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Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ulnorya \n'b' Large aberration , neutral evil \n'b' Armor Class 14 Hit Points 119 (14d10 + 42) Speed 50 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 17 (+3) INT: 12 (+1) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +6 Skills Acrobatics +7, Athletics +5, Perception +6, Stealth +10 Damage Resistance(s) bludgeoning Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The ulnorya is immune to any spell or effect that would alter its form. \n'b' Photoadaptive Hide . If the ulnorya didn\xe2\x80\x99t move on its previous turn, it is invisible . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ulnorya makes four attacks: one with its bite, one with its claw, and two with its tentacles. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage and the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage. If the poison damage reduces the target to 0 hp , the target is stable but poisoned for 1 hour, even after regaining hp , and is paralyzed while poisoned in this way. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Tentacle . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage. \n'b' Replicate (1/Day) . The ulnorya separates itself into two identical copies for up to 1 hour. The new ulnoryas\xe2\x80\x99 hp totals are equal to the original ulnorya\xe2\x80\x99s hp total divided by 2 (rounded down), and each is affected by any conditions, spells, and other magical effects that affected the original ulnorya. The new ulnoryas otherwise retain the same statistics as the original, except neither has this action. The new ulnoryas act on the same initiative count as the original ulnorya and occupy any unoccupied spaces within 5 feet of the original ulnorya\xe2\x80\x99s space. If one ulnorya starts its turn within 5 feet of its other half, they can each use their reactions to recombine. The recombined ulnorya\xe2\x80\x99s hp total is equal to the combined hp total of the two ulnoryas, and it is affected by any conditions, spells, and other magical effects currently affecting either of the combining ulnoryas. The ulnorya automatically recombines if both of its halves are still alive at the end of the hour. If only one ulnorya remains alive at the end of the hour, it gains this action after it finishes a long rest. \n'b'\n'b' ABOUT \n'b' Eight long, writhing tentacles support and propel this snarling horror\xe2\x80\x99s oblong body while its jagged maw reveals rows of razor teeth. \n'b' Invisible Hunter . The ulnorya lives to hunt, using its natural invisibility to surprise prey or swiftly chase down its next meal. Replicating itself allows the ulnorya to be its own hunting partner, and it uses this to stage ambushes or surround its victims. \n'b' Magical Oddity . Whether it was created by a mad druid or some arcane guild\xe2\x80\x99s ill-advised experimentation, the ulnorya combines elements of spiders, scorpions, and octopuses. \n'b' Asexual as a species, ulnorya create new offspring by implanting an egg within corpses slain by the ulnorya\xe2\x80\x99s poison. Within five days, the egg hatches into a new ulnorya.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Fox \n'b' Family: Demons \n'b' Medium fiend , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 156 (24d8 + 48) Speed 40 ft.\n'b' STATS STR: 10 (+0) DEX: 20 (+5) CON: 14 (+2) INT: 13 (+1) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Wis +7, Cha +8 Skills Intimidation +12, Perception +11, Stealth +13 Damage Resistances bludgeoning, piercing and slashing damage from nonmagical attacks, cold, fire, lightning Senses darkvision 60 ft. passive Perception 13 Languages Abyssal, Common, telepathy 120 ft. Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shapechanger . The fox demon can use its actions to polymorph into a Small or Medium humanoid, or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Innate Spellcasting . The fox demon\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 16). The fox demon can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : minor illusion \n'b' 3/day each : confusion , dominate person , expeditious retreat \n'b' 1/day each : dominate monster \n'b'\n'b' ACTIONS \n'b'\n'b' Charm . One humanoid that the fox demon can see within 30 feet must succeed on a DC 15 Wisdom saving throw or be magically charmed for one day. The charmed target obeys the fox demon\xe2\x80\x99s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command , it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fox demon\xe2\x80\x99s Charm for the next 24 hours. The fox demon can have up to four charmed targets at a time. If it charms another, the effect on one previous target ends. \n'b'\n'b' ABOUT \n'b' Fox demons are a race of chaotic fiends that delight in mischief and confusion . Like the creatures they resemble, these demons are sly and cunning, and capable of quick escape should their schemes or identities be discovered. These shapeshifters able to take unassuming forms of humans, but their fox forms are frightening and demonic, with a snarling visage and burning yellow eyes. \n'b' Fox demons often assume disguises to gain trust, then charm their victims to go out and commit various acts of disruption, disobedience, and lawlessness. Fox demons find outright violence such as assault and murder to be somewhat classless and distasteful; they far prefer to put their victims in situations where they are caught stealing, are discovered by a jealous lover, are arrested on false charges, etc. A fox demon is not terribly concerned if these acts eventually lead to violence or death, but they prefer it to be the result of their elaborate schemes of misdirection, seduction, and scheming.