Plane, they set about clearing the area around them by forming headmarks out of the nearby earth. The headmarks attack everything in sight. Once all living things stop moving, headmarks resume a state of quiet senescence, brooding about the state of the universe. \n'b' Headstones can speak but rarely bother to do so. When they do speak, they speak in halting phrases, often calling the creatures who communicate with them \xe2\x80\x9cdumb.\xe2\x80\x9d Headstones tolerate two things: chewy materials like gum and squids. When they appear underwater, squids will often make their homes in the nostrils or mouth of the headstone. If given anything to chew, the headstone will not attack while it chews the gum. It\xe2\x80\x99s presumed that in the Elemental Plane of Earth, similar creatures live a symbiotic existence with the headstones, performing a service by cleaning out any parasites they might have (parasites that are unknown on the Prime Plane) and that the gummy texture reminds them of a material they eat on their home plane. \n'b' Animated by headstones, headmarks are smaller versions that lack the arms and torso of their progenitor. They are temporarily formed from earth and have just the brooding heads of headstones. Unlike their parent, headmarks can fly and will create a form of wall-like defense around the headstone to defend it. \n'b' Also animated by headstones, blockstones are flying, animated cubes of earth that act as a shield and defense for headstones.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Heavy Metal (Elder) \n'b' Family: Elementals \n'b' Huge elemental , neutral \n'b' Armor Class 20 (natural armor) Hit Points 207 (18d12 + 90) Speed 20 ft., swim 60 ft.\n'b' STATS STR: 22 (+6) DEX: 18 (+4) CON: 22 (+6) INT: 8 (-1) WIS: 11 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, fire, poison Damage Vulnerabilities lightning Condition Immunities exhaustion , paralyzed , poisoned , unconscious Senses darkvision 60 ft., passive perception 10 Languages Terran Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Forced Conduction . A huge heavy metal elemental\xe2\x80\x99s forced conduction die is 1d12. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elemental makes two slam attacks or two hurl magma attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 25 (3d12 + 6) bludgeoning damage. \n'b' Hurl Magma . Ranged Weapon Attack : +8 to hit, range 60/240 ft., one target. Hit : 20 (3d10 + 6) fire damage. \n'b'\n'b' ABOUT \n'b' Heavy metal elementals are related to earth elementals, but consist of more unusual metals, such as antimony and platinum. They rise out of molten magma sea in masses of shiny metal. Somewhere between liquid and solid, the featureless blob forms into roughly humanoid shape with large flat appendages and glowing red eyes. \n'b' Some miners on molten worlds claim that the elementals have developed elaborate societies and civilizations deep under the seas, but no one has traveled there to find out. \n'b' The creatures clearly do not approve of the presence of alien colonists on their planets. The elementals do appear intelligent, coordinating with each other in combat, and they share a language with their earth elemental brethren. \n'b' Further, they have learned to use their native terrain to their full advantage, throwing clumps of molten metal or making searing hot slam attacks. \n'b' Mine Wreckers . Heavy metal elementals pose the largest threat to mobile mining stations outside of the environment itself, and the creatures have even traveled over land to attack land-based mining stations too close to the shore. This is exceedingly dangerous for miners who aren\xe2\x80\x99t well-equipped for combat. Ironically, the bodies of killed elementals are something of a windfall, as they are composed of many desirable metals, and some miners deliberately go hunting for elementals. Officially, the company discourages such practices, but the generous bounty for the return of a heavy metal elemental\xe2\x80\x99s body tells a very different story.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Heavy Metal (Huge) \n'b' Family: Elementals \n'b' Huge elemental , neutral \n'b' Armor Class 19 (natural armor) Hit Points 172 (15d12 + 75) Speed 20 ft., swim 60 ft.\n'b' STATS STR: 20 (+5) DEX: 17 (+3) CON: 20 (+5) INT: 7 (-3) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, fire, poison Damage Vulnerabilities lightning Condition Immunities exhaustion , paralyzed , poisoned , unconscious Senses darkvision 60 ft., passive perception 10 Languages Terran Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Forced Conduction . A huge heavy metal elemental\xe2\x80\x99s forced conduction die is 1d10. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elemental makes two slam attacks or two hurl magma attacks. \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 24 (3d12 + 5) bludgeoning damage. \n'b' Hurl Magma . Ranged Weapon Attack : +7 to hit, range 60/240 ft., one target. Hit : 19 (3d10 + 3) fire damage. \n'b'\n'b' ABOUT \n'b' Heavy metal elementals are related to earth elementals, but consist of more unusual metals, such as antimony and platinum. They rise out of molten magma sea in masses of shiny metal. Somewhere between liquid and solid, the featureless blob forms into roughly humanoid shape with large flat appendages and glowing red eyes. \n'b' Some miners on molten worlds claim that the elementals have developed elaborate societies and civilizations deep under the seas, but no one has traveled there to find out. \n'b' The creatures clearly do not approve of the presence of alien colonists on their planets. The elementals do appear intelligent, coordinating with each other in combat, and they share a language with their earth elemental brethren. \n'b' Further, they have learned to use their native terrain to their full advantage, throwing clumps of molten metal or making searing hot slam attacks. \n'b' Mine Wreckers . Heavy metal elementals pose the largest threat to mobile mining stations outside of the environment itself, and the creatures have even traveled over land to attack land-based mining stations too close to the shore. This is exceedingly dangerous for miners who aren\xe2\x80\x99t well-equipped for combat. Ironically, the bodies of killed elementals are something of a windfall, as they are composed of many desirable metals, and some miners deliberately go hunting for elementals. Officially, the company discourages such practices, but the generous bounty for the return of a heavy metal elemental\xe2\x80\x99s body tells a very different story.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Heavy Metal (Large) \n'b' Family: Elementals \n'b' Large elemental , neutral \n'b' Armor Class 17 (natural armor) Hit Points 114 (12d10 + 48) Speed 20 ft., swim 60 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 6 (-2) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, fire, poison Damage Vulnerabilities lightning Condition Immunities exhaustion , paralyzed , poisoned , unconscious Senses darkvision 60 ft., passive perception 10 Languages Terran Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Forced Conduction . A large heavy metal elemental\xe2\x80\x99s forced conduction die is 1d6. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elemental makes two slam attacks or two hurl magma attacks. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' Hurl Magma . Ranged Weapon Attack : +6 to hit, range 100/200 ft., one target. Hit : 7 (1d8 + 3) fire damage. \n'b'\n'b' ABOUT \n'b' Heavy metal elementals are related to earth elementals, but consist of more unusual metals, such as antimony and platinum. They rise out of molten magma sea in masses of shiny metal. Somewhere between liquid and solid, the featureless blob forms into roughly humanoid shape with large flat appendages and glowing red eyes. \n'b' Some miners on molten worlds claim that the elementals have developed elaborate societies and civilizations deep under the seas, but no one has traveled there to find out. \n'b' The creatures clearly do not approve of the presence of alien colonists on their planets. The elementals do appear intelligent, coordinating with each other in combat, and they share a language with their earth elemental brethren. \n'b' Further, they have learned to use their native terrain to their full advantage, throwing clumps of molten metal or making searing hot slam attacks. \n'b' Mine Wreckers . Heavy metal elementals pose the largest threat to mobile mining stations outside of the environment itself, and the creatures have even traveled over land to attack land-based mining stations too close to the shore. This is exceedingly dangerous for miners who aren\xe2\x80\x99t well-equipped for combat. Ironically, the bodies of killed elementals are something of a windfall, as they are composed of many desirable metals, and some miners deliberately go hunting for elementals. Officially, the company discourages such practices, but the generous bounty for the return of a heavy metal elemental\xe2\x80\x99s body tells a very different story.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Heavy Metal (Medium) \n'b' Family: Elementals \n'b' Medium elemental , neutral \n'b' Armor Class 16 (natural armor) Hit Points 58 (9d8 + 18) Speed 20 ft., swim 60 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 15 (+2) INT: 5 (-3) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, fire, poison Damage Vulnerabilities lightning Condition Immunities exhaustion , paralyzed , poisoned , unconscious Senses darkvision 60 ft., passive perception 10 Languages Terran Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Forced Conduction . A medium heavy metal elemental\xe2\x80\x99s forced conduction die is 1d4. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elemental makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage. \n'b' Hurl Magma . Ranged Weapon Attack : +4 to hit, range 30/120 ?., one target. Hit : 5 (1d6 + 2) fire damage. \n'b'\n'b' ABOUT \n'b' Heavy metal elementals are related to earth elementals, but consist of more unusual metals, such as antimony and platinum. They rise out of molten magma sea in masses of shiny metal. Somewhere between liquid and solid, the featureless blob forms into roughly humanoid shape with large flat appendages and glowing red eyes. \n'b' Some miners on molten worlds claim that the elementals have developed elaborate societies and civilizations deep under the seas, but no one has traveled there to find out. \n'b' The creatures clearly do not approve of the presence of alien colonists on their planets. The elementals do appear intelligent, coordinating with each other in combat, and they share a language with their earth elemental brethren. \n'b' Further, they have learned to use their native terrain to their full advantage, throwing clumps of molten metal or making searing hot slam attacks. \n'b' Mine Wreckers . Heavy metal elementals pose the largest threat to mobile mining stations outside of the environment itself, and the creatures have even traveled over land to attack land-based mining stations too close to the shore. This is exceedingly dangerous for miners who aren\xe2\x80\x99t well-equipped for combat. Ironically, the bodies of killed elementals are something of a windfall, as they are composed of many desirable metals, and some miners deliberately go hunting for elementals. Officially, the company discourages such practices, but the generous bounty for the return of a heavy metal elemental\xe2\x80\x99s body tells a very different story.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hyaenodon, Young \n'b' Family: Animal \n'b' Medium beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 13 (2d8+4) Speed 50 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 14 (+2) INT: 2 (-4) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Con +4 Skills Perception +3, Stealth +4 Senses passive Perception 13 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Low-light Vision . A hyaenodon can see twice as far in dim light as a human . \n'b' Keen Hearing and Smell . The hyaenodon has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Camouflage . A hyaenodon has advantage on Dexterity ( Stealth ) checks made in tall grass. \n'b' Bone Breaker . A creature bitten by a hyaenodon must make a DC 13 Constitution saving throw or suffer from disadvantage on Strength and Dexterity checks until they receive healing. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . \n'b'\n'b' ABOUT \n'b' This looks to be a slightly larger cousin to the hyena. It has spotted fur, stubby , thick legs and a blunt face full of large teeth. \n'b' The hyaenodon is a much more dangerous hunter unlike their common hyena cousins. They prefer hunting live game in lieu of scavenging and can have large hunting territories if food is scarce. \n'b' Companion \n'b' Armor Class 14 plus Caregiver\xe2\x80\x99 s Proficiency Bonus (PB) (natural armor) Hit Points As above or 4x caregiver\xe2\x80\x99 s level Saving Throws Str +3 plus Proficiency Bonus (PB), Con +2 plus Proficiency Bonus (PB) Skills Perception +1 plus Proficiency Bonus (PB), Stealth +2 plus Proficiency Bonus (PB) Senses passive Perception 11 plus Proficiency Bonus (PB) \n'b' ACTIONS \n'b'\n'b' Bone Breaker . DC 11 + Proficiency Bonus (PB) Constitution saving throw. \n'b' Bite . Melee Weapon Attack : +3 plus Proficiency Bonus (PB) to hit, reach 5 ft., one target. Hit : 8 (2d4+3 plus Proficiency Bonus (PB)) piercing damage. If the target is a creature, it must succeed on a DC 11 + Proficiency Bonus (PB) Strength saving throw or be knocked prone .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Child of the Briar \n'b' Tiny plant , neutral evil \n'b' Armor Class 13 Hit Points 50 (20d4) Speed 20 ft., climb 10 ft.\n'b' STATS STR: 6 (-2) DEX: 17 (+3) CON: 11 (+0) INT: 13 (+1) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +7 Damage Vulnerabilities fire Senses darkvision 60 ft., passive Perception 14 Languages Briarclick, Common, Sylvan Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Fey Ancestry . The child of the briar has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put it to sleep . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The child of the briar makes two Claw attacks. If both attacks hit a Medium or smaller creature, the target is grappled (escape DC 13). At the start of each of the grappled creature\xe2\x80\x99s turns, it takes 2 (1d4) piercing damage. The child of the briar can have only one target grappled at a time. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Spitdart Tongue (Recharge 4\xe2\x80\x936) . Ranged Weapon Attack : +5 to hit, range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Entangle . While within 10 feet of at least one other child of the briar, this child can cast the entangle spell (spell save DC 13). Each friendly child of the briar within 30 feet of this child can use its reaction to join the casting. For each child beyond the first participating in the casting, the save DC increases by 1, to a maximum of DC 17, and the size increases by 5 feet, to a maximum of a 40-foot square. The entangled area must include at least one of the children involved in the casting. All participating children of the briar are immune to the spell\xe2\x80\x99s effects. Its eyes gleam like polished walnuts, and its sly smile seems oddly placed on the tiny body, covered in spikes and thorns. The creature\xe2\x80\x99s waist is no thicker than a clenched fist, and its sinuous arms are no wider than a finger but twice the length of its body. \n'b'\n'b' ABOUT \n'b' Born of Magic . Children of the briar are a frequent nuisance to fey and mortal alike. They grow in deep briar patches in forest clearings or along sunny hillsides and riverbanks. More rarely, they spawn when a sorcerer or magical creature\xe2\x80\x99s blood is spilled on the forest floor, or when summoned into being by obscure druidic items of power. \n'b' Thorn Fortresses . Despite their size, children of the briar gather in great numbers, cultivating ancient forest thickets into veritable fortresses. Wise men flee when they hear the clicking language in the underbrush, for children of the briar have the capricious wickedness of spiteful children and a taste for blood. \n'b' Spies and Scouts . From their lairs, children of the briar creep far and wide to spy on the forest\xe2\x80\x99s inhabitants, sometimes using spiders, monstrous centipedes, and giant dragonflies as mounts. They converse with travelers bearing interesting news, but their words are thorned with gleeful malice, jealous bile, and lies. They are not above murder. They trade news and gossip for trinkets, favors, and drops of spilled blood. \n'b' Fey Blessed . The fey have long used children of the briar as spies and informants. The power of the fey courses through their veins, allowing them to work simple magical tricks and slip between the mortal and fey realms with relative ease.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Heavy Metal (Small) \n'b' Family: Elementals \n'b' Small elemental , neutral \n'b' Armor Class 16 (natural armor) Hit Points 33 (6d6 + 12) Speed 20 ft., swim 60 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 14 (+2) INT: 5 (-3) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, fire, poison Damage Vulnerabilities lightning Condition Immunities exhaustion , paralyzed , poisoned , unconscious Senses darkvision 60 ft., passive perception 10 Languages Terran Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Forced Conduction . A heavy metal elemental takes no damage from fire, but its thermally conductive mass heats up when exposed to fire, making its natural attacks searing hot. If the creature has been attacked with fire damage within the last round or is in direct contact with a fire source, including lava pools and similar molten areas, its slam attacks deal fire damage in additional to normal damage. If the creature has been attacked with cold damage within the last round, the creature\xe2\x80\x99s body cools down and slam attacks do not add this damage. A small heavy metal elemental\xe2\x80\x99s forced conduction die is 1d3. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) bludgeoning damage. \n'b' Hurl Magma . Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit : 4 (1d4 + 2) fire damage. Heavy metal elementals can form wide, flat, shovel-like arms that can scoop up and toss nearby material with surprising accuracy. If the material is magma or molten metallic slag, the attack deals additional fire damage equal to the creature\xe2\x80\x99s forced conduction damage. \n'b'\n'b' ABOUT \n'b' Heavy metal elementals are related to earth elementals, but consist of more unusual metals, such as antimony and platinum. They rise out of molten magma sea in masses of shiny metal. Somewhere between liquid and solid, the featureless blob forms into roughly humanoid shape with large flat appendages and glowing red eyes. \n'b' Some miners on molten worlds claim that the elementals have developed elaborate societies and civilizations deep under the seas, but no one has traveled there to find out. \n'b' The creatures clearly do not approve of the presence of alien colonists on their planets. The elementals do appear intelligent, coordinating with each other in combat, and they share a language with their earth elemental brethren. \n'b' Further, they have learned to use their native terrain to their full advantage, throwing clumps of molten metal or making searing hot slam attacks. \n'b' Mine Wreckers . Heavy metal elementals pose the largest threat to mobile mining stations outside of the environment itself, and the creatures have even traveled over land to attack land-based mining stations too close to the shore. This is exceedingly dangerous for miners who aren\xe2\x80\x99t well-equipped for combat. Ironically, the bodies of killed elementals are something of a windfall, as they are composed of many desirable metals, and some miners deliberately go hunting for elementals. Officially, the company discourages such practices, but the generous bounty for the return of a heavy metal elemental\xe2\x80\x99s body tells a very different story.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Ice \n'b' Family: Elementals \n'b' Large elemental , neutral \n'b' Armor Class 16 (natural armor) Hit Points 114 (12d10 + 48) Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 18 (+4) INT: 6 (-2) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire, thunder Damage Resistances acid, bludgeoning; piercing, and slashing from nonmagical attacks Damage Immunities cold, poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Aquan, Auran Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Ice Form . A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) cold damage and has disadvantage on Dexterity checks and saving throws until the end of its next turn. \n'b' Ice Glide . The elemental can burrow through nonmagical ice. While doing so, the elemental doesn\xe2\x80\x99t disturb the material it is moving through. \n'b' Slippery . Creatures attempting to grapple the elemental have disadvantage on their checks to grapple. \n'b' Thaw . If the elemental takes fire damage, it becomes partially thawed until the end of its next turn; while partially thawed, its speed is reduced by 20 feet. \n'b' Actions \n'b' Multiattack . The elemental makes two Slam attacks or two Ice Shards attacks. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. If the target is a creature, it has disadvantage on Dexterity checks and saving throws until the end of its next turn. \n'b' Ice Shards . Ranged Weapon Attack : +7 to hit, range 60 ft., one target. Hit : 11 (2d6 + 4) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Light \n'b' Family: Elementals \n'b' Large elemental , chaotic good \n'b' Armor Class 13 Hit Points 57 (6d10 + 24) Speed 50 ft., fly 50 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 18 (+4) INT: 10 (+0) WIS: 10 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, fire, necrotic, poison, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities radiant Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Celestial, Ignan Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Illumination . The elemental sheds a magical light in a 60-foot radius and dim light in an additional 60 feet. If the light elemental enters a space that is affected by a darkness spell, the spell is dispelled. \n'b' Light Form . The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature within 5 feet of it that touches the elemental or hits it with a melee attack takes 5 (1d10) radiant damage. In addition, the elemental can enter a hostile creature\xe2\x80\x99s space and stop there. The first time it enters a creature\xe2\x80\x99s space on a turn, that creature takes 5 (1d10) radiant damage. \n'b' Radiant Absorption . Whenever the light elemental is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage dealt. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elemental makes two touch attacks. \n'b' Touch . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) radiant damage. \n'b' Burst (Recharge 5-6) . The elemental shines a bright and deadly light in a 30-foot radius centered on itself. Each creature must make a DC 13 Constitution saving throw; taking 35 (10d6) radiant damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Blinding Light . When a creature tries to attack the light elemental, it sheds a blinding light. The attacker must succeed on a DC 13 Constitution or be blinded until the end of its next turn. \n'b'\n'b' ABOUT \n'b' Light elementals are the natives of the planes of existence where only light exists. They are made of pure light of different colors. They can alter their shape at will, but they mostly choose the form of a humanoid. They are just as dangerous as they are elegant; their intense light also emanates extreme heat around them. \n'b' They rarely visit the material plane. If one does come across a light elemental in the material plane, it is probably because it was summoned and somehow became free. \n'b' Light elementals are friendly in nature; however, they try to keep their distance from creatures they can harm with their body heat.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Lightning \n'b' Family: Elementals \n'b' Medium elemental , neutral \n'b' Armor Class 15 Hit Points 67 (9d8 + 27) Speed 0 ft., fly 50 ft.