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Biclops \n'b' Huge giant , neutral \n'b' Armor Class 16 (chainmail) Hit Points 283 (21d12 + 147) Speed 30 ft.\n'b' STATS STR: 26 (+8) DEX: 10 (+0) CON: 25 (+7) INT: 10 (+0) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Constitution +12, Wisdom +7 Skills Athletics +15, Perception +7 Senses passive Perception 17 Languages Giant Challenge 14 (11,500 XP) \n'b' Special Traits \n'b' Improved Critical . Longsword and spear attacks score a critical hit on a roll of 19 or 20. \n'b' Two Heads . The biclops has advantage on Wisdom ( Perception ) checks and on saving throws against being blinded , charmed , deafened, frightened , stunned, and knocked unconscious. \n'b' Two-Weapon Master . When attacking with two weapons, a biclops may reroll any 1 on a damage dice, keeping the second result. \n'b' Wakeful . When one head of the biclops is asleep, the other head is awake. \n'b' Actions \n'b' Multiattack . The biclops makes three attacks with its two longswords. It can choose to hurl two spears or throw two rocks instead. \n'b' Longsword . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 26 (4d8 + 8) slashing damage. \n'b' Spear . Melee Weapon Attack : +13 to hit, reach 15 ft. or range 20/60 ft., one target. Hit : 22 (4d6 + 8) piercing damage. \n'b' Rock . Ranged Weapon Attack : +13 to hit, range 30/120 ft., one target. Hit : 30 (4d10 + 8) bludgeoning damage. \n'b' About \n'b' At first glance, this monstrosity appears to be a filthy ettin of huge size. \n'b' On closer inspection, the true nature of the creature is revealed as it has but one eye in the center of each ugly head. \n'b' Despite their appearance, biclops are generally peaceable creatures who live by hunting and herding giant longhorn sheep, which they keep for milk and wool. They are feared by less intelligent giants, such as hill giants and trolls, whom they beat to death on sight. \n'b' Biclops have good relations with stone giants, to whom they trade finished metal weapons and goat cheese in exchange for raw ore and gold. \n'b' Adult male biclops stand about 16 feet tall and weigh about 4,500 pounds. Females are slightly shorter and lighter. Both male and female dress in clothes made of dark or dull colors (browns, greens, and dark reds usually). \n'b' Biclops skin ranges from ruddy brown to cinnamon, and their eye color is usually blue. Hair color is almost universally dark though occasionally a fair-haired biclops is born (such a biclops is viewed as someone special among his or her own kind). Warriors and protectors often wear hide armor (and sometimes metal armor) and always carry weapons. \n'b' A biclops can live to be 350 years old. \n'b' Biclops fight with twin longswords, hacking foes to pieces with mighty cleaving chops. If given advanced warning, they tend to chase off intruders with well-aimed rocks hurled from great heights or crush them beneath controlled avalanches. \n'b' Biclops live in tribe-like communities deep within hills and mountains, constructing their homes from the stones and lumber of their environment. \n'b' A typical biclops home has three rooms: a communal area where the family meets, a sleeping room, and a kitchen. Biclops families rely on each other for protection, food, and trade. External trade is often set up between biclops and other races, particularly stone giants and dwarves. Some of the less \xe2\x80\x9creputable\xe2\x80\x9d tribes take humanoids and monstrous humanoids as prisoners to use as slaves or a food source. In such a case, there is a 20% chance that a biclops lair contains 1d4 captive humanoids or monstrous humanoids.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ultar \n'b' Medium fiend (ultar), lawful evil \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 120 (16d8 + 48) \n'b' Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 18 (+4) CON: 14 (+2) INT: 20 (+5) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, lnt +10 \n'b' Skills Acrobatics +9, Deception +6, Perception +8, Stealth +14 \n'b' Damage Resistances psychic \n'b' Condition Immunities charmed , frightened \n'b' Senses darkvision 60 ft., passive Perception 16 \n'b' Languages Ashtuul, Belligren, Common \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fear Aura . The first time a creature enters a space adjacent to the ultar it must make a DC 14 Intelligence saving throw or become frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the ultar is visible to the target, ending the effect on itself on a success. Defensive Precognition. If the ultar is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if he fails. Keen Smell. The ultar has advantage on Wisdom ( Perception ) checks that rely on smell. Ultari Weapon Affinity. The ultar has a special affinity for ultari weapons. A melee weapon with \xe2\x80\x9cUltari\xe2\x80\x9d in its name grants an additional +1 to the attack roll and deals one extra die of its damage when an ultar hits with it (included in the attack ). \n'b'\n'b' ACTIONS \n'b'\n'b' Ultari Broadsword . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 11 (2d10) slashing damage. \n'b' Telepathic Lash . Ranged Weapon Attack (Psionic) : +10 to hit, range 150 ft., one target. Hit : 13 (1d8 + 5) force damage, and the target must make a DC 14 Intelligence saving throw, taking 24 (7d6) psychic damage on a failed save, or half as much damage on a successful one. \n'b' Telepathic Drain (1/Day) . An ultar can telepathically drain psychic energy from any creature with an Intelligence score above 5 that is within 30 feet. The target must make DC 14 Intelligence save or gain disadvantage on Wisdom and Charisma checks and saving throws and disadvantage on spell attack rolls for 1d6 hours. The ultar also gains one d12 bardic inspiration die. If the ultar Concentrates (up to 1 minute), the target must save each round; each failed save grants an additional inspiration die (maximum 4) and extends the duration 1d6 hours. If the ultar hits with an ultari broadsword, it can expend an inspiration die as a bonus action to add 1d12 psychic damage. Inspiration dice dissipate after a long rest if not used. \n'b'\n'b' ABOUT \n'b' The Ultari trace their lineage directly to the Ancients, claiming their race was the first of the new races to manifest from the void. As a result, they believe themselves the purest form of existence, their will to be divine, and their ethics flawless; for they believe its was by their interpretation of reality that gave birth to the consciousness of all other lesser beings and thereby consider all other beings and their interpretations of reality inherently flawed and imperfect. As the truest and purest of the \xe2\x80\x9cevil\xe2\x80\x9d Ancients\xe2\x80\x99 offspring\xe2\x80\x94and they claim themselves as the dominate species and natural born leaders over the \xe2\x80\x9cevil Hegemony\xe2\x80\x9d. They hold this claim with their innate and potent psionic abilities, using them in the most invasive and cruel manner to rend minds and twisting allegiances. With this as the basis of their claim of supremacy, none of the other evil races have yet challenged their position in the evil alien hierarchy. \n'b' Ultari are muscular and hairless humanoids with smooth grayish, blue-black skin. Their bone structure is well defined with streamlined, skull-like facial features. Their glassy black eyes are almost weary in their knowingness, but their gaze remains cruel, calculated, and superior. Their noses are nearly non-existent while their round membranous ears lie flat against their skulls, only slightly covered with a fleshy flap. Their bodies are muscular, well proportioned, and distinctly human . They stand between 6.5 to 8 feet tall. \n'b' An imposing figure strides forth, his great form adorned with armored plates fashioned from an unknown resin. His bluish-black flesh is stretched tightly over his muscular frame and seems to possess a shark-like glisten. His ebon eyes glower with terrible omnipotence, as they slowly scour the surroundings.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ultari Bureaucrat \n'b' Medium fiend (ultar), neutral evil \n'b' Armor Class 16 (omniweave armor) \n'b' Hit Points 126 (17d8 + 50) \n'b' Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 18 (+4) CON: 14 (+2) INT: 20 (+5) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, lnt +8 \n'b' Skills Acrobatics +9, Deception +6, Perception +8, Stealth +14 \n'b' Damage Resistances psychic \n'b' Condition Immunities charmed , frightened \n'b' Senses darkvision 60 ft., passive Perception 16 \n'b' Languages Ashtuul, Belligren, Common, Deep Speech, Jagladine, Onaryx, Ultari \n'b' Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ultar Traits . An ultar bureaucrat has the Aura: Fear , Defensive Precognition, Keen Smell, and Ultari Weapon Affinity traits of all ultari. \n'b'\n'b' ACTIONS \n'b'\n'b' Ultari Dagger . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 11 (2d4 + 4) piercing damage. \n'b' Telepathic Lash . Ranged Weapon Attack (Psionic) : +10 to hit, range 150 ft., one target. Hit : 13 (1d8 + 5) force damage, and the target must make a DC 14 Intelligence saving throw, taking 24 (7d6) psychic damage on a failed save, or half as much damage on a successful one. \n'b' Telepathic Drain (1/Day) . As above (DC 14). \n'b'\n'b' ABOUT \n'b' The Ultari trace their lineage directly to the Ancients, claiming their race was the first of the new races to manifest from the void. As a result, they believe themselves the purest form of existence, their will to be divine, and their ethics flawless; for they believe its was by their interpretation of reality that gave birth to the consciousness of all other lesser beings and thereby consider all other beings and their interpretations of reality inherently flawed and imperfect. As the truest and purest of the \xe2\x80\x9cevil\xe2\x80\x9d Ancients\xe2\x80\x99 