\n'b' STATS STR: 14 (+2) DEX: 20 (+5) CON: 16 (+3) INT: 4 (-3) WIS: 11 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, fire; bludgeoning, piercing, and slashing damage from nonmagical weapons Damage Immunities lightning, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Auran Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Lightning . A creature that touches the lightning elemental or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage. \n'b' Water Susceptibility . For every 5 feet that the lightning elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. \n'b' Actions \n'b' Multiattack . The lightning elemental makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) lightning damage. \n'b' Lightning Bolt . Ranged Spell Attack : +8 to hit, range 20/60 ft., one target. Hit : 36 (7d8 + 5) lightning damage. \n'b' Globe Lightning (1/short or long rest ). The lightning elemental discharges 3 globes of electricity that hover in its space for 1 minute. Whenever a creature enters or starts its turn within 5 feet of the elemental, one of the globes discharges. The target must make a DC 15 Dexterity saving throw, taking 9 (1d8 + 5) lightning damage on a failed saving throw, or half as much damage on a successful one. As each globe discharges, it disappears. \n'b' About \n'b' Though most think of the Plane of Air as a vast expanse of clear sky, that plane also holds the power of the storm, including monstrous hurricanes larger than entire worlds and thunderstorms whose peals and claps can shatter stone. Whether lightning elementals are the by-product of common air elementals spending too much time near these electrically charged storms or are merely calved off like forgotten flurries, they are aggressive and almost suicidal in their willingness to leap into battle. They particularly enjoy attacking creatures that are made of metal and creatures that wear metal armor or wield metal weapons. \n'b' Many lightning elementals have a roughly humanoid shape, but some prefer animalistic shapes (particularly birds and dragons), and a few appear to be nothing more than large disembodied heads made of dark clouds with flickering lightning tongues. Regardless of the shape a lightning elemental takes, the air around the creature hums and throbs with the promise of electrocution and the tangy stink of ozone.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Magnetic \n'b' Family: Elementals \n'b' Large elemental , neutral \n'b' Armor Class 16 (natural armor) Hit Points 95 (10d10 + 40) Speed 30 ft., burrow 20 ft., fly 20 ft. (hover)\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 18 (+4) INT: 6 (-2) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , prone , unconscious Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 10 Languages Terran Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Controlled Polarity . The magnetic elemental has advantage on attack rolls against a creature if the creature is wearing metal armor. A creature attacking the magnetic elemental with a metal weapon while within 10 feet of it has disadvantage on the attack roll. \n'b' Magnetism . When the magnetic elemental moves, Medium and smaller metal objects that aren\xe2\x80\x99t being worn or carried are pulled up to 5 feet closer to the magnetic elemental. If this movement pulls the object into the elemental\xe2\x80\x99s space, the item sticks to the elemental. A successful DC 15 Strength check removes a stuck item from the elemental . Objects made of gold and silver are unaffected by this trait. \n'b' Actions \n'b' Multiattack . The magnetic elemental makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' Magnetic Pulse (Recharge 4-6) . The magnetic elemental releases a magnetic pulse, choosing to pull or push nearby metal objects. Objects made of gold or silver are unaffected by the elemental\xe2\x80\x99s Pulse.\n'b'\n'b' Pull . Each creature that is wearing metal armor or holding a metal weapon within 5 feet of the magnetic elemental must succeed on a DC 15 Strength saving throw or the metal items worn or carried by it stick to the magnetic elemental. A creature that is made of metal or is wearing metal armor and that fails the saving throw is stuck to the elemental and grappled (escape DC 15). If the item is a weapon and the wielder can\xe2\x80\x99t or won\xe2\x80\x99t let go of the weapon, the wielder is stuck to the elemental and grappled (escape DC 15). A stuck object can\xe2\x80\x99t be used. Grappled and stuck creatures and objects move with the elemental when it moves. A creature can take its action to remove one creature or object from the elemental by succeeding on a DC 15 Strength check. The magnetic elemental\xe2\x80\x99s Armor Class increases by 1 for each creature grappled in this way. \n'b' Push . Each creature that is wearing metal armor or holding a metal weapon within 10 feet of the elemental must make a DC 15 Strength saving throw. On a failure, a target takes 21 (6d6) force damage and is pushed up to 10 feet away from the elemental. On a success, a target takes half the damage and isn\xe2\x80\x99t pushed. A creature grappled by the elemental has disadvantage on this saving throw. \n'b'\n'b' About \n'b' The large, smooth rock stands, the air around it humming with energy. As it walks, nearby daggers, lanterns, and buckled boots move to follow it. \n'b' Magnetic elementals spontaneously appear where the Plane of Earth meets the Plane of Air. They are magnetized, rocky creatures capable of switching their polarity to repel attacks and pull enemies closer. \n'b' Smooth Stone . Magnetic elementals are worn smooth by the elemental air that creates them. They are able to harness this air to fly, and, when on the Material Plane, they occupy areas where vast swaths of stone are exposed to the sky, such as mountain peaks and deep canyons. \n'b' Iron Summons . Spellcasters who want to conjure a magnetic elemental must mix iron shavings into the soft clay. Such spellcasters must take caution, however, as the elementals often inadvertently attract the armor and weapons of those nearby. \n'b' Elemental Nature . The magnetic elemental doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Obsidian \n'b' Family: Elementals \n'b' Medium elemental , neutral \n'b' Armor Class 15 (natural armor) Hit Points 66 (7d8 + 35) Speed 20 ft.\n'b' STATS STR: 18 (+4) DEX: 8 (-1) CON: 20 (+5) INT: 4 (-3) WIS: 11 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire; bludgeoning, piercing, and slashing damage from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Terran Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brute . A melee weapon attack deals one extra die of its damage when the obsidian elemental hits with it (included in the attack). \n'b' Death Throes . When the obsidian elemental dies, it explodes, and each creature within 30 feet of it must make a DC 16 Dexterity saving throw, taking 17 (5d6) slashing damage and 17 (5d6) fire damage on a failed saving throw, or half as much damage on a successful one. \n'b' Molten Glass . A creature that hits the obsidian elemental with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The obsidian elemental makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage plus 4 (1d8) fire damage. \n'b'\n'b' ABOUT \n'b' An obsidian elemental is merged of equal parts earth and fire, arising in the vast felsic fields that flow and melt in burning oceans along the verges where the two elemental planes intersect. They are hulking piles of faceted black stone, streaked with white striations, spiderwebbed cracks, razor-sharp shards, and a seething molten core within.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Obsidian (Greater) \n'b' Family: Elementals \n'b' Huge elemental , neutral \n'b' Armor Class 18 (natural armor) Hit Points 175 (14d12 + 84) Speed 20 ft.\n'b' STATS STR: 20 (+5) DEX: 8 (-1) CON: 22 (+6) INT: 4 (-3) WIS: 11 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire; bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Terran Challenge 14 (11,500 XP) \n'b' Special Traits \n'b' Brute . A melee weapon attack deals one extra die of its damage when the obsidian elemental hits with it (included in the attack ). \n'b' Death Throes . When the obsidian elemental dies, it explodes, and each creature within 30 feet of it must make a DC 19 Dexterity saving throw, taking 42 (12d6) slashing damage and 42 (12d6) fire damage on a failed saving throw, or half as much damage on a successful one. \n'b' Molten Glass . A creature that hits the obsidian elemental with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. \n'b' Actions \n'b' Multiattack . The obsidian elemental makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 23 (4d8 + 5) slashing damage plus 13 (3d8) fire damage. \n'b' About \n'b' In a quasi-realm where elemental water and elemental fire conjoin, there exists a pocket plane known as the Quasi-plane of Obsidian; a plane of barren wastes and blackened rock, of razor-sharp obelisks and fields of sharpened glass. Creatures native to this plane appear as blackened obsidian with jagged, serrated, or clear-cut angles and edges. Some have barbed spikes adorning their elemental forms. \n'b' Obsidian quasi-elementals are usually encountered on their home plane or on the Plane of Fire. Still some can be found on the Obsidian Plain in the Plane of Molten Skies. Most, however, prefer the serenity that the Quasi-plane of Obsidian offers, and thus they rarely venture forth unless summoned. \n'b' Obsidian quasi-elementals are deadly combatants and strike with their sharpened claws, ripping and tearing at their opponents. They are relentless in their attacks and never give quarter.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Permafrost \n'b' Family: Elementals \n'b' Large elemental , neutral \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 133 (14d10 + 56) \n'b' Speed 20 ft., burrow 30 ft.\n'b' STATS STR: 19 (+4) DEX: 8 (\xe2\x80\x931) CON: 18 (+4) INT: 5 (\xe2\x80\x933) WIS: 15 (+2) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities cold, poison \n'b' Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious \n'b' Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12 \n'b' Languages Terran \n'b' Challenge 6 (2,300 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Earth Glide . The permafrost elemental can burrow through nonmagical, unworked earth and stone. While doing so, the permafrost elemental doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Elemental Nature . The permafrost elemental doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Frigid Footprints . The ground within 10 feet of the permafrost elemental freezes over and is difficult terrain . \n'b' Plague Bearer . If the permafrost elemental takes more than 15 fire damage on a single turn, each creature within 10 feet of the elemental must succeed on a DC 14 Constitution saving throw or becomes infected with the primordial plague disease. Alternatively, the creature becomes infected with sewer plague or cackle fever (the elemental\xe2\x80\x99s choice) instead. Primordial plague takes 1 minute to manifest in an infected creature. After 1 minute, the creature is poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hp maximum by 5 (1d10) on a failure. The disease is cured on a success. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hp maximum to 0. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elemental makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) cold damage. \n'b' Plague-Ridden Pound (Recharge 5\xe2\x80\x936) . The permafrost elemental brings both of its fists down, striking the ground and sending shards of ice from its body flying at nearby creatures. Each creature on the ground within 20 feet of the elemental must make a DC 14 Dexterity saving throw. On a failure, a creature takes 10 (3d6) bludgeoning damage and 10 (3d6) cold damage, is knocked prone , and becomes infected with primordial plague (see the Plague Bearer trait). On a success, a creature takes half the damage and isn\xe2\x80\x99t knocked prone or infected. \n'b'\n'b' ABOUT \n'b' Cracks in the earth form a furrowed brow, deep dimples, and wide mouth in this ice-coated earth elemental. \n'b' Hailing from the border between the elemental planes of earth and water, the permafrost elemental is composed of large intersecting pieces of frozen earth coated with thick, white ice. The permafrost elemental moves slowly and purposefully with the knowledge of eons concealed within its rocky form. \n'b' Primordial Traps . Many diseases from ancient times have been frozen in the permafrost soil. Those bold enough to burn the permafrost elemental\xe2\x80\x94or foolish enough to let its corpse thaw\xe2\x80\x94soon find themselves fighting maladies dating back to when the gods were young. \n'b' Permanent Hoarfrost . The permafrost elemental exudes an ancient cold that hangs heavy in the air and coats nearby ground with a slick of ice.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Rockslide \n'b' Family: Elementals \n'b' Large elemental , neutral \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 147 (14d10 + 70) \n'b' Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 8 (\xe2\x80\x931) CON: 20 (+5) INT: 5 (\xe2\x80\x933) WIS: 10 (+0) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities poison \n'b' Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious \n'b' Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 10 \n'b' Languages Terran \n'b' Challenge 8 (3,900 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the rockslide elemental moves at least 20 feet straight toward a target and then hits it with a Slam attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone . If the elemental used Nimble Separation before making this Slam attack , the target has disadvantage on the saving throw. \n'b' Elemental Nature . The rockslide elemental doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Stone Camouflage . The rockslide elemental has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The rockslide elemental makes three Slam attacks, or it makes two Skipping Stone attacks. \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage. \n'b' Skipping Stone . Ranged Weapon Attack : +9 to hit, range 20/60 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage, and the stone bounces to another creature within 10 feet of the target. That creature must succeed on a DC 16 Dexterity saving throw or take 9 (2d8) bludgeoning damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Nimble Separation . The rockslide elemental can briefly separate its components parts and take the Dash action. Opportunity attacks against it have disadvantage until the start of its next turn. \n'b' Throwing Axes . Ranged Weapon Attack : +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 8 (1d6 + 5) slashing damage plus 9 (2d8) necrotic damage. \n'b'\n'b' ABOUT \n'b' Thousands of crimson and granite rocks swirl around, forming the familiar likeness of an earth elemental. While most earth elementals are slow and methodical, the rockslide elemental harnesses the frenetic energy of a landslide. \n'b' Composite Form . A rockslide elemental consists of a collection of large rock fragments, with broad boulders and lumpy cobbles, in the shape of a humanoid. It can briefly separate these component parts to reposition itself for a better strike or to escape danger, rolling away and recombining into its humanoid shape. \n'b' Fiercely Territorial . Rockslide elementals relish destroying intruders. They fight any creature they find trespassing on their territory\xe2\x80\x94even other rockslide elementals. They crash into their foes at speed, dealing deadly blows and bringing even the most boisterous creatures to the ground.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Alseid \n'b' Medium monstrosity , chaotic neutral \n'b' Armor Class 14 (leather armor) Hit Points 33 (6d8 + 6) Speed 40 ft.\n'b' STATS STR: 13 (+1) DEX: 17 (+3) CON: 12 (+1) INT: 8 (-1) WIS: 16 (+3) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +3, Perception +5, Stealth +5, Survival +5 Senses darkvision 60 ft., passive Perception 15 Languages Common, Elvish, Sylvan Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Woodfriend . When in a forest, the alseid leaves no tracks and automatically discerns true north. \n'b'\n'b' ACTIONS \n'b'\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' Shortbow . Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' Alseids are the graceful woodland cousins to centaurs, with the slender upper body of an elf and the lower body of a deer. Because they are rarely seen far from the wooded glades they call home, they are sometimes called \xe2\x80\x9cgrove nymphs,\xe2\x80\x9d despite being more closely related to elves than nymphs. \n'b' Forest Guardians . Alseids see the forest as an individual and a friend. They are suspicious of outsiders who do not share this view. Lost travelers who demonstrate respect for the forest may spot a distant alseid\xe2\x80\x99s white tail; if they chase after it as it bounds away, the sympathetic alseid may lead it toward a road or trail that can carry them out of the forest. Disrespectful strangers may follow the same tail to their doom. Alseids have no compunction about slaughtering trespassers who burn or cut down their forest. \n'b' Antlers Show Status . Alseids have antlers growing from their foreheads. These antlers grow very slowly, branching every 10 years for the first century of life. Further points develop only with the blessing of the forest. No fourteen-point imperial alseids are known to exist, but many tribes are governed by princes with thirteen points. Because antlers signify status, alseids never use them in combat. Cutting an alseid\xe2\x80\x99s antlers entirely off or just removing points is a humiliating and grave punishment. \n'b' White-Tailed Wanderers . Alseids have a deep connection with forest magic of all kinds, and their leaders favor the druid and ranger classes. \n'b' Variant: Alseid Grovekeeper \n'b' An alseid grovekeeper has a challenge rating of 2 (450 XP). \n'b' Grovekeepers carry the wrath of their primordial home against those who threaten it. The grovekeeper speaks Druidic and has 49 (9d8 + 9) hp . In addition, it gains the following actions in place of the alseid\xe2\x80\x99s Spear and Shortbow: \n'b'\n'b' Multiattack . The alseid makes two Thorned Staff or Thorn Bolt attacks. It can replace one attack with a use of Spellcasting. \n'b' Thorned Staff . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage plus 5 (2d4) piercing damage. \n'b' Thorn Bolt . Ranged Weapon Attack : +5 to hit, range 120 ft., one target. Hit : 8 (2d4 + 3) piercing damage. \n'b' Spellcasting . The grovekeeper casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):\n'b'\n'b'\n'b' At will : animal friendship, animal messenger , druidcraft \n'b' 1/day each : cure wounds , faerie fire , lesser restoration'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hyena \n'b' Family: Animal \n'b' This hyena is covered in shaggy, tan-colored fur with black and brown stripes. \n'b' Subpages \n'b' Medium beast , unaligned \n'b' Armor Class 11 Hit Points 5 (1d8 + 1) Speed 50 ft.\n'b' STATS STR: 11 (+0) DEX: 13 (+1) CON: 12 (+1) INT: 2 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses passive Perception 13 Languages \xe2\x80\x93 \n'b' Challenge 0 (10 XP) \n'b' Special Traits \n'b' Pack Tactics : The hyena has advantage on an attack roll against a creature if at least one of the hyena\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d6) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Smoke \n'b' Family: Elementals \n'b' Large elemental , neutral \n'b' Armor Class 15 Hit Points 90 (12d10 + 24) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 14 (+2) DEX: 20 (+5) CON: 15 (+2) INT: 6 (-2) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +8 Damage Resistances thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Auran, Ignan Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Smoke Form . The elemental can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as one inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within five feet of it must succeed on a DC 15 Constitution saving throw or be blinded until the end of its next turn. If a creature starts its turn in the elemental\xe2\x80\x99s space or enters it on its turn, that creature must succeed on a DC 15 Constitution saving throw or be blinded until the end of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The smoke elemental makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be blinded until the end of its next turn. \n'b' Stoke . Each creature in the elemental\xe2\x80\x99s space must succeed on a DC 15 Constitution saving throw or be incapacitated until it is no longer in the elemental\xe2\x80\x99s space. \n'b'\n'b' ABOUT \n'b' These deadly elementals are composed of noxious clouds of brimstone and choking smoke. The roiling clouds are found most often on the edges of the Planes of Fire and Air, where the environment is oppressive and inimical to most creatures, but they frequently find openings into the Prime Material Plane through volcanic vents. Smoke elementals flow around their prey as blinding clouds, but they can also solidify their wisps to strike creatures.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Solar \n'b' Family: Elementals \n'b' Large elemental , neutral \n'b' Armor Class \xc2\xa014 Hit Points \xc2\xa085 (10d10 + 30) Speed \xc2\xa050 ft., fly 20 ft.\n'b' STATS STR: 8 (-1) DEX: 18 (+4) CON: 16 (+3) INT: 6 (-2) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances \xc2\xa0bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities \xc2\xa0poison, radiant Condition Immunities \xc2\xa0 exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses \xc2\xa0 darkvision 60 ft., passive Perception 10 Languages \xc2\xa0Primordial Challenge \xc2\xa05 (1,800 XP) Proficiency \xc2\xa0+3 \n'b' SPECIAL TRAITS \n'b'\n'b' Radiant Form .\xc2\xa0The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) radiant damage. In addition, the elemental can enter a hostile creature\xe2\x80\x99s space and stop there. The first time it enters a creature\xe2\x80\x99s space on a turn, that creature takes 5 (1d10) radiant damage. \n'b' Illumination .\xc2\xa0The elemental sheds bright light in a 50-foot radius and dim light in an additional 50 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack .\xc2\xa0The elemental makes two radiant touch attacks. \n'b' Radiant Touch .\xc2\xa0 Melee Weapon Attack :\xc2\xa0+6 to hit, reach 5 ft., one target.\xc2\xa0 Hit :\xc2\xa010 (2d6 + 3) radiant damage. \n'b' Solar Flash (Recharge 4\xe2\x80\x936) .\xc2\xa0The elemental releases a brilliant flash of light in a 20-foot radius centered on itself. Each creature in that light must make a DC 15 Constitution saving throw. On a failed save, a creature takes 6 (1d6 +3) radiant damage and is blinded until the end of the elemental\xe2\x80\x99s next turn. On a successful save, it takes half as much damage and isn\xe2\x80\x99t blinded . \n'b'\n'b' ABOUT \n'b' Solar elementals flock to the coronas of stars and can also be found in glowing nebulas of distant corners of the galaxy or Astral plane. They look like a vaguely humanoid glow. Their intense light is so strong that against the black of space, they are often mistaken for stars themselves.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Storm Lord \n'b' Family: Elementals \n'b' The rough shape of a man with a crown and beard of sea foam rises out of the center of the maelstrom on a swirling pillar of dark clouds and seawater. Raging, his fist clutches a crackling ball of lightning. \n'b' Huge elemental , neutral \n'b' Armor Class 17 (natural armor) Hit Points 161 (17d12 + 51) Speed 50 ft., fly 50 ft. (hover), swim 90 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 16 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +10, Constitution +8, Wisdom +7 Skills Athletics +10, Nature +6, Perception +7 Damage Resistances acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 120 ft., passive Perception 17 Languages Aquan Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Tempest . The storm lord is surrounded in a 120-foot-radius by a ferocious storm. The storm imposes disadvantage on ranged weapon attack rolls and Wisdom ( Perception ) checks based on sight or hearing within the area. The storm lord\xe2\x80\x99s own senses and attacks are not impaired by this trait. The tempest extinguishes open flames and disperses fog. A flying creature in the tempest must land at the end of its turn or fall. Each creature that starts its turn within 30 feet of the storm lord must succeed on a DC 16 Strength saving throw or be pushed 15 feet away from the storm lord. Any creature within 30 feet of the storm lord must spend 2 feet of movement for every 1 foot it moves when moving closer to the storm lord. \n'b' Actions \n'b' Multiattack . The storm lord makes two slam attacks or two lightning bolt attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 10 ft, one target. Hit : 29 (7d6 + 5) bludgeoning damage. \n'b' Lightning Bolt . Ranged Spell Attack : +9 to hit, range 60 ft., one target. Hit : 31 (7d8) lightning damage. \n'b' Thunder Clap (Recharge 5-6) . The storm lord creates a peal of ear-splitting thunder. Each creature within 30 feet of the storm lord must make a DC 17 Constitution saving throw. On a failure, a target takes 54 (12d8) thunder damage and is deafened . On a success, a target takes half the damage but isn\xe2\x80\x99t deafened . The deafness lasts until it is lifted by the lesser restoration spell or similar magic. \n'b' About \n'b' Violent Sea Kings . Native to the Plane of Water, storm lords make war on each other over territory and pride, but they also command their lesser elemental kin in battle against intruders from other planes. Less frequently, storm lords leave their home plane to address some perceived wrong or slight, but, in some cases, they are summoned to serve greater elemental tempests and hurricanes. \n'b' Voice of Thunder . Foul tempered at the best of times, storm lords consider communication with non-aquatic creatures to be beneath them, preferring to settle disagreements with violence. \n'b' Acknowledged Kinship . While they spurn most diplomatic attempts, storm lords receive such overtures more charitably when brought to them by aquatic creatures. \n'b' Elemental Nature . The storm lord doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Venom \n'b' Family: Elementals \n'b' An enormous viper formed of green liquid curls upward, its dripping fangs ready to strike. \n'b' Large elemental , neutral \n'b' Armor Class 14 (natural armor) Hit Points 93 (11d10 + 33) Speed 40 ft, swim 50 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 6 (-2) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 10 Languages understands Primordial but can\xe2\x80\x99t speak Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Liquid Form . The elemental can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. \n'b' Underwater Camouflage . The elemental has advantage on Dexterity ( Stealth ) checks made while underwater. \n'b' Actions \n'b' Multiattack . The venom elemental makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 10 ft., one creature. Hit : 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage, and the creature must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn. \n'b' About \n'b' The Queen\xe2\x80\x99s Servants . Venom elementals are summoned from the demiplane of poisons. Venom elementals resemble water elementals but almost always take the form of a snake with prominent fangs. \n'b' Willing Visitors . Unlike other elementals, these creatures crave summoning to the Material Plane, where they can observe the effects of their bites on living creatures. \n'b' Elemental Nature . The venom elemental doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Conjuring Blood and Venom Elementals \n'b' Conjuring a venom elemental or a blood elemental is similar to summoning a water elemental-with a few particular changes. \n'b' For both types, the spell has the same casting time, range, and duration. For a venom elemental, the water and sand used as material components are replaced by water and venom taken from a giant spider or snake within the last 3 days. For a blood elemental, the material component is salt water with at least 1 gallon of fresh, uncongealed blood added to it. \n'b' Alternate Traits and Actions \n'b' Source ExpCod (Open Design) \n'b' The following changes allow GMs to alter a venom elemental without modifying its challenge rating. \n'b' Air Form . Aerosolized versions of the venom elemental are rarer than their liquid cousins on the demiplane of poisons. The venom elemental can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. The elemental gains a flying speed of 60 feet. The venom elemental gains the Aerial Camouflage trait. The venom elemental loses its swimming speed and its Liquid Form and Underwater Camouflage traits. \n'b' Aerial Camouflage . While the elemental is flying it has advantage on Dexterity ( Stealth ) checks. \n'b' Engulf . Each creature in the venom elemental\xe2\x80\x99s space must make a DC 13 Strength saving throw. On a failure, the target takes 6 (1d6 + 3) bludgeoning damage plus 3 (1d6) poison damage, and the creature must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn. If the target is Large or smaller, it is also grappled (escape DC 13). Until the grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental\xe2\x80\x99s space. The venom elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of the elemental\xe2\x80\x99s turn, each target grappled by it takes 7 (2d6) poison damage and must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn. A creature within 5 feet of the elemental can pull a creature out of it by taking an action to make a DC 13 Strength check and succeeding. The venom elemental loses its Multiattack action. \n'b' Envenom Liquid . As an action, the venom elemental divests a portion of its body into a pint of liquid. The elemental\xe2\x80\x99s hit point maximum is reduced by 1d6 hit points , and this reduction lasts until the elemental finishes a short rest . The venom retains its potency for 1 hour before dissolution. A creature drinking the envenomed liquid must make a DC 13 Constitution saving throw or take 7 (2d6) poison damage and gain the poisoned condition for 1 minute. The venom elemental gains the Vulnerability to Antitoxin trait: \n'b' Vulnerability to Antitoxin . When the venom elemental is struck by a vial of antitoxin (thrown as an improvised weapon), it takes 2d6 acid damage. Additionally, until the end of its next turn, creatures gain resistance to poison damage dealt by the elemental and have advantage on Constitution saving throws to avoid becoming poisoned by the elemental. \n'b' Spit Venom . Ranged Weapon Attack +5 to hit, range 15/30 ft., one target. Hit : The target must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save or half as much on a successful one. On a failed save, the creature gains the poisoned condition until the end of its next turn. The venom elemental modifies its Multiattack action to make two attacks: one with its bite and one with its spit venom.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Void \n'b' Family: Elementals \n'b' Large elemental , neutral \n'b' Armor Class \xc2\xa013 (natural armor) Hit Points \xc2\xa0104 (11d10 + 44) Speed \xc2\xa030 ft., fly 20 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 5 (-3) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances \xc2\xa0bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities \xc2\xa0cold, poison Condition Immunities \xc2\xa0 exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses \xc2\xa0 darkvision 120 ft., passive Perception 10 Languages \xc2\xa0Primordial Challenge \xc2\xa05 (1,800 XP) Proficiency \xc2\xa0+3 \n'b' SPECIAL TRAITS \n'b'\n'b' Void Form .\xc2\xa0The elemental can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. \n'b' Gravity Well .\xc2\xa0A creature that begins within 30 feet of the elemental must succeed on a DC 15 Strength saving throw or move 10 feet towards the elemental. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack .\xc2\xa0The elemental makes two void punch attacks. \n'b' Void Punch .\xc2\xa0 Melee Weapon Attack :\xc2\xa0+7 to hit, reach 5 ft., one target.\xc2\xa0 Hit :\xc2\xa011 (2d6 + 4) bludgeoning damage. The target must make on a DC 15 Constitution saving throw. On a failed save, the creature takes 8 (1d8 + 4) cold damage and the target\xe2\x80\x99s speed becomes 0 until the end of the elemental\xe2\x80\x99s next turn. On a successful save, it takes half as much damage and its speed isn\xe2\x80\x99t affected. \n'b'\n'b' ABOUT \n'b' Void elementals are creatures of the deep dark, found in the furthest reaches of space far away from stars. Their innate gravity well has led many to believe that they are spawned by black holes. The look like a shadow or hole in space.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elemental, Water (Elder) \n'b' Family: Elementals \n'b' Huge elemental , neutral \n'b' Armor Class 16 Hit Points 225 (18d12 + 108) Speed 30 ft., swim 90 ft.\n'b' STATS STR: 22 (+6) DEX: 16 (+3) CON: 22 (+6) INT: 9 (-1) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 12 Languages Aquan Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Water Form . The elemental can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. \n'b' Freeze . If the elemental takes cold damage, it becomes partially frozen until the end of its next turn; while partially frozen, its speed is reduced by 20 feet. \n'b' Actions \n'b' Multiattack . The elemental makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 22 (3d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone . \n'b' Whelm (recharge 4-6). Each creature in the elemental\xe2\x80\x99s space must make a DC 17 Strength saving throw. On a failure, a target takes 22 (3d10 + 6) bludgeoning damage. If it is Huge or smaller, it is also grappled (escape DC 16). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental\xe2\x80\x99s space. The elemental can grapple one Huge, up to two Large, or up to four Medium or smaller creatures at one time. At the start of each of the elemental\xe2\x80\x99s turns, each creature grappled by it takes 22 (3d10 +6) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 16 Strength check and succeeding.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Godstone Elemental \n'b' Family: Elementals \n'b' Large elemental , neutral \n'b' Armor Class 16 Hit Points 98 (13d10 + 26) Speed 30 ft. (see Changing Aspect)\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 14 (+2) INT: 11 (+0) WIS: 14 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 12 Languages one primordial dialect (Aquan, Auran, Ignan, or Terran) Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Changing Aspect . The godstone elemental has one of the following traits depending on which godstone it is visiting (GM\xe2\x80\x99s discretion):\n'b'\n'b'\n'b' Aspect of the Cold Moon . The elemental is made of pale glittering ice. It receives a +2 to its AC, and its slam attacks do cold damage. It is immune to cold damage and vulnerable to fire. \n'b' Aspect of Fire and Passion . The elemental is made of flashing fire and light . Creatures that can see the elemental and begin their turn within 30 feet of it must succeed on a DC 13 Dexterity saving throw or be blinded until the end of their next turn. Its slam attacks do fire damage, and it is immune to fire and radiant damage. \n'b' Aspect of Gold and Silver . The elemental is made of earth run through with veins of gold and silver. It receives a +3 to its AC, and its slam attacks do bludgeoning damage. It gains a burrowing speed of 10 feet. When defeated, its remains release 500 gp worth of unworked gold and silver. \n'b' Aspect of Retribution . The elemental is made of spiked stones and ice. It receives a +2 to its AC, and its slam attacks do bludgeoning damage. Its slam attacks do an additional 7 (2d8) cold damage. \n'b' Aspect of Storms . The elemental appears as a humanoid made of lightning. It is immune to lightning damage, and its slam attacks do lightning damage. It gains a flying speed of 40 feet (hover). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The godstone elemental makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 14 (2d8 + 5) damage (type of damage varies, see Changing Aspect). \n'b' Discharge (Storms Aspect Only) (1/Day) . The elemental arcs lightning to all creatures touching the ground within 15 feet. Creatures in the area must succeed a DC 13 Dexterity saving throw, taking 13 (2d12) lightning damage on a failed save or half as much on a successful one. Creatures that fail this save continue to arc lightning to all creatures touching the ground within 15 feet for 6 (1d12) lightning damage (DC 13). \n'b' Ice Lance (Cold Moon and Retribution Aspect Only) (3/Day) . The elemental summons a sharp column of ice from the ground under one creature it can see within 30 feet. The creature must succeed a DC 13 Dexterity saving throw, taking 13 (2d12) piercing damage on a failed save or half as much on a successful one. \n'b' Ignition (Fire and Passion Aspect Only) (1/Day) . The elemental explodes in a cloud of burning cinders, spreading out in a 30-foot cone. Creatures in the area must succeed a DC 13 Dexterity saving throw, taking 13 (2d12) fire damage on a failed save or half as much on a successful one. Creatures that fail this save take 6 (1d12) fire damage at the beginning of each of its turns for 1 minute. A creature may use its action to end this effect. \n'b'\n'b' ABOUT \n'b' The godstones scattered across and underneath the Wild Ozku Hills attract all manner of creatures and spirits. Most dangerous among these visitors are the strange elemental pilgrims that move from stone to stone, changing shape and nature to reflect the current mood of the god the stone is linked to. The godstone elemental is a chaotic and swirling mass of elemental energy that protects whatever stone it might be visiting.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Heavy Metal Elemental, Elder \n'b' Family: Elementals \n'b' Huge elemental , neutral \n'b' Armor Class 20 (natural armor) Hit Points 207 (18d12 + 90) Speed 20 ft., swim 60 ft.\n'b' STATS STR: 22 (+6) DEX: 18 (+4) CON: 22 (+6) INT: 8 (-1) WIS: 11 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, fire, poison Damage Vulnerabilities lightning Condition Immunities exhaustion , paralyzed , poisoned , unconscious Senses darkvision 60 ft., passive perception 10 Languages Terran Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Forced Conduction . A huge heavy metal elemental\xe2\x80\x99s forced conduction die is 1d12. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elemental makes two slam attacks or two hurl magma attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 25 (3d12 + 6) bludgeoning damage. \n'b' Hurl Magma . Ranged Weapon Attack : +8 to hit, range 60/240 ft., one target. Hit : 20 (3d10 + 6) fire damage. \n'b'\n'b' ABOUT \n'b' Heavy metal elementals are related to earth elementals, but consist of more unusual metals, such as antimony and platinum. They rise out of molten magma sea in masses of shiny metal. Somewhere between liquid and solid, the featureless blob forms into roughly humanoid shape with large flat appendages and glowing red eyes. Some miners on molten worlds claim that the elementals have developed elaborate societies and civilizations deep under the seas, but no one has traveled there to find out. The creatures clearly do not approve of the presence of alien colonists on their planets. The elementals do appear intelligent, coordinating with each other in combat, and they share a language with their earth elemental brethren. Further, they have learned to use their native terrain to their full advantage, throwing clumps of molten metal or making searing hot slam attacks. Mine Wreckers. Heavy metal elementals pose the largest threat to mobile mining stations outside of the environment itself, and the creatures have even traveled over land to attack land-based mining stations too close to the shore. This is exceedingly dangerous for miners who aren\xe2\x80\x99t well-equipped for combat. Ironically, the bodies of killed elementals are something of a windfall, as they are composed of many desirable metals, and some miners deliberately go hunting for elementals. Officially, the company discourages such practices, but the generous bounty for the return of a heavy metal elemental\xe2\x80\x99s body tells a very different story.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Heavy Metal Elemental, Greater \n'b' Family: Elementals \n'b' Huge elemental , neutral \n'b' Armor Class 19 (natural armor) Hit Points 172 (15d12 + 75) Speed 20 ft., swim 60 ft.\n'b' STATS STR: 20 (+5) DEX: 17 (+3) CON: 20 (+5) INT: 7 (-3) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, fire, poison Damage Vulnerabilities lightning Condition Immunities exhaustion , paralyzed , poisoned , unconscious Senses darkvision 60 ft., passive perception 10 Languages Terran Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Forced Conduction . A huge heavy metal elemental\xe2\x80\x99s forced conduction die is 1d10. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elemental makes two slam attacks or two hurl magma attacks. \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 24 (3d12 + 5) bludgeoning damage. \n'b' Hurl Magma . Ranged Weapon Attack : +7 to hit, range 60/240 ft., one target. Hit : 19 (3d10 + 3) fire damage. \n'b'\n'b' ABOUT \n'b' Heavy metal elementals are related to earth elementals, but consist of more unusual metals, such as antimony and platinum. They rise out of molten magma sea in masses of shiny metal. Somewhere between liquid and solid, the featureless blob forms into roughly humanoid shape with large flat appendages and glowing red eyes. Some miners on molten worlds claim that the elementals have developed elaborate societies and civilizations deep under the seas, but no one has traveled there to find out. The creatures clearly do not approve of the presence of alien colonists on their planets. The elementals do appear intelligent, coordinating with each other in combat, and they share a language with their earth elemental brethren. Further, they have learned to use their native terrain to their full advantage, throwing clumps of molten metal or making searing hot slam attacks. Mine Wreckers. Heavy metal elementals pose the largest threat to mobile mining stations outside of the environment itself, and the creatures have even traveled over land to attack land-based mining stations too close to the shore. This is exceedingly dangerous for miners who aren\xe2\x80\x99t well-equipped for combat. Ironically, the bodies of killed elementals are something of a windfall, as they are composed of many desirable metals, and some miners deliberately go hunting for elementals. Officially, the company discourages such practices, but the generous bounty for the return of a heavy metal elemental\xe2\x80\x99s body tells a very different story.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Child of Yggdrasil \n'b' Large aberration , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 112 (15d10 + 30) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 14 (+2) INT: 10 (+0) WIS: 18 (+4) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7, Stealth +3 Damage Vulnerabilities fire Damage Immunities acid, cold; bludgeoning from nonmagical attacks Senses darkvision 60 ft., passive Perception 17 Languages Common, Giant Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Child of Yggdrasil Acid Touch . As an action, the child of Yggdrasil destroys one nonmagical object that isn\xe2\x80\x99t being worn or carried, such as a rope, plank, candlestick, or even an entire bronze cauldron. \n'b' Forest Camouflage . The child of Yggdrasil has advantage on Dexterity ( Stealth ) checks made to hide in forest terrain. \n'b' Keen Smell . The child of Yggdrasil has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The child of Yggdrasil makes three claw attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 7 (1d8 + 3) slashing damage plus 7 (2d6) acid damage. \n'b'\n'b' About \n'b' Long ago, a ratatosk found some dragon eggs, smeared them with the sap of the World Tree, and rolled them into a safe, warm place for later devouring. The eggs hatched a race of hunters that have plagued the ratatosk ever since. \n'b' The children of Yggdrasil are sentient parts of the World Tree, saplings with long \xe2\x80\x9chair\xe2\x80\x9d of ash leaves and radial symmetry. A child of Yggdrasil\xe2\x80\x99s four legs are rootlike and often planted in the ground. Its eyes sit at the center of flowers, and its \xe2\x80\x9chands\xe2\x80\x9d resemble tentacles, though with twiggy branches rather than fingers. \n'b' Cliff-Lovers . The children of Yggdrasil climb vertical cliffs and steep slopes in search of warmth and sunlight, roosting in these places until thirst drives them to climb down to a stream or pond. They often devour bird eggs on cliffs and can catch unwary climbers by surprise. \n'b' Whispering Serpent Egg Horrors . Legends say the children of Yggdrasil came from a dragon\xe2\x80\x99s egg laid on the World Tree, which hatched a huge mass of serpents, each of them infused with the sap and cold wisdom of the World Tree itself. These larval forms of the children of Yggdrasil resemble a ball of serpents intertwined with leaves, and they feed on squirrels and mice until they grow large enough to lure bigger prey. \n'b' Hissing Wind . The snakelike tongues and forked leaves of a child of Yggdrasil are always in motion; they are never entirely silent. In groups of three or more, the sound of their hissing resembles an ill, disquieting wind. \n'b' Grove Gatherings . At night they come down from cliffs and hills and gather near streams to hiss, whisper, mate, and devour sacrifices left to them by druids or giants. At times like this, up to a dozen children of Yggdrasil may gather in one place, fusing their limbs and branches until shortly before dawn, when they go their separate ways.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Heavy Metal Elemental, Huge \n'b' Family: Elementals \n'b' Huge elemental , neutral \n'b' Armor Class 18 (natural armor) Hit Points 138 (12d12 + 60) Speed 20 ft., swim 60 ft.\n'b' STATS STR: 19 (+4) DEX: 17 (+3) CON: 20 (+5) INT: 6 (-2) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, fire, poison Damage Vulnerabilities lightning Condition Immunities exhaustion , paralyzed , poisoned , unconscious Senses darkvision 60 ft., passive perception 10 Languages Terran Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Forced Conduction . A huge heavy metal elemental\xe2\x80\x99s forced conduction die is 1d8. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elemental makes two slam attacks or two hurl magma attacks. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 20 (3d10 + 4) bludgeoning damage. \n'b' Hurl Magma . Ranged Weapon Attack : +6 to hit, range 60/240 ft., one target. Hit : 16 (3d8 + 3) fire damage. \n'b'\n'b' ABOUT \n'b' Heavy metal elementals are related to earth elementals, but consist of more unusual metals, such as antimony and platinum. They rise out of molten magma sea in masses of shiny metal. Somewhere between liquid and solid, the featureless blob forms into roughly humanoid shape with large flat appendages and glowing red eyes. Some miners on molten worlds claim that the elementals have developed elaborate societies and civilizations deep under the seas, but no one has traveled there to find out. The creatures clearly do not approve of the presence of alien colonists on their planets. The elementals do appear intelligent, coordinating with each other in combat, and they share a language with their earth elemental brethren. Further, they have learned to use their native terrain to their full advantage, throwing clumps of molten metal or making searing hot slam attacks. Mine Wreckers. Heavy metal elementals pose the largest threat to mobile mining stations outside of the environment itself, and the creatures have even traveled over land to attack land-based mining stations too close to the shore. This is exceedingly dangerous for miners who aren\xe2\x80\x99t well-equipped for combat. Ironically, the bodies of killed elementals are something of a windfall, as they are composed of many desirable metals, and some miners deliberately go hunting for elementals. Officially, the company discourages such practices, but the generous bounty for the return of a heavy metal elemental\xe2\x80\x99s body tells a very different story.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hyena (Giant) \n'b' Family: Animal \n'b' Large beast , unaligned \n'b' Armor Class 12 Hit Points 45 (6d10 + 12) Speed 50 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 14 (+2) INT: 2 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Rampage : When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage. \n'b' About \n'b' This large hyena has a thick head, rheumy red eyes, and a mouth filled with sharp, powerful teeth.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Heavy Metal Elemental, Large \n'b' Family: Elementals \n'b' Large elemental , neutral \n'b' Armor Class 17 (natural armor) Hit Points 114 (12d10 + 48) Speed 20 ft., swim 60 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 6 (-2) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, fire, poison Damage Vulnerabilities lightning Condition Immunities exhaustion , paralyzed , poisoned , unconscious Senses darkvision 60 ft., passive perception 10 Languages Terran Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Forced Conduction . A large heavy metal elemental\xe2\x80\x99s forced conduction die is 1d6. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elemental makes two slam attacks or two hurl magma attacks. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' Hurl Magma . Ranged Weapon Attack : +6 to hit, range 100/200 ft., one target. Hit : 7 (1d8 + 3) fire damage. \n'b'\n'b' ABOUT \n'b' Heavy metal elementals are related to earth elementals, but consist of more unusual metals, such as antimony and platinum. They rise out of molten magma sea in masses of shiny metal. Somewhere between liquid and solid, the featureless blob forms into roughly humanoid shape with large flat appendages and glowing red eyes. Some miners on molten worlds claim that the elementals have developed elaborate societies and civilizations deep under the seas, but no one has traveled there to find out. The creatures clearly do not approve of the presence of alien colonists on their planets. The elementals do appear intelligent, coordinating with each other in combat, and they share a language with their earth elemental brethren. Further, they have learned to use their native terrain to their full advantage, throwing clumps of molten metal or making searing hot slam attacks. Mine Wreckers. Heavy metal elementals pose the largest threat to mobile mining stations outside of the environment itself, and the creatures have even traveled over land to attack land-based mining stations too close to the shore. This is exceedingly dangerous for miners who aren\xe2\x80\x99t well-equipped for combat. Ironically, the bodies of killed elementals are something of a windfall, as they are composed of many desirable metals, and some miners deliberately go hunting for elementals. Officially, the company discourages such practices, but the generous bounty for the return of a heavy metal elemental\xe2\x80\x99s body tells a very different story.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Heavy Metal Elemental, Medium \n'b' Family: Elementals \n'b' Medium elemental , neutral \n'b' Armor Class 16 (natural armor) Hit Points 58 (9d8 + 18) Speed 20 ft., swim 60 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 15 (+2) INT: 5 (-3) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, fire, poison Damage Vulnerabilities lightning Condition Immunities exhaustion , paralyzed , poisoned , unconscious Senses darkvision 60 ft., passive perception 10 Languages Terran Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Forced Conduction . A medium heavy metal elemental\xe2\x80\x99s forced conduction die is 1d4. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elemental makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage. \n'b' Hurl Magma . Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit : 5 (1d6 + 2) fire damage. \n'b'\n'b' ABOUT \n'b' Heavy metal elementals are related to earth elementals, but consist of more unusual metals, such as antimony and platinum. They rise out of molten magma sea in masses of shiny metal. Somewhere between liquid and solid, the featureless blob forms into roughly humanoid shape with large flat appendages and glowing red eyes. Some miners on molten worlds claim that the elementals have developed elaborate societies and civilizations deep under the seas, but no one has traveled there to find out. The creatures clearly do not approve of the presence of alien colonists on their planets. The elementals do appear intelligent, coordinating with each other in combat, and they share a language with their earth elemental brethren. Further, they have learned to use their native terrain to their full advantage, throwing clumps of molten metal or making searing hot slam attacks. Mine Wreckers. Heavy metal elementals pose the largest threat to mobile mining stations outside of the environment itself, and the creatures have even traveled over land to attack land-based mining stations too close to the shore. This is exceedingly dangerous for miners who aren\xe2\x80\x99t well-equipped for combat. Ironically, the bodies of killed elementals are something of a windfall, as they are composed of many desirable metals, and some miners deliberately go hunting for elementals. Officially, the company discourages such practices, but the generous bounty for the return of a heavy metal elemental\xe2\x80\x99s body tells a very different story.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Heavy Metal Elemental, Small \n'b' Family: Elementals \n'b' Small elemental , neutral \n'b' Armor Class 16 (natural armor) Hit Points 33 (6d6 + 12) Speed 20 ft., swim 60 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 14 (+2) INT: 5 (-3) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, fire, poison Damage Vulnerabilities lightning Condition Immunities exhaustion , paralyzed , poisoned , unconscious Senses darkvision 60 ft., passive perception 10 Languages Terran Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Forced Conduction . A heavy metal elemental takes no damage from fire, but its thermally conductive mass heats up when exposed to fire, making its natural attacks searing hot. If the creature has been attacked with fire damage within the last round or is in direct contact with a fire source, including lava pools and similar molten areas, its slam attacks deal fire damage in additional to normal damage. If the creature has been attacked with cold damage within the last round, the creature\xe2\x80\x99s body cools down and slam attacks do not add this damage. A small heavy metal elemental\xe2\x80\x99s forced conduction die is 1d3. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) bludgeoning damage. \n'b' Hurl Magma . Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit : 4 (1d4 + 2) fire damage. Heavy metal elementals can form wide, flat, shovel-like arms that can scoop up and toss nearby material with surprising accuracy. If the material is magma or molten metallic slag, the attack deals additional fire damage equal to the creature\xe2\x80\x99s forced conduction damage. \n'b'\n'b' ABOUT \n'b' Heavy metal elementals are related to earth elementals, but consist of more unusual metals, such as antimony and platinum. They rise out of molten magma sea in masses of shiny metal. Somewhere between liquid and solid, the featureless blob forms into roughly humanoid shape with large flat appendages and glowing red eyes. Some miners on molten worlds claim that the elementals have developed elaborate societies and civilizations deep under the seas, but no one has traveled there to find out. The creatures clearly do not approve of the presence of alien colonists on their planets. The elementals do appear intelligent, coordinating with each other in combat, and they share a language with their earth elemental brethren. Further, they have learned to use their native terrain to their full advantage, throwing clumps of molten metal or making searing hot slam attacks. Mine Wreckers. Heavy metal elementals pose the largest threat to mobile mining stations outside of the environment itself, and the creatures have even traveled over land to attack land-based mining stations too close to the shore. This is exceedingly dangerous for miners who aren\xe2\x80\x99t well-equipped for combat. Ironically, the bodies of killed elementals are something of a windfall, as they are composed of many desirable metals, and some miners deliberately go hunting for elementals. Officially, the company discourages such practices, but the generous bounty for the return of a heavy metal elemental\xe2\x80\x99s body tells a very different story.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Nebulii Traveler \n'b' Family: Elementals \n'b' Medium elemental , any \n'b' Armor Class \xc2\xa016 (psionic barrier, shield) Hit Points \xc2\xa018 (4d8) Speed \xc2\xa00 ft., fly 30 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 11 (+0) INT: 12 (+1) WIS: 15 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills \xc2\xa0 Perception +4, Survival +4 Damage Resistances \xc2\xa0poison, radiant Condition Immunities \xc2\xa0 grappled , restrained Senses \xc2\xa0 darkvision 60 ft., passive Perception 14 Languages \xc2\xa0Common, telepathy 30 ft. Challenge \xc2\xa01 (200 XP) Proficiency \xc2\xa0+2 \n'b' SPECIAL TRAITS \n'b'\n'b' Cloud Body .\xc2\xa0Nebulii can squeeze through a space as narrow as 1 inch wide, provided it is wearing and carrying nothing. They don\xe2\x80\x99t need to eat, drink, or breathe. They do not age and cannot wear armor. Nebulii have disadvantage on saving throws against wind effects such as the\xc2\xa0 gust of wind \xc2\xa0spell. \n'b' Limited Telekinetic Field .\xc2\xa0Nebulii have a limited telekinetic ability within the confines of their own body that allows them to pick up and use items or manipulate adjacent objects with their Strength score. This field does not require concentration but ceases to exist if the nebulii becomes unconscious , causing all the objects they carry to fall to the ground. \n'b' Psionic Barrier .\xc2\xa0A nebulii\xe2\x80\x99s AC includes its Wisdom modifier. \n'b' Innate Spellcasting (Psionics) .\xc2\xa0The nebulii\xe2\x80\x99s innate spellcasting ability is Wisdom (DC 12). It can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will :\xc2\xa0 dancing lights ,\xc2\xa0 mage hand \xc2\xa0(the hand is invisible ) \n'b' 3/day each :\xc2\xa0 color spray ,\xc2\xa0 unseen servant \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack .\xc2\xa0The nebulii makes two dagger attacks. \n'b' Dagger .\xc2\xa0 Melee or Ranged Weapon Attack :\xc2\xa0+4 to hit, reach 5 ft. or range 20/60 ft., one target.\xc2\xa0 Hit :\xc2\xa04 (1d4 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' The nebulii are a race of psionically gifted sentient clouds that drift through space and the Astral plane. They are inherently curious and seek out new life wherever it dwells, even if they must slowly fly across the expanse of space to find it. While their bodies have very little mass, they generate a telekinetic field that allows them to carry and manipulate objects.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Nebulii Traveler \n'b' Family: Elementals \n'b' Medium elemental , any \n'b' Armor Class 16 (psionic barrier, shield) Hit Points 18 (4d8) Speed 0 ft., fly 30 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 11 (+0) INT: 12 (+1) WIS: 15 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Survival +4 Damage Resistances poison, radiant Condition Immunities grappled , restrained Senses darkvision 60 ft., passive Perception 14 Languages Common, telepathy 30 ft. Challenge 1 (200 XP) Proficiency +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Cloud Body . Nebulii can squeeze through a space as narrow as 1 inch wide, provided it is wearing and carrying nothing. They don\xe2\x80\x99t need to eat, drink, or breathe. They do not age and cannot wear armor. Nebulii have disadvantage on saving throws against wind effects such as the gust of wind spell. \n'b' Limited Telekinetic Field . Nebulii have a limited telekinetic ability within the confines of their own body that allows them to pick up and use items or manipulate adjacent objects with their Strength score. This field does not require concentration but ceases to exist if the nebulii becomes unconscious , causing all the objects they carry to fall to the ground. \n'b' Psionic Barrier . A nebulii\xe2\x80\x99s AC includes its Wisdom modifier. \n'b' Innate Spellcasting (Psionics) . The nebulii\xe2\x80\x99s innate spellcasting ability is Wisdom (DC 12). It can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : dancing lights , mage hand (the hand is invisible ) \n'b' 3/day each : color spray , unseen servant \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The nebulii makes two dagger attacks. \n'b' Dagger . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' The nebulii are a race of psionically gifted sentient clouds that drift through space and the Astral plane. They are inherently curious and seek out new life wherever it dwells, even if they must slowly fly across the expanse of space to find it. While their bodies have very little mass, they generate a telekinetic field that allows them to carry and manipulate objects.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Prime Elemental \n'b' Family: Elementals \n'b' Large elemental , chaotic neutral \n'b' Armor Class 19 (natural armor) Hit Points 276 (24d10 + 144) Speed 40 ft., fly 40 ft.\n'b' STATS STR: 26 (+8) DEX: 10 (+0) CON: 23 (+6) INT: 14 (+2) WIS: 20 (+5) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +12, Wis +11, Cha +8 Skills Perception +17 Damage Vulnerabilities special Damage Immunities special Condition Immunities charmed , frightened Senses darkvision 120 ft., truesight 10 ft., passive Perception 27 Languages Primordial Challenge 17 (18,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Absorption of Elements . Certain environmental effects can infuse the elemental with energy, activating its infusion traits as detailed in the environmental effect. Only one of these traits can be active at a time-while one is active, all other traits have no effect. When the prime elemental rolls initiative , if it is not already infused, it gains a random elemental infusion. \n'b' Acid Infusion . The elemental becomes immune to acid damage and vulnerable to cold damage. Its attacks deal acid damage, and all its attack rolls have advantage until the start of the elemental\xe2\x80\x99s next turn. \n'b' Cold Infusion . The elemental becomes immune to cold damage and vulnerable to fire damage. Its attacks deal cold damage and reduce the target\xe2\x80\x99s speed to 0 until the start of the elemental\xe2\x80\x99s next turn. \n'b' Fire Infusion . The elemental becomes immune to fire damage and vulnerable to lightning damage. Its attacks deal fire damage and cause the target to take an additional 18 (4d8) fire damage at the start of the target\xe2\x80\x99s next turn. \n'b' Lightning Infusion . The elemental becomes immune to lightning damage and vulnerable to acid damage. Its attacks deal lightning damage, and the elemental can make an additional Slam attack as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elemental makes two Slam attacks. \n'b' Energy Bolt . Ranged Weapon Attack : +14 to hit, range 120 ft., one target. Hit : 44 (8d10) damage, the type of which is determined by the elemental\xe2\x80\x99s active infusion trait (see Absorption of Elements). \n'b' Slam . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 44 (8d8 + 8) damage, the type of which is determined by the elemental\xe2\x80\x99s active infusion trait (see Absorption of Elements). \n'b' Wave of Elements (Recharge 5-6) . All creatures other than elementals within 30 feet of the elemental must succeed on a DC 20 Constitution saving throw or take 35 (10d6) damage, the type of which is determined by the elemental\xe2\x80\x99s active infusion trait (see Absorption of Elements). A successful saving throw halves the damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Solar Elemental \n'b' Family: Elementals \n'b' Large elemental , neutral \n'b' Armor Class 14 Hit Points 85 (10d10 + 30) Speed 50 ft., fly 20 ft.\n'b' STATS STR: 8 (-1) DEX: 18 (+4) CON: 16 (+3) INT: 6 (-2) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison, radiant Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Primordial Challenge 5 (1,800 XP) Proficiency +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Radiant Form . The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) radiant damage. In addition, the elemental can enter a hostile creature\xe2\x80\x99s space and stop there. The first time it enters a creature\xe2\x80\x99s space on a turn, that creature takes 5 (1d10) radiant damage. \n'b' Illumination . The elemental sheds bright light in a 50-foot radius and dim light in an additional 50 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elemental makes two radiant touch attacks. \n'b' Radiant Touch . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) radiant damage. \n'b' Solar Flash (Recharge 4\xe2\x80\x936) . The elemental releases a brilliant flash of light in a 20-foot radius centered on itself. Each creature in that light must make a DC 15 Constitution saving throw. On a failed save, a creature takes 6 (1d6 +3) radiant damage and is blinded until the end of the elemental \xe2\x80\x99s next turn. On a successful save, it takes half as much damage and isn\xe2\x80\x99t blinded . \n'b'\n'b' ABOUT \n'b' Solar elementals flock to the coronas of stars and can also be found in glowing nebulas of distant corners of the galaxy or Astral plane. They look like a vaguely humanoid glow. Their intense light is so strong that against the black of space, they are often mistaken for stars themselves.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Void Elemental \n'b' Family: Elementals \n'b' Large elemental , neutral \n'b' Armor Class 13 (natural armor) Hit Points 104 (11d10 + 44) Speed 30 ft., fly 20 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 5 (-3) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 120 ft., passive Perception 10 Languages Primordial Challenge 5 (1,800 XP) Proficiency +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Void Form . The elemental can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. \n'b' Gravity Well . A creature that begins within 30 feet of the elemental must succeed on a DC 15 Strength saving throw or move 10 feet towards the elemental . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elemental makes two void punch attacks. \n'b' Void Punch . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. The target must make on a DC 15 Constitution saving throw. On a failed save, the creature takes 8 (1d8 + 4) cold damage and the target\xe2\x80\x99s speed becomes 0 until the end of the elemental \xe2\x80\x99s next turn. On a successful save, it takes half as much damage and its speed isn\xe2\x80\x99t affected. \n'b'\n'b' ABOUT \n'b' Void elementals are creatures of the deep dark, found in the furthest reaches of space far away from stars. Their innate gravity well has led many to believe that they are spawned by black holes. The look like a shadow or hole in space.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Capybear \n'b' Medium monstrosity , neutral \n'b' Armor Class 13 (natural armor) Hit Points 60 (8d8 + 24) Speed 30 ft., swim 20 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 17 (+3) INT: 9 (\xe2\x80\x931) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages Capybear Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The capybear can hold its breath for 30 minutes. \n'b' Keen Smell . The capybear has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . The capybear has advantage on attack rolls against a creature if at least one of the capybear\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Pounce . If the capybear moves at least 20 feet straight toward a creature and then hits it with a Slam attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone . If the target is prone , the capybear can make one Bite attack against it as a bonus action. \n'b' Swamp Camouflage . The capybear has advantage on Dexterity ( Stealth ) checks made to hide in swamps or muddy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage. \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Protect the Community . When another capybear within 5 feet of this capybear is hit by an attack , this capybear can leap in the way, becoming the new target of the attack . \n'b'\n'b' ABOUT \n'b' Mud splotches this rotund, quadrupedal rodent\xe2\x80\x99s reddish-brown fur. The pigmented markings and the gleam of curiosity in its eyes denote the creature\xe2\x80\x99s intellect as greater than an ordinary animal\xe2\x80\x99s. A loamy odor wafts from the creature. \n'b' Capybears dwell in marshes, swamps, and forests with deep bodies of water. They feed on grasses, reeds, low-hanging leaves, and other readily available vegetation. Though capybears are oversized rodents\xe2\x80\x94often reaching a height equivalent to a pony\xe2\x80\x94and physically imposing, they find themselves prey to large cats and smaller pack hunters. \n'b' Sapient Grazers . Capybears roam their territory searching for their favorite grasses and roots to eat immediately and to gather for future meals. Observers who follow the rodents often mistake them for ordinary, if massive, rodents at first. \n'b' However, further observation uncovers the capybears\xe2\x80\x99 ability to communicate and coordinate. They have their own language, composed of barks, chirps, and growls, which proves difficult for outsiders to duplicate short of magical means. With patience, non-capybears can establish a dialogue with the creatures. \n'b' Capybears have limited dexterity in their paws, leaving them unable to use many tools, but they adeptly use materials available to them to build homes along the bodies of water they frequent. \n'b' Useful Neighbors . Capybears generally distrust outsiders and drive away creatures that come too close to their abodes. When they forage for food and supplies, they are not aggressive unless provoked. Societies that have reached an understanding with capybear communities appreciate the industrious creatures\xe2\x80\x99 presence, for the capybears devour weeds in cultivated land without destroying valuable crops. The rodents also clear deadfalls from which they gather building material. \n'b' Highly Social . Capybears gather in groups of ten to forty, depending on available food. They live up to forty years and reach maturity after five years, spending the majority of their lives contributing to the community\xe2\x80\x99s well-being. Many capybears spend their waking hours foraging while a few remain in their hidden abodes to rear young and the most physically imposing capybears guard their homes from diurnal predators. Elderly capybears impart their wisdom on the younger capybears at night when the community gathers to eat. Enjoying an egalitarian outlook, the creatures dwell in proximity, and every capybear is a valued member of the community.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Chill Haunt \n'b' Medium undead , neutral evil \n'b' Armor Class 13 Hit Points 39 (6d8 + 12) Speed 0 ft., fly 30 ft.\n'b' STATS STR: 7 (-2) DEX: 16 (+3) CON: 14 (+2) INT: 8 (-1) WIS: 16 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5 Damage Resistances acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, fire, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 13 Languages the languages it knew in life Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cryophobia . Whenever the chill haunt is subjected to cold damage, it takes no damage, but it must succeed on a DC 13 Wisdom saving throw or become frightened of the source of the damage for 1 minute. This trait overrides the haunt\xe2\x80\x99s normal immunity to the frightened condition. \n'b' Fire Absorption . Whenever the chill haunt is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt. \n'b' Incorporeal Movement . The chill haunt 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'\n'b' ACTIONS \n'b'\n'b' Shivering Touch . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 10 (2d6 + 3) cold damage plus 3 (1d6) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or take 3 (1d6) cold damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target takes fire damage, the effect ends. \n'b'\n'b' ABOUT \n'b' This ghostly humanoid\xe2\x80\x99s hands end in frozen claws. Water drips from the claws, freezing before it hits the ground. \n'b' Forlorn Spirits . Chill haunts arise from the corpses of humanoids that froze to death. While most chill haunts derive from those who died alone in the cold, stories tell of entire families or villages returning as chill haunts. Because of the intensity of their demise, chill haunts dread cold and flee when targeted by cold magic. \n'b' Hungry for Body Heat . The chill haunt\xe2\x80\x99s disdain for cold leads it to seek out warm buildings or open fires. While ambient heat or direct contact with fire diminishes its shivering and restores wounds it has received in combat, it craves heat from living creatures. Contact with the chill haunt sets off a deepening freeze in the victim, which is hard to reverse without the application of fire. The haunt comes into contact with living creatures to remember the feeling of warmth, and it does not care about the side effects of its touch. After it has drained the warmth from one creature, it immediately moves on to the next, ever-hungry. \n'b' Restless Undead . Destroying a chill haunt is only a temporary solution to the undead creature\xe2\x80\x99s depredations.\xc2\xa0Similar to a ghost , a destroyed chill haunt returns to unlife 24 hours after its demise, attaining eternal rest only after being slain under a specific set of circumstances. For most chill haunts, the surest way to eternal rest is by coaxing the haunt to a warm building where it can sit by a hearth and nestle in blankets or furs. Though physical objects normally pass through the spectral creature, such conditions allow the coverings to conform to the shape of the haunt\xe2\x80\x99s former body. Moments later, the haunt lets out a contented sigh and winks out of existence. \n'b' Undead Nature . A chill haunt doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elephant, War \n'b' Huge beast , unaligned \n'b' Armor Class 14 (scale barding) Hit Points 203 (14d20 + 56) Speed 40 ft.\n'b' STATS STR: 24 (+7) DEX: 8 (-1) CON: 18 (+4) INT: 2 (-4) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6 Senses passive Perception 10 Languages \xe2\x80\x94 Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Trampling Charge . If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone . If the target is prone , the elephant can make one stomp attack against it as a bonus action. \n'b' War Mount . Up to 6 Medium sized or smaller creatures can be mounted on a war elephant at one time. While mounted, the creatures have half- cover and cannot be attacked by melee weapons with less than a 10 foot reach. \n'b'\n'b' Actions \n'b'\n'b' Gore . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 26 (3d12 + 7) piercing damage. \n'b' Stomp . Melee Weapon Attack : +10 to hit, reach 5 ft., one prone creature. Hit : 39 (5d12 + 7) bludgeoning damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elethu \n'b' Medium elemental , neutral evil \n'b' Armor Class 12 (description) Hit Points 99 (18d8+18) Speed fly 40 ft.\n'b' STATS STR: 11 (+0) DEX: 15 (+2) CON: 12 (+1) INT: 13 (+1) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Persuasion +5 Saving Throws Dexterity +5, Charisma +5 Damage Immunities cold, Lightning Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons Senses passive Perception 13 Languages Common, Primordial Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The elethu can innately cast lightning bolt 5 times per day (Save DC 15). \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d10) bludgeoning damage. \n'b' Engulf . The creature can attempt to engulf any creature of size large or smaller. The target must make a Dexterity save (DC 16) to avoid the effect. An engulfed creature is considered restrained and automatically takes Slam damage each round. Further, if a creature has been engulfed for 1 round or more, the elethu can attempt its moonbeam transformation on them. Each round, the target may use its action to make either a Strength or Dexterity save (their choice) against a DC 16, escaping the engulf on a success. \n'b' Moonbeam Transformation . This can only be used on engulfed targets. The target must make a Constitution save (DC 15). On a failed save, the target is transformed into a beam of moonlight. It is unable to move, attack or communicate in this form. The target can repeat the save once per day at dawn. The effect can also be removed with a Dispel Magic or Greater Restoration . \n'b'\n'b' The elethu are millions of strands of light , bound together by a powerful conscious. These creatures appear as beautiful women, with long hair, often reaching to their waist or beyond. Their skin is a silvery color as is their hair. The hair itself morphs into a very long gown that trails behind the creature or levitates around it. They do not walk as much as float over the ground. When angered, their form changes, shifting into something that far more resembles a living cloak than that of a woman. \n'b' Reclusive . The elethu love water and seek it out whenever they can. They often build their dens beneath the water or at least in caves and hidden grottos. They are solitary creatures and do not readily seek anyone\xe2\x80\x99s company. They do not speak any language known to man, magical or otherwise. They see most living creatures as disturbances only and have little if anything to do with them. \n'b' Hatred of Light . While elethu are creatures of light , they are also jealous of all other light , seeking to be the only light in an area. The best way to elicit a response from an elethu is to enter its den with any light source, natural or magical. The sight of this enrages them and they attack whoever bears the torch, lantern, or magical flame. Spell-like effects can garner this response, such as a faerie fire , light spell, and so forth. Normal magical swords that emanate a muted light do not. When enraged, elethus shed their female forms, shifting into a billowing curtain of light . They use their lightning strike to kill whoever angers them, usually the torchbearer.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hyena, Brown \n'b' Family: Animal \n'b' Medium beast , unaligned \n'b' Armor Class 12 Hit Points 3 (1d8 ? 1) Speed 40 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 9 (-1) INT: 3 (-4) WIS: 14 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages understands Gnoll but doesn\xe2\x80\x99t speak it Challenge 0 (10 XP) \n'b' Special Traits \n'b' Keen Smell . The brown hyena has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . The brown hyena has advantage on an attack roll against a creature if at least one of the brown hyena\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d6) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elf, Alchemist Archer \n'b' Family: Elf \n'b' Hidden in the dappled shadows of the tree\xe2\x80\x99s leaves, the elf\xe2\x80\x99s leather bandolier jingles softly. Leather armor dyed to match its surroundings, the nearly invisible archer removes a vial from the bandolier, quickly attaching it to an arrow. The well-kept bow does not creak as the bowstring is drawn. \n'b' Medium humanoid (elf), any alignment \n'b' Armor Class 17 (studded leather) Hit Points 135 (18d8 + 54) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 20 (+5) CON: 16 (+3) INT: 18 (+4) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +4, Intelligence +8 Skills Perception +6, Stealth +9, Survival +6 Senses darkvision 60 ft., passive Perception 16 Languages Common, Elvish Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Alchemical Arrows . As a bonus action , the archer attaches an alchemy tube to the shaft of one arrow before firing its longbow. On a successful hit, the alchemy tube shatters and does one of the following: \n'b' Concussive . The target takes an extra 18 (4d8) thunder damage and must succeed on a DC 16 Strength saving throw or be knocked prone . \n'b' Entangling . The target takes an extra 18 (4d8) acid damage and is restrained by sticky, alchemical goo. As an action, the restrained target can make a DC 16 Strength check, bursting through the goo on a success. The goo can also be attacked and destroyed (AC 10; hp 5; immunity to piercing, slashing, poison, and psychic damage). \n'b' Explosive . The target takes an extra 18 (4d8) fire damage and catches on fire, taking 7 (2d6) fire damage at the start of each of its turns. The target can end this damage by using its action to make a DC 16 Dexterity check to extinguish the flames. \n'b' Fey Ancestry . The archer has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put the archer to sleep. \n'b' Hunter\xe2\x80\x99s Aim . Once per turn, when the archer makes a ranged attack with its longbow and hits, the target takes an extra 28 (8d6) damage. \n'b' Actions \n'b' Multiattack . The alchemist archer makes three longbow attacks or two scimitar attacks. \n'b' Scimitar . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) slashing damage. \n'b' Longbow . Ranged Weapon Attack : +9 to hit, range 150/600 ft., one target. Hit : 9 (1d8 + 5) piercing damage. \n'b' Actions \n'b' Mixing their knowledge of dangerous chemicals with their extensive weapon skills, these elves are devastating from afar. \n'b' A Sharp Smell . Try as they might, alchemist archer elves cannot eliminate the scent of their various acids and tinctures. Their distinctive scent makes them easier to find by creatures with an acute sense of smell.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elf, Deathsworn \n'b' Family: Elf \n'b' The deathsworn are elite soldiers of the elvish god of war and justice, and were a foundation of elvish power. They are feared by all reasonable mercenaries and soldiers of other nations. \n'b' Medium humanoid (elf), chaotic neutral \n'b' Armor Class 16 (studded leather) Hit Points 82 (15d8 + 15) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 19 (+4) CON: 12 (+1) INT: 11 (+0) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7, Stealth +10, Survival +4 Senses passive Perception 17 Languages Common, Elvish Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Archer\xe2\x80\x99s Step . The deathsworn can use Disengage as a bonus action . \n'b' Death Bolt (3/day) . As a bonus action after firing an arrow, the deathsworn can imbue the arrow with magical power, causing it to trail green fire. The arrow deals an extra 7 (2d6) fire damage. \n'b' Fey Ancestry . The deathsworn has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put the deathsworn to sleep . \n'b' Keen Hearing and Sight . The deathsworn has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. \n'b' Magic Weapons . The deathsworn\xe2\x80\x99s weapon attacks are magical. \n'b' Stealthy Traveler . The deathsworn can take the Hide action as a bonus action . \n'b' Surprise Attack . If the deathsworn surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack . \n'b' Actions \n'b' Multiattack . The deathsworn makes two melee attacks or four ranged attacks . \n'b' Scimitar . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' Longbow . Ranged Weapon Attack : +7 to hit, range 150/600 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Volley (Recharge 5-6) . The deathsworn shoots a rain of fiery arrows in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 18 (4d8) piercing damage and 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' The elf mutters softly to itself as it nocks an arrow in its ancient bow. In one fluid motion, the elf releases the arrow, blossoming with green fire, and leaps from cover, its blade striking a hair\xe2\x80\x99s breadth after its arrow. \n'b' A deathsworn elf is one of the elite soldiers of the elvish empire, sworn to the service of the elvish war god. Its speedy archery, swift and silent travel, and masterful ambushes make it feared and respected by all its foes. Many claim the title, but few deathsworn still walk the mortal world; most have retreated to their fey realms to fight against darkness elsewhere. \n'b' Bow Speech . Deathsworn have a reverence (some would say obsession) with their tools, in particular, their bows and arrows. They often wield particularly ancient, named heirloom weapons or those made by divine hands and given to elves-and they speak to their bows as if the makers or other spirits inhabit the weapons. This is quite disconcerting to other archers, as a deathsworn seems half-mad when most focused on its aim. \n'b' Keen Eyed . Deathsworn have an incredible knack for noticing precise details at a distance; the exact number of soldiers marching down a valley, the height of a palisade, or the speed of a current all seem to spring to their eyes. Others occasionally find their propensity to share this information a touch grating.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elf, Drow \n'b' Family: Elf \n'b' This dark-skinned elf stands in a battle-ready pose, her hair silver and eyes white and pupilless. \n'b' Medium humanoid (elf), neutral evil \n'b' Armor Class 15 (chain shirt) Hit Points \xc2\xa013 (3d8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 10 (+0) INT: 11 (+0) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 Senses darkvision 120 ft., passive Perception 12 Languages Elvish, Undercommon Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Fey Ancestry : The drow has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put the drow to sleep. \n'b' Innate Spellcasting : The drow\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : dancing lights \n'b' 1/day each : darkness, faerie fire \n'b' Sunlight Sensitivity : While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. \n'b' Actions \n'b' Shortsword : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Hand Crossbow : Ranged Weapon Attack : +4 to hit, range 30/120 feet, one target. Hit : 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elf, Enchanter \n'b' Family: Elf \n'b' \xe2\x80\x9cWhen negotiations turned sour, the kingpin\xe2\x80\x99s elf stepped out of the shadows, stopping my advancing guards with a glance. His eyes are all I remember after that, though this contract says the negotiations ended well.\xe2\x80\x9d -Dockmaster Hayes. \n'b' Medium humanoid (elf), any alignment \n'b' Armor Class 12 (15 with mage armor ) Hit Points 58 (13d8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 10 (+0) INT: 19 (+4) WIS: 13 (+1) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +7, Charisma +7 Skills Arcana +7, History +7, Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Elvish, Sylvan Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Fey Ancestry . The enchanter has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put the enchanter to sleep. \n'b' Reach of the Fey . When the enchanter casts an enchantment spell of 1st level or higher that targets only one creature, the enchanter can choose to target all creatures within 10 feet of the target instead. \n'b' Spellcasting . The enchanter is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The enchanter has the following wizard spells prepared:\n'b'\n'b' Cantrips (at will) : dancing lights , friends, mage hand , message , prestidigitation \n'b' 1st level (4 slots) : charm person *, hideous laughter *, magic missile \n'b' 2nd level (3 slots) : hold person *, invisibility , suggestion * \n'b' 3rd level (3 slots) : hypnotic pattern , lightning bolt \n'b' 4th level (3 slots) : confusion *, conjure minor elementals \n'b' 5th level (2 slots) : dominate person *, hold monster ,* mislead , modify memory * \n'b' 6th level (1 slots) : irresistible dance *, chain lightning \n'b' 7th level (1 slot) : prismatic spray \n'b'\n'b' *Enchantment spell of 1st level or higher \n'b' Actions \n'b' Dagger . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Captivating Gaze . The enchanter targets a creature within 30 feet of it who can see or hear the enchanter. The target must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute. The charmed target\xe2\x80\x99s speed is reduced to 0, it is incapacitated, and it must spend each round looking at the enchanter. While looking at the enchanter, the charmed target is considered blinded to other creatures not between it and the enchanter. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the charmed target takes damage from one of the enchanter\xe2\x80\x99s allies, it has advantage on the next saving throw. The effect also ends if the creature can no longer see or hear the enchanter. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the enchanter\xe2\x80\x99s Captivating Gaze for the next 24 hours. \n'b' Reactions \n'b' Beguiling Parry (Recharge 4-6) . When a creature within 30 feet that the enchanter can see targets it with an attack , the enchanter can stop the attacker with a glance. The attacker must succeed on a DC 15 Charisma saving throw or immediately stop the attack. The attacker can\xe2\x80\x99t attack the enchanter again until the start of its next turn. \n'b' About \n'b' Masters of arcane manipulation, enchanters often make themselves indispensable to diplomats when dealing with belligerent enemies, though some enchanters seek only to empower themselves at the expense of others. \n'b' Quietly Dangerous . Most enchanters conceal the true depths of their power from those around them to insinuate themselves into halls of power and to bend the wills of those who can make the world more suitable to their desires. \n'b' Fey Diplomats . Enchanters are often seen as companions, lords, or wardens of other fey; they speak with unicorns, accept fealty from gnomes, sprites, leonino, or fey drakes, and sometimes conjure aerial spirits as servants, friends, or lovers. They have a knack for finding the uncanny side of the living world and are beloved by the fey lords and ladies.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elf, Servant of the Vine \n'b' Family: Elf \n'b' A cheerful elf with a glass full of wine sings and dances amid the patrons at the tavern. As the evening wanes, he keeps the party going-straight out the door and into the forest. \n'b' Medium humanoid (elf), chaotic neutral \n'b' Armor Class 16 (breastplate) Hit Points 72 (16d8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 11 (+0) INT: 13 (+1) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +6, Charisma +5 Skills Medicine +6, Perception +6, Persuasion +5 Senses darkvision 60 ft., passive Perception 16 Languages Common, Elvish, Sylvan Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Fey Ancestry . The servant has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put the servant to sleep. \n'b' Inspire Artistry (3/day) . The servant of the vine selects up to 6 creatures within 50 feet and grants them advantage to Dexterity ( Acrobatics ), Dexterity ( Sleight of Hand ), or Charisma ( Performance ) checks. The servant of the vine chooses which skill for each recipient. \n'b' Spellcasting . The servant of the vine is an 11th-level spellcaster. Its primary 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 , light , sacred flame , thaumaturgy \n'b' 1st level (4 slots) : bless , create or destroy water (creates or destroys wine; wine created this way evaporates after 1 day), cure wounds , sanctuary \n'b' 2nd level (3 slots) : hold person , lesser restoration , protection from poison \n'b' 3rd level (3 slots) : bestow curse , dispel magic \n'b' 4th level (3 slots) : guardian of faith , freedom of movement \n'b' 5th level (2 slots) : contagion \n'b' 6th level (1 slot) : harm , heal \n'b'\n'b' Actions \n'b' Multiattack . The servant makes three drunken slash attacks. \n'b' Drunken Slash . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Stuporous Breath (Recharge 5-6) . The servant of the vine exhales potent fumes in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failure, a creature takes 21 (6d6) poison damage and falls asleep, remaining unconscious for 1 minute. On a success, a creature takes half the damage but doesn\xe2\x80\x99t fall asleep. The unconscious target awakens if it takes damage or another creature takes an action to wake it. When the creature wakes, it is poisoned until it finishes a short or long rest . The breath has no effect on constructs or undead. \n'b' About \n'b' The clergy of the elven god of wine and artistic pursuits follow their patron\xe2\x80\x99s edicts by spreading good cheer and inspiring art in all its forms. Their generosity is legendary when it comes to throwing spur-of-the-moment festivals, livening up listless tavern-goers, and offering openhanded patronage of the arts. \n'b' Fools Bearing Unwelcome Wisdom . The elves understand the benefits and the hazards a servant of the vine represents and indulge in the revelry and abandon that forms the god\xe2\x80\x99s worship with moderation and caution. This is not so easy for the shorter-lived races, however, and the arrival of a servant of the vine among non-elvish people often heralds drunken foolishness, the dissolution of marriages, acts later considered shameful, and young people \xe2\x80\x9ctaking to the road\xe2\x80\x9d with no idea what might await them. For these reasons, they rarely find a warm welcome twice in the same place. \n'b' Artists and Vagabonds . A servant of the vine rarely travels alone, usually found in the company of libertine artists of varying kinds, or artistic libertines; the distinction soon blurs after a few days in the servant\xe2\x80\x99s company.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elf, Steel \n'b' Family: Elf \n'b' Medium humanoid (elf), any alignment \n'b' Armor Class 13 (studded leather) Hit Points 22 (4d8 + 4) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 13 (+1) CON: 12 (+1) INT: 10 (+0) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +3 Senses darkvision 60 ft., passive Perception 14 Languages Common, Elvish Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fey Ancestry . The steel elf has advantage on saving throws against being charmed and magic can\xe2\x80\x99t put them to sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elf makes two Longsword attacks or two Longbow attacks. \n'b' Longsword . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) slashing damage or 6 (1d10 + 1) slashing damage if used with two hands. \n'b' 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' Steel elves, also sometimes called fandirs, are an offshoot of the elven race that dwell on the Plane of Molten Skies and rarely venture forth from their home in the Steel Garden (a jungle composed of living metal plants). Steel elves average five feet tall and typically weigh just over 100 pounds. Their skin is glossy silver and their hair ranges from silver to bronze to brass to gold. Eye color varies, though most tend to be a shade of bronze or brass.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Sable Elf \n'b' Family: Elf \n'b' Medium humanoid (Sable Elf), any \n'b' Armor Class 13 (leather) Hit Points 13 (3d8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 10 (+0) INT: 14 (+2) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +4, Perception +2, Stealth +4 Senses darkvision 60 ft., passive Perception 12 Languages Common, Elvish, Sylvan, Umbral Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Fey Ancestry . The sable elf has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put the sable elf to sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sable elf makes two Shortsword attacks or two Longbow attacks. \n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 2) piercing damage. \n'b' Longbow . Ranged Weapon Attack : +4 to hit, ranged 150/600 ft., one target. Hit : 5 (1d8 + 2) piercing damage. \n'b' Spellcasting . The sable elf casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 12):\n'b'\n'b'\n'b' At will : acid splash \n'b' 1/day each : fog cloud , sleet storm \n'b'\n'b' ABOUT \n'b' The elfin figure before you has plaited black hair and silver skin. She looks world-weary as she leans heavily on a staff of white wood topped with a mote of silver light. \n'b' Everything about her feels faded and grey, as if washed out by the gloom of the world. \n'b' Sable elves have an innate affinity for arcane magic. \n'b' Long ago, they were exiled from the dwindling elven empire, and now the survivors of this dying race wander the dark places of the world, searching for purpose. \n'b' Blood Affinity . Every sable elf is born with an affinity for magic. As a sable elf matures, it becomes clear which school of magic they are particularly suited to, and they gain the innate ability to cast spells from the associated school of magic. \n'b' Fallen to Shadow . The few sable elves that remain possess the last vestiges of powerful elven magic that helped shape the early phases of the world, and they guard their secrets in isolation. Their powerful capabilities allow these ancient elves to survive in almost any climate, and the dark forests of the Shadow Realm house a handful of these wanderers.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Chimera \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 114 (12d10 + 48) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 19 (+4) DEX: 11 (+0) CON: 19 (+4) INT: 3 (-4) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +8 Senses darkvision 60 ft., passive Perception 18 Languages understands Draconic but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) \n'b' Actions \n'b' Multiattack : The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns. \n'b' Bite : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Horns : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (1d12 + 4) bludgeoning damage. \n'b' Claws : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Fire Breath (Recharge 5-6) : The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' This winged monster has the body of a lion, though two more heads flank its central feline one-a dragon and a horned goat.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elf Plague-Host \n'b' Medium undead , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 90 (12d8 + 36) Speed 35 ft., Climb 15 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 17 (+3) INT: 2 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Wis +3 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages it knew in life, but can\xe2\x80\x99t speak Challenge 8 (3,900 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' Undead Flexibility . Standing up from prone costs only 5 feet of the plague-host\xc2\x92s movement, rather than half its movement. \n'b' Leaping Pounce . The plague-host\xc2\x92s long jump is 30 feet and its high jump is 20 feet, with or without a running start. If the plague-host ends a jump within 5 feet of a Large or smaller creature, and then hits that creature with a bite attack , the target is grappled (escape DC 15). Until this grapple ends, the target is restrained and the plague-host\xc2\x92s bite deals an additional 9 (2d8) slashing damage to the target on each hit. \n'b' Lesser Undead Fortitude . If damage reduces the plague-host to 0 hit points , it must make a Constitution saving throw with a DC of 10 + 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 two bite attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. Additionally, living creatures must succeed on a DC 14 Constitution saving throw, or take 18 (4d8) necrotic damage and contract the zombie necrosis disease (p.192). \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' Lunge . The plague-host moves up to 10 feet, without provoking opportunity attacks. \n'b' Bite (Costs 2 Actions) . The plague-host makes one bite attack . \n'b' About \n'b' Elf zombies tend to be jittery and frenzied, retaining some of the natural speed they had in life, through with none of the attendant gracefulness.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elf, Fey Knight \n'b' Medium fey (elf), chaotic good \n'b' Armor Class 18 (enchanted oaken armor, shield) Hit Points 52 (8d8 + 16) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Wisdom +3 Skills Stealth +5, Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages Elvish, Sylvan Challenge 3 (700 XP) \n'b' Special Traits \n'b' Fey Ancestry . The fey knight has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put it to sleep. \n'b' Magic Resistance . The fey knight has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The fey knight makes two attacks. \n'b' Sword of Light . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage plus an extra 4 (1d8) radiant damage. Can use a bonus action to light the sword, bright light in a 20 ft. radius. \n'b' Longbow . Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Reactions \n'b' Misty Escape (2/day) . The fey knight can cast misty step as a reaction . \n'b' Parry . The fey knight adds to 2 to its AC against one melee attack that would hit it. To do so, the fey knight must see the attacker and be wielding a melee weapon. \n'b' About \n'b' The fey knight is an elite warrior who serves the Seelie Court. This brave warrior forms the spine of the army and is used to dealing with the dark forces of the Unseelie Court. \n'b' Oaken Armor . These warriors wear special enchanted suits of armor. They are made of oak but seem as light as leather armor. The fey knight\xe2\x80\x99s ability to parry attacks with its sword makes it a tough foe. \n'b' Unique Swords . All fey knights wield a unique weapon called the Sword of Light. This shinning sword can ward off dark creatures with its intense light.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hyena, Spotted \n'b' Family: Animal \n'b' Medium beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 11 (2d8 + 2) Speed 40 ft.\n'b' STATS STR: 13 (+1) DEX: 12 (+1) CON: 12 (+1) INT: 3 (-4) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages understands Gnoll but doesn\xe2\x80\x99t speak it Challenge 1/8 (25 XP) \n'b' Special Traits \n'b' Keen Smell . The spotted hyena has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . The spotted hyena has advantage on an attack roll against a creature if at least one of the spotted hyena\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage. \n'b' About \n'b' When left to their own devices, hyenas are happy to scavenge carcasses once larger predators have had their fill and seldom hunt their own food (with the exception of the spotted hyena , which is a voracious predator). However, in the company of gnolls, hyenas\xe2\x80\x99 behavior more resembles trained attack dogs, or the worgs kept by other monstrous races (though the comparison would be taken as a grave insult by any gnoll who heard it). \n'b' Gutter gnolls favor the company of brown hyenas, who can also be found scavenging in cities and so easily make the transition to their way of life. \n'b' The primarily nocturnal striped hyena is preferred by rock gnolls, and can be trained to use their crushing jaws to pin their quarry in place or otherwise hamper an escape. \n'b' Spotted hyenas, already formidable on their own merits, are made even more vicious by the influence of their plains gnoll clan mates.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elf, Fey Ranger \n'b' Medium fey (elf), chaotic good \n'b' Armor Class 15 (studded leather) Hit Points 27 (6d8) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 10 (+0) INT: 12 (+1) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Wisdom +6 Skills Nature +4, Perception +6, Stealth +6, Survival +6 Senses darkvision 60 ft., passive Perception 16 Languages Elvish, Sylvan Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Cunning Action . On each of its turns the fey ranger can use a bonus action to take the Dash , Disengage , or Hide action. \n'b' Evasion . If the fey ranger is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the fey ranger instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Fey Ancestry . The fey ranger has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put it to sleep. \n'b' Innate Spellcasting . The fey ranger\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 15). The fey ranger can innately cast the following spells, requiring no components.\n'b'\n'b' At will : detect evil and good , pass without trace \n'b' 1/day : entangle , misty step , speak with plants \n'b'\n'b' Keen Hearing and Sight . The fey ranger has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. \n'b' Magic Resistance . The fey ranger has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The fey ranger makes two attacks. \n'b' Shortsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Longbow . Ranged Weapon Attack : +6 to hit, range 150/600 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Reactions \n'b' Uncanny Dodge . The fey ranger halves the damage that it takes from an attack that hits it. The fey ranger must be able to see the attacker. \n'b' About \n'b' The fey ranger is an elite elf warrior who fights against the dark fey. This skilled elf is especially adept at stealth. Using magic, this ranger can move quietly and quickly through the thickest of woods. Their agility and magic resistance also enable these fey to minimize the damage they take. \n'b' Forest Guardians . Striding through the deepest parts of the woods, these brave guardians fight against evil. Dark fey aren\xe2\x80\x99t afraid of much but these rangers cause them to watch their backs in the woods. The fey ranger works with other good creatures; such as unicorns, treants, and sprites, to guard the forests from the forces of evil. \n'b' Elite Warriors . The Seelie Court uses the fey rangers as part of their elite force of warriors. They are equally skilled with the sword and bow.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elf, Shadow Fey Duelist \n'b' Medium humanoid ( elf ), lawful evil \n'b' Armor Class 17 (studded leather) Hit Points 117 (18d8 + 36) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 20 (+5) CON: 14 (+2) INT: 13 (+1) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con + 5, Cha +6 Skills Acrobatics +8, Deception +6, Perception +4, Stealth +8 Senses darkvision 60 ft., passive Perception 14 Languages Common, Elvish, Umbral Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Duelist\xe2\x80\x99s Mobility . Opportunity attacks made against the duelist have disadvantage. If the duelist is prone at the start of its turn, it can immediately stand without costing movement. \n'b' Fey Ancestry . The shadow fey has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put it to sleep . \n'b' Sunlight Sensitivity . While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shadow fey duelist makes two Rapier attacks and one Dagger attack . \n'b' Dagger . Melee or Ranged Weapon Attack : +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d4 + 5) piercing damage plus 14 (4d6) poison damage, and if the target is a creature, it must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. 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' Rapier . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Shadow Traveler (3/Day) . While in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action. \n'b'\n'b' REACTIONS \n'b'\n'b' Parry . The shadow fey duelist adds 3 to its AC against one melee attack that would hit it. To do so, the duelist must see the attacker and be wielding a melee weapon. \n'b'\n'b' ABOUT \n'b' The pale-skinned elf wears a gleaming breastplate and tight-fitting clothing. He moves like the wind, evading blows with effortless skill. When he stops and smiles, his blade is slick with crimson. \n'b' Shadow fey duelists are elite warriors, often of noble lineage. \n'b' Swift and sure beyond compare, duelists are often taller and more wiry than others of their kind. Their armor, clothing, and weapons are of exquisite make, fashioned from only the finest materials, as befits their station. \n'b' Deadly Nobles . A nobleman or woman of the shadow fey is not to be taken lightly\xe2\x80\x94many courtiers or politicians are deadly with their slim blades, and they are known to distill virulent poisons. Often a skilled duelist serves as a champion for her liege, standing in the noble\xe2\x80\x99s stead in challenges or serving as an elite bodyguard.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elf, Shadow Fey Forest Hunter \n'b' Medium humanoid ( elf ), lawful evil \n'b' Armor Class 15 (chain shirt) Hit Points 104 (19d8 + 19) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 12 (+1) INT: 11 (+0) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +4, Cha +6 Skills Perception +4, Stealth +10, Survival +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Elvish, Umbral Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Evasion . If the forest hunter is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the hunter instead takes no damage if it succeeds on the saving throw, and only half the damage if it fails. \n'b' Fey Ancestry . The shadow fey has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put it to sleep . \n'b' Forest and Urban Hunter . The forest hunter has advantage on Wisdom ( Perception ) and Wisdom ( Survival ) checks to find and track Beasts and Humanoids. \n'b' Charging Archer . If the forest hunter moves at least 10 feet straight toward a target after hitting the target with a Longbow attack , the forest hunter can make one Dagger attack against the target as a bonus action. \n'b' Sunlight Sensitivity . While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shadow fey makes two Dagger or Longbow attacks. \n'b' Dagger . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage plus 10 (3d6) poison damage. \n'b' Longbow . Ranged Weapon Attack : +7 to hit, range 150/600 ft., one target. Hit : 8 (1d8 + 4) piercing damage plus 10 (3d6) poison damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Shadow Traveler (3/Day) . While in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shadow fey guardian makes two Pike or Javelin attacks. \n'b' Pike . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) piercing damage. \n'b' Javelin . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Shadow Traveler (2/Day) . While in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action. \n'b'\n'b' REACTIONS \n'b'\n'b' Protective Interference . When a friendly creature the shadow fey guardian can see within 5 feet of it is the target of an attack , the guardian can impose disadvantage on the attack roll. To do so, the guardian must see the attacker and be wielding a melee weapon. \n'b'\n'b' ABOUT \n'b' The shadows flicker slightly, the only warning before a hail of arrows erupts from the concealed elf hidden in the gloom. \n'b' Dressed in exquisitely wrought mail and leather jerkins, forest hunters are even more lithe and graceful than most shadow fey. \n'b' Shadow Stalkers . Forest hunters roam the deep woods connected to the Plane of Shadow, as well as the forests\xe2\x80\x99 dark reflections within the Plane of Shadow. They are skilled trackers and stalkers, hunting animals and more dangerous game. Many forest hunters serve in the Wild Hunt. A hunter that has at one time ridden at the Lord of the Hunt\xe2\x80\x99s side is afforded great respect, even fear, because of the common belief that such a hunter can implore the Lord of the Hunt to notice an enemy.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elite Klaven Constable \n'b' Medium humanoid (klaven), lawful evil \n'b' Armor Class 18 (synth plate) \n'b' Hit Points 187 (25d8 + 75) \n'b' Speed 20 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 17 (+3) INT: 8 (-1) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +7 \n'b' Condition Vulnerabilities malign influence \n'b' Skills Acrobatic +6, Intimidation +5, Perception +8, Survival +10 \n'b' Senses darkvision 60 ft.; passive Perception 18 \n'b' Languages Common, Ultari \n'b' Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ambidextrous . When wielding two melee weapons the klaven gains +1 to AC and +1 to Attack and Damage rolls (included). \n'b' Cybernetic . As a manufactured creature of steel and technology the klaven gains +1 to AC, darkvision , the converted host trait, nanite exchange trait, cybernetic claw attack and the energy modulation reaction . However, the conversion also adds substantial weight to the original creature reducing the creatures speed by 10 feet. \n'b' Deadeye . As a bonus action, the klaven can add 1d10 to its next attack or damage roll with a ranged weapon. \n'b' Evasion . If the klaven is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the klaven instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Klaven Traits . The klaven constable has all the traits of a klaven. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The klaven makes three attacks with its psychokinetic shortspear and one with its stun baton. Cybernetic Claws. Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 2) slashing damage. These weapons are considered adamantine for the purposes of overcoming damage resistances and immunities. \n'b' Psychokinetic Shortspear . Melee or Ranged Weapon Attack : +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 8 (1d6 + 5) piercing damage and 2 (1d4) psychic damage. \n'b' Stun Baton . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) thunder or lightning damage. On a critical hit the stun baton does 23 thunder or lightning damage. The target must succeed at a DC 23 Constitution saving throw or be stunned until the end of its next turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Energy Modulation (1/Day) . As a reaction , when a klaven takes radiant or necrotic damage it may convert that damage to healing . This lasts until the start of the klaven\xe2\x80\x99s next turn.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elophar \n'b' The hulking abomination\xe2\x80\x99s necrotic skin is covered in glowing runes, and acid sloshes out of blackened punctures in its distended belly with every shambling step it takes. It has no eyes, but its head is covered with eye tattoos that seem to be looking everywhere at once. \n'b' Large undead , chaotic evil \n'b' Armor Class 8 Hit Points 126 (12d10 + 60) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 6 (-2) CON: 20 (+5) INT: 16 (+3) WIS: 3 (-4) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +7, Wisdom -2 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 6 Languages Common, Giant, Infernal Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Ectoplasmic Spray . When the elophar takes damage other than acid damage, corrosive ectoplasm bursts from its distended stomach. The elophar takes 7 (2d6) acid damage and all creatures within 10 feet of it must make a DC 13 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one. \n'b' Possessed by Ancestors . The chaos of combat causes an elophar to swap between personalities at the start of each of its turns. To determine which spirit is in control, roll on the table below (it is possible for one spirit to remain in control for multiple rounds if it is rolled multiple rounds in a row): \n'b'\n'b' Table: Spirit Control \n'b' 1d6 \n'b' Spirit \n'b' 1 \n'b' Cautious : creates space between itself and its enemies and casts spells. \n'b' 2 \n'b' Fickle : attacks a creature it didn\xe2\x80\x99t last round. \n'b' 3 \n'b' Terrified : uses the Disengage action to run as far away from enemies as possible. \n'b' 4 \n'b' Bloodthirsty : attacks the nearest creature. \n'b' 5 \n'b' Hateful : only attacks the last creature it damaged. \n'b' 6 \n'b' Courageous : makes melee attacks against the most threatening enemy. \n'b' Runic Spellcasting . The runes etched on the elophar\xe2\x80\x99s rotting skin allow it to cast spells. The elophar\xe2\x80\x99s runic spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The elophar can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : acid splash , chill touch , poison spray \n'b' 3/day : grease , thunderwave \n'b' 1/day : enlarge/reduce \n'b'\n'b' Actions \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' About \n'b' Born of Failed Rituals . No force is more dangerous to an ambitious ogre mage than its own magic. Ogres are superstitious creatures, and their magi keep them in line through fear of arcane power. The most effective way for an ogre mage to remind its dullard brethren of their arcane might is by publically and dramatically communing with the tribe\xe2\x80\x99s ancestral spirits. An elophar is created when an ogre mage bungles a ritual to call forth the spirits of the dead. During this failed ritual, its conductor is instantly struck dead and all the summoned spirits run rampant, trying to possess their summoner\xe2\x80\x99s lifeless corpse all at once. \n'b' Controlled by Many Spirits . An elophar is not an unintelligent undead creature; it possesses the combined memories of all the spirits vying for control of its body. Because of the ceaseless struggle between the possessing spirits, the elophar rarely follows one course of action for long, erratically changing tactics from instant to instant. \n'b' Undead Nature . The elophar doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elusa Hound \n'b' Medium monstrosity , unaligned \n'b' Armor Class 12 Hit Points 26 (4d8 + 8) Speed 50 ft.\n'b' STATS STR: 15 (+2) DEX: 15 (+2) CON: 15 (+2) INT: 6 (-2) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4, Perception +3, Survival +3 Senses darkvision 60 ft., passive Perception 13 Languages understands Common but can\xe2\x80\x99t speak Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Arcane Sight . Elusa hounds can perceive magical auras from active spells, magical effects, and magic items within a radius of 120 feet. Once an elusa hound has seen one of the above, it has advantage on Wisdom ( Survival ) checks to track the origin of the effect for 24 hours. \n'b' Keen Hearing and Smell . The elusa hound has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone and grappled on a failure. The elusa hound can only grapple one creature at a time.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Chimera \n'b' Large monstrosity , unaligned \n'b' Armor Class 13 \n'b' Hit Points 104 (16d8 +32) \n'b' Speed 30 ft., fly 60 ft.\n'b' STATS STR: 18 (+4) DEX: 11 (+0) CON: 19 (+4) INT: 3 (-4) WIS: 14 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 \n'b' Senses darkvision 60., passive Perception 16 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 5 (1,800 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Horns . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) piercing damage and the target must succeed on a DC 15 Strength saving throw or be knocked prone . \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Fire Breath (Recharge 5-6) . The chimera\xe2\x80\x99s dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw. Taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Eye Killer \n'b' Family: Elusa Hound \n'b' Medium monstrosity , chaotic evil \n'b' Armor Class 13 Hit Points 65 (10d8 + 20) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 14 (+2) INT: 2 (-4) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +5 Senses darkvision 120 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Sunlight Vulnerability . If a source of sunlight is brought within 5 feet of the eye killer, the eye killer becomes frightened for 1 minute. While frightened , the eye killer must end any grapple it is maintaining and use its action to Dash away from the source of sunlight. \n'b' Actions \n'b' Tail Slap . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) bludgeoning damage and the target is grappled (escape DC 13). At the beginning of each of the eye killer\xe2\x80\x99s turns, a grappled creature takes 14 (2d10 + 3) bludgeoning damage. \n'b' Death Ray (1/day) . If the eye killer begins its turn within an area of bright light or dim light, it can immediately douse that source of light if it is created by a spell of 3rd level or lower. When it does so, it absorbs and redirects the light in a 60-foot line that is 5 feet across. Creatures in the area must make a DC 13 Dexterity saving throw. On a failed saving throw, the target drops to 0 hit points and begins dying. On a successful saving throw, the target takes 10 (3d6) radiant damage. \n'b' About \n'b' This human-sized creature looks like a cross between a bat and a snake. \n'b' Its upper torso resembles that of a large black bat while its lower torso appears to be that of a green and yellow scaled snake. Dark green fur covers its upper body. Its eyes are large, lidless white circles and are without pupils. \n'b' Eye killers are subterranean dwellers that hate daylight. \n'b' They dwell underground in dark places, where very little light can touch their sensitive eyes. They are evil, malicious creatures that delight in killing others, particularly those that wander to close to their lair. Eye killers seem to communicate with each other through a series of low rumbles and growls. They do not speak any known language. \n'b' Eye killers are limbless spherical things at birth, but take form as they develop, reaching maturity within a year. The average adult eye killer reaches a length of 7 feet. Its bat-like wings are useless, as the eye killer cannot fly. \n'b' The eye killer is very territorial and attacks any living creature that enters an area currently under its watchful eye. If the intruders a wield light source (magical flame, a lantern, or the like), the eye killer attacks using its eye ray ability by absorbing the light (from the source) into its eyes and releasing it in a bright flash of yellow light at its chosen target; otherwise, it dispatches the trespassers by grappling with its tail and squeezing. Eye killers flee if confronted with bright light, but otherwise are relentless in combat and always fight to the death. \n'b' Umbral Eye Killer \n'b' The umbral eye killer uses the above statistics, with the following changes: \n'b' Its Challenge Rating is 5 (1,800 XP). \n'b' Its Perception and Stealth skills are +6, its passive Perception is 16, and its Weapon Attack is at +6 to hit. \n'b' It has the following additional abilities.\n'b'\n'b' Innate Spellcasting . The umbral eye killer\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can cast darkness 3/day without material components. \n'b' See in Darkness . The umbral eye killer can see in magical and nonmagical darkness .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elvish Veteran Archer \n'b' Medium humanoid ( elf ), any \n'b' Armor Class 16 (studded leather) Hit Points 66 (12d8 + 12) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 18 (+4) CON: 12 (+1) INT: 11 (+0) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +2, Perception +5, Stealth +5, Survival +3 Senses passive Perception 15 Languages Common, Elvish Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Beast Hunter . The elvish veteran archer has advantage on Wisdom ( Survival ) checks to track Beasts and on Intelligence ( Nature ) checks to recall information about Beasts. \n'b' Fey Ancestry . The elvish veteran archer has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put the archer to sleep. \n'b' Keen Hearing and Sight . The elvish veteran archer has advantage on Wisdom (Perception) checks that rely on hearing or sight. \n'b' Point Blank Hunter . A longbow deals one extra die of its damage when the archer hits with it (included in the attack ). In addition, when the archer makes a ranged attack with a longbow, it doesn\xe2\x80\x99t have disadvantage on the attack roll from being within 5 feet of a hostile creature, though it may still have disadvantage from other sources. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elvish veteran archer makes three Shortsword attacks or two Longbow attacks. \n'b' Shortsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Longbow . Ranged Weapon Attack : +6 to hit, range 150/600 ft., one target. Hit : 13 (2d8 + 4) piercing damage. Instead of dealing damage, the archer can pin part of the target\xe2\x80\x99s clothing or body to the ground or to a nearby wall or tree. If it does so, the target is restrained . A creature, including the target, can take its action to remove the arrow and free the restrained target by succeeding on a DC 14 Strength check. \n'b' Arrow Spray (Recharge 5\xe2\x80\x936) . The elvish veteran archer fires a flurry of arrows in a 15-foot cone. Each creature in the cone must make a DC 14 Dexterity saving throw, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' The elvish veteran archer is a stealthy hunter that quietly slips through the wood, watching for game or intruders. While capable with a sword, the elvish archer\xe2\x80\x99s true skill lies with the longbow. When unseen, the archer can launch a volley of arrows at its foes with deadly results.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ember Glider \n'b' Medium monstrosity , unaligned \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 44 (8d8 + 8) \n'b' Speed 40 ft., climb 30 ft.\n'b' STATS STR: 6 (\xe2\x80\x932) DEX: 16 (+3) CON: 13 (+1) INT: 3 (\xe2\x80\x934) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Cha +2 \n'b' Skills Acrobatics +5, Perception +2 \n'b' Damage Resistances poison \n'b' Damage Immunities fire Senses passive Perception 12 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 2 (450 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Fiery Nature . The ember glider is infused with elemental power, and it requires only half the amount of air, food, and drink that a typical Monstrosity of its size needs. \n'b' Glide . An ember glider has membranes between its fore and hind limbs that expand while falling to slow its rate of descent to 60 feet per round, landing on its feet and taking no falling damage. It can move up to 5 feet horizontally for every 1 foot it falls. The ember glider can\xe2\x80\x99t gain height with its gliding membranes alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther. \n'b' Glow . The ember glider sheds dim light in a 10-foot radius. \n'b' Heated Body . A creature that touches the ember glider or hits it with a melee attack while within 5 feet of it takes 4 (1d8) fire damage. \n'b' Keen Smell . The ember glider 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 : 12 (2d8 + 3) piercing damage. \n'b' Brimstone Acorn . Ranged Weapon Attack : +5 to hit, range 20/60 ft., one target. Hit : 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns. \n'b' Blazing Tail (Recharge 5\xe2\x80\x936) . The ember glider lashes its tail, releasing an arc of fire. Each creature in a 15-foot cone must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren\xe2\x80\x99t being worn or carried. \n'b'\n'b' ABOUT \n'b' The eyes of this large red squirrel crackle like campfire embers. Flames curl off its coat, especially from its tufted ears and bushy tail. \n'b' Due to their boundless curiosity and hope for an easy meal, squirrels explore any thinning boundary between planes. \n'b' Without protective wards or stable portals, though, beasts that make such trips often absorb extraplanar energies. Most creatures eventually die from absorbing such energies, but occasionally, one is permanently altered by them instead. The ember glider is one such creature, a squirrel infused with energies from the Plane of Fire. Infused with this energy, these squirrels are larger and much more formidable than their mundane cousins, and the fire\xe2\x80\x99s chaotic influence makes them quick to challenge any interloper in their territory. \n'b' Arboreal No More . Given their increased size and the heat they emit, most ember gliders eschew trees and dwell in rocky outcroppings, cliffs, or hilltops. Explorers who enter an ember glider\xe2\x80\x99s territory may stumble upon the rodent\xe2\x80\x99s caches. Ember gliders unconsciously imbue acorns and other seeds with fire before eating them, and the gliders frequently bury these seeds, unwittingly creating fiery traps. \n'b' High-Maintenance . Efreeti nobles and minor elemental lords often keep ember gliders as pets. However, they are often released or abandoned, because of their habits of thieving and hoarding.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ember Pup, Runt \n'b' Small beast , neutral \n'b' Armor Class 14 (natural Armor) Hit Points 9 (2d6 + 2) Speed 40 ft.\n'b' STATS STR: 13 (+1) DEX: 13 (+1) CON: 13 (+1) INT: 4 (-3) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills perception +3 Damage Immunities fire Senses darkvision 60 ft., passive Perception 13 Languages understands Infernal but can\xe2\x80\x99t speak Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The ember runt has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Pack Tactics . The ember runt has advantage on an attack roll against a creature if at least one of the runt\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Radiating Heat . A hostile creature takes 2 (1d4) fire damage when it comes within 5 feet of the ember runt for the first time on a turn or starts its turn there. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage plus 4 (1d8) fire damage. \n'b'\n'b' ABOUT \n'b' Ember pups are stocky, strongly-built young hounds with ash-black fur and intelligent eyes that burn like fire. They are broad-chested with wide, powerful jaws and jagged teeth. Born and bred in dark, unforgiving realms beyond, ember hounds have been forged into relentless hunters and fearless fighters, and those instincts are strong in pups from their first day. The fires of their native worlds burn inside them, growing stronger as they mature. The flame that becomes an ember hound\xe2\x80\x99s most powerful weapon is barely a flicker in pups, though they are always warm to the touch. As they grow they have been known to start fires with flares of heat, especially when startled or angry, and their fur smokes and smolders after a hunt. \n'b' Hellbent . Ember hounds are feared across the realm as unshakeable hunters and omens of certain death, called from other worlds to stalk the enemies of their masters. They are excellent trackers, tirelessly pursuing prey once marked, and when their fire is up they fight with rabid fury that can be difficult to control or stop. Their otherworldly howl is mournful and sometimes stirs other ember hounds, even across the planes. \n'b' Hellbound . Ember pups are rarely found outside the kennels of invading abyssal armies unless directly summoned. Bred and trained as weapons, they are obedient by nature and eager to please any who they come to see as their master, whether through binding or patient and cautious training. Once bonded, they are steady, constant allies, fierce and loyal. Bound ember pups can be fiercely protective, and are eager to please their masters with surprise \xe2\x80\x9cgifts\xe2\x80\x9d of charred prey. Their retrieval skills are the stuff of legend, and a loyal ember can be sent to acquire just about anything, though their interpretation of their master\xe2\x80\x99s request is not always accurate.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hyena, Striped \n'b' Family: Animal \n'b' Medium beast , unaligned \n'b' Armor Class 11 Hit Points 4 (1d8) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 12 (+1) CON: 11 (+0) INT: 2 (-4) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages understands Gnoll but doesn\xe2\x80\x99t speak it Challenge 0 (10 XP) \n'b' Special Traits \n'b' Keen Smell . The striped hyena has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . The striped hyena has advantage on an attack roll against a creature if at least one of the striped hyena\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Emerald Eye \n'b' Tiny construct , chaotic evil \n'b' Armor Class 14 Hit Points 54 (12d4 + 24) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 3 (-4) DEX: 15 (+2) CON: 14 (+2) INT: 15 (+2) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +4, Int +4 Skills Acrobatics +4, Arcana +4, Deception +5, History +4, Perception +3, Persuasion +5, Religion +4 Damage Resistances cold, fire; piercing damage Damage Immunities poison Condition Immunities blinded , deafened , exhausted, paralyzed , petrified , poisoned , prone , unconscious Senses blindsight 60 ft. Languages Common, Draconic, telepathy 250 ft. Challenge 1 (200 XP) \n'b' Special Traits \n'b' Bound . An emerald eye cannot move more than 25 feet away from the creature that it is psychically linked to. It begins existence bound to its creator, but a free emerald eye can bind itself to another creature as in the Bind action. \n'b' Immutable Form . The emerald eye is immune to any spell or effect that would alter its form. \n'b' Actions \n'b' Slash . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 14 (5d4 + 2) slashing damage. \n'b' Attraction (Recharge 5-6) . An emerald eye can compel one creature to move toward a particular person or object. If the creature fails a DC 13 Charisma saving throw, it feels a powerful compulsion to move toward whatever the emerald eye chooses. The target creature must be within 25 feet of the emerald eye when attraction is triggered, but the creature is then free to move beyond this range while remaining under the effect. Nothing seems out of the ordinary to the creature, but it does not knowingly put itself or its allies in harm\xe2\x80\x99s way to reach the object. The creature may attempt another DC 13 Charisma saving throw at the start of each of its turns; a success ends the effect. \n'b' Bind (3/Day) . The emerald eye can bind itself psychically to a creature with an Intelligence of 6 or greater. The attempt fails if the target succeeds on a DC 13 Charisma saving throw. The attempt is unnoticed by the target, regardless of the result. \n'b' Telepathic Lash (3/Day) . An emerald eye can overwhelm one humanoid creature within 25 feet with emotions and impulses the creature is hard-pressed to control. If the target fails a DC 13 Wisdom saving throw, it is stunned for 1 round. \n'b' About \n'b' These floating oval-shaped crystals are pink or purple when created, but those that betray their creators turn a dark shade of green. Smaller than a clenched fist, an emerald eye weighs at most half a pound. \n'b' About \n'b' Witches and ioun mages know how to craft a speaking crystal. Its primary use is as a debating companion and ally-but many turn to treachery and hatred. These are the emerald eyes. \n'b' Servants of Logic . A mystic or psion will debate logic with a speaking crystal based on his rational mind, or discuss morality with a speaking crystal based on his conscience. Chaotic psions create speaking crystals based on their primal urges, and such crystals sometimes abandon or even kill their creators. Once free, they revel in the world\xe2\x80\x99s pleasures. \n'b' Trapped Manipulators . Most speaking crystals are pink or purple when created, but those that betray their creators turn a dark shade of green. These floating oval-shaped crystals are physically weak, but they retain considerable magical powers to manipulate those around them. This becomes critically important when the emerald eye discovers that killing its creator frees it from the creator\xe2\x80\x99s control but doesn\xe2\x80\x99t free it from the need to remain within 25 feet of some creature it is bound to. This is often the dead body of its creator if no other creature is available. \n'b' Shifting Goals . An emerald eye\xe2\x80\x99s motivations change over time. One may be purposeful, using its powers to drive its bound creature toward some specific goal. Another might feign cooperativeness, offering to share its defensive abilities in exchange for the creature\xe2\x80\x99s mobility. Still another might be a manipulative trickster, pretending to be an ioun stone , floating in circles around an ally\xe2\x80\x99s or victim\xe2\x80\x99s head while sparkling brightly to inspire jealousy and theft among its viewers. Smaller than a clenched fist, an emerald eye weighs at most half a pound.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Emerald Eye \n'b' Tiny construct , neutral \n'b' Armor Class 14 (natural armor) Hit Points 54 (12d4 + 24) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 3 (-4) DEX: 15 (+2) CON: 14 (+2) INT: 18 (+4) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +4 Skills Arcana +6, Deception +5, History +6, Perception +3, Persuasion +5, Religion +6 Damage Resistances cold, fire, piercing Damage Immunities poison, psychic Condition Immunities blinded , deafened , charmed , exhausted, frightened , paralyzed , petrified , poisoned , prone , unconscious Senses blindsight 120 ft. (blind beyond this radius), passive Perception 13 Languages Common, Draconic, telepathy 120 ft. Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The emerald eye doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Immutable Form . The emerald eye is immune to any spell or effect that would alter its form. \n'b' Psychically Bound . The emerald eye must be psychically bound to a creature to survive. It loses 5 (2d4) hp for every hour it is not bound to a creature or every hour it is more than 30 feet away from its bound creature. \n'b'\n'b' ACTIONS \n'b'\n'b' Phrenic Burst . Melee or Ranged Spell Attack : +5 to hit, range 60 ft., one creature. Hit : 10 (2d6 + 3) psychic damage. \n'b' Bind . The emerald eye chooses a creature it can see within 30 feet of it that has an Intelligence of 6 or higher. The target must succeed on a DC 13 Charisma saving throw or the eye psychically binds itself to the target. If the target succeeds on the saving throw by 5 or more, it knows the eye attempted to bind to it. Otherwise, the target is unaware of the attempt. While bound to the emerald eye, the creature has resistance to psychic damage, but it has disadvantage on saving throws against the eye\xe2\x80\x99s Compulsion. The eye can be bound to only one target at a time. If it binds to another, the effect on the previous target ends. \n'b' Compel . The emerald eye magically compels one creature it can see within 30 feet of it to move. The target must succeed on a DC 13 Charisma saving throw or be charmed by the eye for 1 minute. At the start of each of the charmed target\xe2\x80\x99s turns, the emerald eye chooses a direction horizontal to the eye, and the target must use as much of its movement as possible to move in that direction on its turn. The target can take its action before it moves. The target can\xe2\x80\x99t be compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' This floating, green crystal sparkles with an inviting glow above the head of a fallen figure. \n'b' Servants of Logic . Arcane scholars often debate logic with specially created speaking crystals that are based on their own minds, allowing them to ponder topics from different angles. \n'b' Most scholars create the crystals to work through a puzzling topic, then dispel the crystal\xe2\x80\x99s magic once the topic has been resolved. Long-lived speaking crystals can develop personalities and sometimes abandon or even kill their creators, desiring more than debate. The magical backlash of breaking away from their creators transforms the crystals into emerald eyes. \n'b' Trapped Manipulators. Upon transforming, these floating, oval-shaped, pink or purple crystals turn a dark shade of green and gain powers of manipulation. They quickly discover that, though they broke from their creators, they must be bound to a creature to survive. \n'b' Shifting Goals . Each emerald eye\xe2\x80\x99s motivations are different, though all share a desire for knowledge and varied experiences. One may be purposeful, using its power to drive its bound creature toward some specific goal. Another might be cooperative, defending its bound creature in exchange for mobility. Still another might be a manipulator, using and abandoning bound creatures as it hops up a political power chain.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Emperor Stag \n'b' Large fey , lawful neutral\n'b' STATS STR: 21 (+5) DEX: 18 (+4) CON: 23 (+6) INT: 17 (+3) WIS: 20 (+5) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 17 (natural armor) Hit Points 126 (11d10 + 66) Speed 60 ft. Skills Athletics +9, Insight +9, Perception +9, Survival +9 Senses darkvision 120 ft., blindsight 30 ft., passive Perception 19 Languages can speak with any beast of its domain, and understands but is unable to speak elven and human languages Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Blur of Speed . Opportunity attacks against the stag or its rider are made with disadvantage. \n'b' Run Like the Wind . At night the stag can quickly cover great distances. To a rider, or to any observer passed along the way, the stag seems to be galloping merely as fast as a swift horse, but magic allows it to cover a hundred leagues per hour. \n'b' Trampling Charge . While the emperor stag moves in a straight line, after moving at least 20 feet it can then move through spaces occupied by Medium or smaller creatures. Each creature in its path may use its reaction to attempt a DC 20 Strength ( Athletics ) test; if successful the stag\xe2\x80\x99s movement is stopped. If the stag is not stopped, the creature must succeed at a DC 18 Dexterity saving throw or be knocked prone and take 14 (4d6) bludgeoning damage. \n'b' Actions \n'b' Multiattack . The emperor stag makes two hoof attacks and one antler attack. \n'b' Antler Gore . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage. \n'b' Hoof . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) bludgeoning damage. \n'b' Reactions \n'b' Antler Parry . When attacked by a melee weapon attack , as a reaction the stag adds 4 to its AC against that attack , potentially causing it to miss. \n'b' Tactics \n'b' The stag fights boldly but with patience and intelligence. It will use its trampling charge in multiple passes against groups when appropriate, but against a powerful single foe it will first use its charge to knock its target prone , then attack with antlers and hooves. If clearly outmatched, the stag might gather a pack of forest animals, or even a stand of willow tree warriors, to assist it. \n'b' Description \n'b' The majestic emperor stag has large, intelligent eyes and a rich pelt that glows in the twilight beneath the ancient trees. Its antlers spread the like the branches of venerable oak, and gleam like polished iron. \n'b' Envoy of the Earth Goddess . This spirit rules over the deep forests and maintains the Laws of the Wood, criss-crossing its domain with the speed of the wind to serve her will. The stag is able to speak the languages of all the animals that live in the forest, many of whom act as his eyes and ears, passing word back to him of what occurs in his realm. The emperor stag watches travelers and repays their deeds in kind: acts of mercy are rewarded, and acts of violence are paid in full. \n'b' Reluctant Steed . Legend has it that a hero who catches an emperor stag unaware, leaps onto its back, and whispers a destination will be taken there in the span of a single night, no matter how great the distance. Whether this deed is truly so simple is questionable, and in any event the servant of the goddess is a begrudging mount at best: it may dutifully carry the hero as directed, but will make no promises about the safety of the journey.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Emperor\xe2\x80\x99s Hyena \n'b' Medium undead , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 91 (14d8 + 28) Speed 50 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 15 (+2) INT: 6 (-2) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4 Skills Perception +2 Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 12 Languages understands Common but can\xe2\x80\x99t speak Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Pack Tactics . The emperor\xe2\x80\x99s hyena has advantage on attack rolls against a creature if at least one of the hyena\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Undead Nature . Emperor\xe2\x80\x99s hyenas don\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Stench . Any creature that starts its turn within 5 feet of the emperor\xe2\x80\x99s hyena must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the emperor\xe2\x80\x99s hyena\xe2\x80\x99s Stench for 24 hours. \n'b' Turning Resistance . The emperor\xe2\x80\x99s hyena has advantage on saving throws against any effect that turns undead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The emperor\xe2\x80\x99s hyena makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage and 10 (3d6) necrotic damage. \n'b' Black Breath (Recharge 5-6) . The emperor\xe2\x80\x99s hyena breathes a 15-foot cone of noxious black vapor. Each creature in the area that isn\xe2\x80\x99t an undead or a construct must make a DC 12 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the creature gains 1 level of exhaustion . This exhaustion lasts until the creature finishes a short or long rest . \n'b'\n'b' About \n'b' As their name implies, emperor\xe2\x80\x99s hyenas are undead hyenas that have been magically enhanced and tied to the emperor of the ghouls. With rotting, matted fur, missing teeth, and baleful yellow eyes, they are easily mistaken for simple undead beasts. Their appearance belies a relentless cunning. \n'b' Gifts from the God of Death . The method of creation of Emperor\xe2\x80\x99s hyenas was a gift given directly to the Ghoul Emperor and has been entrusted to only a few necrophages. Emperor\xe2\x80\x99s hyenas can be created only from hyenas that were anointed protectors of the god\xe2\x80\x99s holy places when they were alive. Their scarcity means they are primarily used as messengers and guardians for the emperor. The emperor rarely sends them to attack enemies unless the enemy has truly angered him. The emperor of the ghouls is seldom seen without a pair of emperor\xe2\x80\x99s hyenas by his side. When he moves publicly, every available emperor\xe2\x80\x99s hyena is deployed to ensure his safety. \n'b' Voice of the Emperor . Emperor\xe2\x80\x99s hyenas act as messengers throughout the empire when the emperor needs to send a messenger hardier than a ghoul bat. Though the hyenas are incapable of speaking on their own, the emperor can whisper a message into the ear of an emperor\xe2\x80\x99s hyena, and the hyena can speak the message in the emperor\xe2\x80\x99s own voice.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Empty Cloak \n'b' Medium construct , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 45 (10d8) Speed 0 ft., fly 40 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 10 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +2 Skills Stealth +4 Damage Resistances bludgeoning Damage Immunities poison Damage Vulnerabilities fire Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands Elvish and Umbral but can\xe2\x80\x99t speak Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Diligent Sentinel . Empty cloaks are designed to watch for intruders. They gain advantage on Wisdom ( Perception ) checks. \n'b' Shadow Construction . Empty cloaks are designed with a delicate shadow construction. They burst into pieces, then dissipate into shadow, on a critical hit. \n'b' Wrapping Embrace . Empty cloaks can share the same space as one Medium or smaller creature. The empty cloak has advantage on attack rolls against any creature in the same space with it. \n'b'\n'b' Actions \n'b'\n'b' Longsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage. \n'b' Shadow Slam . Melee Weapon Attack : +6 to hit, reach 5 ft, one target. Hit : 6 (1d4 + 4) bludgeoning damage. \n'b' Shadow Snare . Ranged Weapon Attack : +4 to hit, range 20/60 ft., one target. Hit : Large or smaller creatures are restrained . To escape, the restrained creature or an adjacent ally must use an action to make a successful DC 14 Strength check. The shadow snare has 15 hit points and AC 12. \n'b'\n'b' About \n'b' Dark cloth of black and purple, stitched with silver and golden threads, this resembles a garment of elvish make. Smoke sometimes billows under the hood. \n'b' Silent Motion . A billowing empty cloak glides through the air, either under its own power or on the shoulders of its master. Its movement appears odd somehow, as though it moves slightly out of step with the frame bearing it. \n'b' Guards . Created by the shadow fey as unobtrusive guardians, empty cloaks are often paired with animated armor such as a monolith footman, and made to look like a display piece. \n'b' Shadow Servants . Shadow fey nobles sometimes wear an empty cloak as their own clothing; they use it to cover a hasty retreat or to assist in a kidnapping.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Chimera \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 114 (12d10 + 48) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 19 (+4) DEX: 11 (+0) CON: 19 (+4) INT: 3 (-4) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +8 Senses darkvision 60 ft., passive Perception 18 Languages understands Draconic but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The chimera makes three attacks: one with its Bite, one with its Claws, and one with its Horns. When its Fire Breath is available, it can use the breath in place of its Bite or Horns. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Fire Breath (Recharge 5\xe2\x80\x936) . The dragon head exhales fire in a 15-foot cone. Each creature in that area must attempt a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failure, or half as much on a success. \n'b' Horns . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (1d12 + 4) bludgeoning damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Empty Cloak \n'b' Medium construct , neutral \n'b' Armor Class 13 (natural armor) Hit Points 45 (10d8) Speed 0 ft., fly 40 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 10 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +2 Skills Perception +2, Stealth +4 Damage Vulnerabilities fire Damage Resistances bludgeoning Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 12 Languages understands Elvish and Umbral but can\xe2\x80\x99t speak Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The empty cloak doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Diligent Sentinel . The empty cloak has advantage on Wisdom ( Perception ) checks. \n'b' Shadow Construction . Made mostly of shadow, the empty cloak bursts into pieces then dissipates when a creature scores a critical hit against it. \n'b' Wrapping Embrace . The empty cloak can occupy a Medium or smaller creature\xe2\x80\x99s space and vice versa. It has advantage on attack rolls against any creature in the same space as it. \n'b'\n'b' ACTIONS \n'b'\n'b' Razor Cloak . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage. \n'b' Shadow Slam . Melee Weapon Attack : +6 to hit, reach 5 ft, one target. Hit : 6 (1d4 + 4) bludgeoning damage. \n'b' Shadow Snare . Ranged Weapon Attack : +4 to hit, range 20/60 ft., one Large or smaller creature. Hit : The target is grappled (escape DC 14). Until this grapple ends, the target is restrained by tendrils of shadow. A creature, including the restrained creature, can take its action to free the restrained creature by succeeding on a DC 14 Strength check. The tendrils of shadow can be attack and destroyed (AC 12; hp 10; vulnerability to radiant damage; immunity to necrotic, poison, and psychic damage). \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Protective Embrace . When a creature the cloak can see attacks a creature in the cloak\xe2\x80\x99s space, the cloak can briefly wrap itself around the creature in its space. The creature in its space takes only half the damage from the attack , and the cloak takes the other half. \n'b'\n'b' ABOUT \n'b' This dark cloth of black and purple, stitched with silver and golden threads, resembles a garment of elvish make. Smoke sometimes billows under the hood. \n'b' Silent Motion . A billowing empty cloak glides through the air, either under its own power or on the shoulders of its master. Its movement appears odd somehow, as though it moves slightly out of step with the frame bearing it. \n'b' Guards . Created by the shadow fey as unobtrusive guardians, empty cloaks are often paired with animated armor or other constructs like monolith footmen, and made to look like a display piece. \n'b' Shadow Servants . Shadow fey nobles sometimes wear an empty cloak as their own clothing, using it to cover a hasty retreat or to assist in a kidnapping.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Empty Root \n'b' Medium plant , unaligned \n'b' Armor Class 10 Hit Points 44 (8d8 + 8) Speed 0 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 12 (+1) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded , deafened , exhaustion Senses blindsight 15 ft, passive Perception 10 Languages \xe2\x80\x93 Challenge 1 (250 XP) \n'b' ACTIONS \n'b'\n'b' Constrict . Melee Weapon Attack : +5 to hit, reach 10 ft., one creature. Hit : 6 (1d6 + 3) bludgeoning damage and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained , and the Empty Root can\xe2\x80\x99t constrict another target. \n'b' Inject . Melee Weapon Attack : +5 to hit, one grappled creature. Hit : 1 point of piercing damage and the grappled creature must make a DC 14 Constitution saving throw. On a failed save, the creature is paralyzed until the grapple ends. \n'b' Leech . The empty root drains blood from a paralyzed and grappled creature. The target must succeed on a DC 14 Constitution saving throw or have its hit point maximum reduced by 1. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Empusa \n'b' Medium monstrosity (shapechanger), chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 102 (12d8 + 48) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 18 (+4) INT: 10 (+0) WIS: 14 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +6, Cha +7 Skills Deception +7, Perception +5, Stealth +4 Senses darkvision 60 ft., passive Perception 15 Languages Common Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Ambusher . In the first round of combat, the empusa has advantage on attack rolls against any creature she has surprised. \n'b' Magical Copper . The empusa\xe2\x80\x99s claw and kick attacks are magical. \n'b' Nimble Fighter . The empusa can take the Dash or Disengage action as a bonus action on each of her turns. \n'b' Shapechanger . The empusa can use her action to polymorph into a Small or Medium beast that has a challenge rating no higher than her own, or back into her true form. Her statistics, other than her size , are the same in each form. While transformed, at least one of her limbs has a coppery color. Any equipment she is wearing or carrying isn\xe2\x80\x99t transformed. She reverts to her true form if she dies. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The empusa makes two claw attacks, or one claw attack and one kick attack . \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage. \n'b' Kick . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the empusa and knocked prone . \n'b'\n'b' About \n'b' A monstrous woman with claws and hooves of shining copper, the creature stalks the roads and tracks between towns, seeking to kill and devour any who stumble across her path. \n'b' Bane of Travelers . Distant kin to lamias, the dreadful empusae are exclusively female. They use their supernatural abilities to hunt down and devour the flesh of those traveling along deserted roads and byways between settlements. While empusae aren\xe2\x80\x99t afraid of sunlight, they tend to hunt at night, returning to caves and ruins during the day to feast on those they have killed. When travelers aren\xe2\x80\x99t available, empusae target shepherds and farmers, disguising themselves as goats or donkeys to get close to their targets. \n'b' Copper Hooves . The legs and hooves of an empusa are extremely powerful and are sheathed in magically-hardened copper, allowing her to deliver swift and powerful kicks and move at great speed. This copper can be harvested when the empusa is slain and is often used in the construction of magical boots and staffs.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Encantado \n'b' Medium fey (shapechanger), chaotic neutral \n'b' Armor Class 16 (natural armor) Hit Points 104 (11d8 + 55) Speed 30 ft., swim 80 ft.\n'b' STATS STR: 16 (+3) DEX: 21 (+5) CON: 20 (+5) INT: 13 (+1) WIS: 18 (+4) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7, Performance +8, Persuasion +8, Stealth +8 Damage Resistances bludgeoning, piercing, or slashing weapons that aren\xe2\x80\x99t silvered Senses darkvision 60 ft., passive Perception 17 Languages Common, Sylvan Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The encantado can breathe air and water. \n'b' Innate Spellcasting . The encantado\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16). The encantado can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : charm person , speak with animals , suggestion \n'b' 1/day each : confusion , dominate beast \n'b' 1/week : control weather \n'b'\n'b' Silver Tongued . The encantado has advantage on Charisma ( Deception ) and Charisma ( Persuasion ) checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The encantado makes two melee weapon attacks with either its intoxicating slap or its spear. \n'b' Intoxicating Slap . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage plus 3 (1d6) psychic damage, and the target must succeed on a DC 16 Charisma saving throw or become charmed \n'b' Spear . Melee or Ranged Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage, or 8 (1d10 + 3) piercing damage if used with two hands to make a melee attack . \n'b' Change Shape . The encantado magically polymorphs into a dolphin or Medium humanoid that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the encantado\xe2\x80\x99s choice). In a new form, the encantado retains its game statistics and ability to speak, but its AC, movement modes, Strength , Dexterity , and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. \n'b'\n'b' ABOUT \n'b' In their natural form, these graceful shapechangers combine the features of a human and a bright pink river dolphin. These fey live on the fringes of humanoid societies. They are attracted to parties and change form into attractive humanoids to infiltrate celebrations. When in dolphin form, encantados can still manipulate objects with their flippers as if the flippers were hands. \n'b' Partygoers . When warm, humid nights in the jungle turn into jubilant celebrations, one can be sure that an encantado can be found nearby. Skilled musicians and dancers, encantados blend into the festivities seamlessly. When encantados shapeshift, their blowholes are still present, so they usually wear hats or wigs, or arrange their hair into elaborate coiffures, to conceal this feature. \n'b' Fey Attraction . Many encantados are kind creatures who want only to celebrate joy, but others take their inclinations to influence others to an extreme, kidnapping the objects of their obsession and taking them away to their river dens. They usually tire swiftly of such dalliances, however, and may thoughtlessly abandon their erstwhile crush in the wild along the river as their attention wanders elsewhere.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Encephalon Gorger \n'b' Medium aberration , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 71 (11d8 + 22) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 20 (+5) WIS: 15 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +6 Senses darkvision 60 ft., passive Perception 15 Languages Common, Deep Speech, telepathy 120 ft. Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Alien Mind . Encephalon gorgers can maintain concentration on 3 simultaneous spell effects. \n'b' Mindsense . The encephalon gorger is aware of the presence of creatures within 300 feet of it that have an Intelligence of 3 or higher. It knows the relative distance and direction of each creature, as well as the creature\xe2\x80\x99s approximate Intelligence score (within 3 points). Creatures under the effects of magic that protects the mind cannot be detected by the encephalon gorger . \n'b' Mind Screen . The mind of an encephalon gorger is an alien and dangerous place. Should a creature attempt to scan the mind or read the thoughts of an encephalon gorger (with detect thoughts , telepathy, or the like), it must succeed on a DC 15 Intelligence saving throw or be driven insane, gaining a flaw from the Indefinite Madness table (see the SRD). On a successful save, the creature is confused for 1 minute (as the confusion spell). \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The encephalon gorger makes two attacks with its claws and uses Mindfeed if it has a creature grappled . \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage If the target is Medium or smaller, it is grappled (escape DC 16). Until this grapple ends, the target is restrained , and the encephalon gorger can only use its Mindfeed on the grappled creature and has advantage on attack rolls to do so. \n'b' Mindfeed . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature that is grappled by the encephalon gorger. Hit : 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 15 Intelligence saving throw, or take 33 (6d10), and the target\xe2\x80\x99s Intelligence score is reduced by 1d4. The target dies if this reduces its Intelligence to 0. Otherwise, the reduction lasts until the target finishes a long rest . \n'b' Adrenal Surge (2/day) . The encephalon gorger surges with adrenaline until the end of its turn. While under this effect, it gains a +2 bonus to its AC, it has advantage on Dexterity saving throw, and it gains an additional action on its turn (as the haste spell). \n'b'\n'b' About \n'b' This creature is a sleek, pale-skinned humanoid with leathery white, semi-translucent flesh. It is a bit taller than an average human. Its features are delicate and precise. The creature\xe2\x80\x99s arms and legs are spindly, and each ends in four digits. This creature is completely hairless and its eyes are small, with nictitating membranes. \n'b' Encephalon gorgers (sometimes known as cranial vampires) are malevolent creatures from another dimension or plane of existence. They are greatly feared by intelligent creatures, for they use such beings (their brain fluid to be exact) to power their great cities. Many of these creatures have constructed strongholds or outposts on the Material Plane, though it is unknown when they first appeared. \n'b' Encephalon gorgers dislike direct sunlight, though they are not harmed by it. When traveling aboveground during daylight hours, they usually cloak themselves in robes of gray or black. The gorger\xe2\x80\x99s leathery, whitish flesh is nearly translucent, and in older encephalon gorgers, one can faintly see veins and other organs pushing grayish-brown blood through its body. Its mouth is lined with short, needlelike teeth, with the canines being most pronounced (perhaps the reason these monsters are sometimes called cranial vampires). \n'b' Encephalon gorgers enter battle using their claws to slash and grapple their foes, going first for targets with the most delicious, intelligent brains. \n'b' Once it grabs its prey, it sinks its teeth into the foe\xe2\x80\x99s head, draining it of cerebral fluid. However, an encephalon gorger will not put itself in danger by ignoring other threats around it, so generally, it only drinks when all of its other foes are either dead or engaged with others of its kind. Encephalon gorgers often make use of slave creatures and dumb beasts to engage an enemy\xe2\x80\x99s warriors while it sidles behind its chosen victim. Often times, an encephalon gorger attempts to capture rather than kill its prey, especially in the case of intelligent humanoids. Captured prey are taken to one of their alien cities, where they are handed over to the Breeders who tend the slave pits. Encephalon gorgers advance by character level; many have levels in wizard or psionic-oriented classes. At least one such gorger capable of interplanar travel is always present in any Prime Material Plane outpost. \n'b' Society \n'b' Encephalon gorgers refer to themselves as Silians, and they make their homes deep beneath the surface world or hidden far away from prying eyes (cloaked by natural occurrences such as fog or mist or hidden by magic). Underground lairs resemble great domed cities, while those on the surface resemble iron fortresses of exquisite craftsmanship. Each lair, regardless of its location, has dozens of slave pits and breeding pens filled with captured, intelligent humanoids (or other creatures). \n'b' Encephalon gorgers sometimes trade with other races, usually trading for slaves, who are taken to the Breeders. Other slaves are kept by particular encephalon gorgers and assigned menial tasks. Once such a slave has exhausted its usefulness, it is \xe2\x80\x9crecycled\xe2\x80\x9d in the food pens so long as it isn\xe2\x80\x99t dead. Dead slaves are discarded, then ground up into a bland paste that is fed to the other slaves. \n'b' Little is known of particulars regarding the gorger\xe2\x80\x99s society such as reproduction, lifespan, aging patterns, and so on. A few things that are known come from a group of adventurers that saw one of the iron fortresses and lived to tell about it. They spoke of large vats filled with cranial fluid maintained by the Breeders and of young Silian being grown in these vats. They also spoke of the horrid squalor of the breeding pits and the slaves kept in them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Killer Frog \n'b' Family: Animal \n'b' Small beast , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 11 (2d6 + 4) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 12 (+1) DEX: 13 (+1) CON: 14 (+2) INT: 2 (-4) WIS: 9 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The frog can breathe air and water. \n'b' Keen Smell . The killer frog has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Standing Leap . The frog\xe2\x80\x99s long jump is up to 15 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 killer frog makes two attacks: one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) slashing damage. \n'b'\n'b' About \n'b' This frog stands partially erect and has dark-green skin fading to light on its underbelly. A trio of defensive horn-like protuberances jut upward, one from its nose and each brow, and its smiling countenance reveals sharp fangs lining its entire gum line. \n'b' The killer frogs live, hunt, and mate near swampy lands, usually, but variants can be found in any moist or freshwater environment. Rabidly aggressive, their tiny minds view almost everything as food. They hunt smaller mammals, reptiles, other amphibians, or giant-sized insects and are rarely satiated. They typically avoid civilization, but it is not Frogs uncommon for villagers in the more remote areas to encounter one or more of the killer frogs, who are often responsible for missing dogs, livestock, or young children. Halflings have a love-hate relationship with the amphibian; they consider frog legs to be a delicacy, while the frogs share an equal taste for halfling legs.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Enchanted Flower \n'b' Medium plant , unaligned \n'b' Armor Class 5 \n'b' Hit Points 13 (3d8) \n'b' Speed 0 ft.\n'b' STATS STR: 1 (-5) DEX: 1 (-5) CON: 10 (+0) INT: 1 (-5) WIS: 3 (-4) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded , deafened , frightened \n'b' Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6 \n'b' Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fruit Bearing . Once on its turn, the enchanted flower can produce any non-magical flower or fruit as a bonus action. Anyone within 30 feet can make a DC 15 Charisma check to convince the enchanted flower to bear a particular kind of flower or fruit. \n'b'\n'b' ACTIONS \n'b'\n'b' Entangling Roots . The enchanted flower can animate roots on the ground in a 15-foot square within 30 feet of it. These roots turn the ground in that area into difficult terrain . Any living creature in that area when the effect begins must succeed on a DC 20 Strength saving throw or be restrained by entangling roots. A creature restrained by the roots can use its action to make a DC 20 Strength ( Athletics ) check, freeing itself on a successful check and taking 4 (1d8) necrotic damage as it tears free. The roots cannot grasp constructs, undead, objects, or structures. Creatures who wear non-organic material on their feet (e.g., peg legs, skis) are immune to this effect. \n'b' Diminishing Roots . Any living creature caught in an enchanted flower\xe2\x80\x99s entangling roots must make a DC 10 Constitution saving throw. On a successful save, the creature can\xe2\x80\x99t be infected by these roots for 24 hours. On a failed save, the creature is infected with a diminishing disease that lasts until the creature is cured of the disease, dies, or is freed of the entangling roots. While infected in this way, the creature can\xe2\x80\x99t be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature\xe2\x80\x99s body is reduced. The creature\xe2\x80\x99s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category\xe2\x80\x94from Medium to Small, for example. The target also has disadvantage on Strength checks and Strength saving throws. The target\xe2\x80\x99s attacks with weapons deal 1d4 less damage (this can\xe2\x80\x99t reduce the damage below 1). After three such failed saves, the creature dies as it is absorbed into the roots. \n'b'\n'b' ABOUT \n'b' As you watch, the bush inside a golden flower pot blooms with into a lovely group of pink peonies. They soon fade away and a mass of deep blue lilies take their place. Then some yellow chrysanthemums blossom on the plant, and when they open all their petals and reach perfection, they give way to a lot of white floral balls spotted with crimson. \n'b' Arcana Flora . A plant of wondrous powers, the enchanted flower is all flowers at once. Every few seconds, it blossoms a new flower. If asked nicely, it can also produce fruit. Despite these wondrous powers, the enchanted flower is quite deadly. Its root system extends well beyond its flower pot, creating a deadly network of roots that bind any living creature who sets foot there. \n'b' These roots shrink down creatures by feeding on their essence, eventually absorbing them completely into the root system.'} |