offspring\xe2\x80\x94and they claim themselves as the dominate species and natural born leaders over the \xe2\x80\x9cevil Hegemony\xe2\x80\x9d. They hold this claim with their innate and potent psionic abilities, using them in the most invasive and cruel manner to rend minds and twisting allegiances. With this as the basis of their claim of supremacy, none of the other evil races have yet challenged their position in the evil alien hierarchy. \n'b' Ultari are muscular and hairless humanoids with smooth grayish, blue-black skin. Their bone structure is well defined with streamlined, skull-like facial features. Their glassy black eyes are almost weary in their knowingness, but their gaze remains cruel, calculated, and superior. Their noses are nearly non-existent while their round membranous ears lie flat against their skulls, only slightly covered with a fleshy flap. Their bodies are muscular, well proportioned, and distinctly human . They stand between 6.5 to 8 feet tall. \n'b' An imposing figure strides forth, his great form adorned with armored plates fashioned from an unknown resin. His bluish-black flesh is stretched tightly over his muscular frame and seems to possess a shark-like glisten. His ebon eyes glower with terrible omnipotence, as they slowly scour the surroundings.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ultari Commander \n'b' Medium fiend (ultar), lawful evil \n'b' Armor Class 19 (neh-thalggu leather armor) \n'b' Hit Points 228 (35d8 + 70) \n'b' Speed 20 ft.\n'b' STATS STR: 11 (+0) DEX: 18 (+4) CON: 14 (+2) INT: 20 (+5) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, lnt +10 \n'b' Skills Acrobatics +9, Deception +6, Perception +8, Stealth +14 \n'b' Damage Resistances psychic \n'b' Condition Immunities charmed , frightened \n'b' Senses darkvision 60 ft., passive Perception 16 \n'b' Languages Ashtuul, Belligren, Common \n'b' Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Psychic Strike (1/Turn) . The ultari commander deals an extra 21 (6d6) psychic damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally that is not incapacitated and he doesn\xe2\x80\x99t have disadvantage on the attack roll. Soulknife. The ultari commander has advantage on attack rolls against any creature that hasn\xe2\x80\x99t taken a turn. In addition, any hit he scores against a surprised creature is a critical hit. Finally, he may use his Intelligence score for any weapon attack with the psionic tag. \n'b' Ultar Traits . An ultar commander has the following Ultar Traits: Fear Aura (DC 20), Defensive Precognition, Keen Smell, and Ultari Weapon Affinity traits of all ultari. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ultari commander makes three mindblade attacks. \n'b' Ultari Mindblade . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 5) force damage, and the target must make a DC 18 Intelligence saving throw, taking 24 (7d6) psychic damage on a failed save, or half as much damage on a successful one. In addition, on a natural attack roll of 18+ the mindblade dislocates the target teleporting them 1d100 miles away in a random direction if the target fails a DC 17 Intelligence saving throw. \n'b' Telepathic Lash . Ranged Weapon Attack (Psionic) : +10 to hit, range 150 ft., one target. Hit : 13 (1d8 + 5) force damage, and the target must make a DC 18 Intelligence saving throw, taking 24 (7d6) psychic damage on a failed save, or half as much damage on a successful one. \n'b' Telepathic Drain (1/Day) . As a standard ultar, but DC 18. \n'b'\n'b' REACTIONS \n'b'\n'b' Force Screen . The ultari commander adds 4 to his AC against one weapon attack that would hit it. \n'b'\n'b' ABOUT \n'b' The Ultari trace their lineage directly to the Ancients, claiming their race was the first of the new races to manifest from the void. As a result, they believe themselves the purest form of existence, their will to be divine, and their ethics flawless; for they believe its was by their interpretation of reality that gave birth to the consciousness of all other lesser beings and thereby consider all other beings and their interpretations of reality inherently flawed and imperfect. As the truest and purest of the \xe2\x80\x9cevil\xe2\x80\x9d Ancients\xe2\x80\x99 offspring\xe2\x80\x94and they claim themselves as the dominate species and natural born leaders over the \xe2\x80\x9cevil Hegemony\xe2\x80\x9d. They hold this claim with their innate and potent psionic abilities, using them in the most invasive and cruel manner to rend minds and twisting allegiances. With this as the basis of their claim of supremacy, none of the other evil races have yet challenged their position in the evil alien hierarchy. \n'b' Ultari are muscular and hairless humanoids with smooth grayish, blue-black skin. Their bone structure is well defined with streamlined, skull-like facial features. Their glassy black eyes are almost weary in their knowingness, but their gaze remains cruel, calculated, and superior. Their noses are nearly non-existent while their round membranous ears lie flat against their skulls, only slightly covered with a fleshy flap. Their bodies are muscular, well proportioned, and distinctly human . They stand between 6.5 to 8 feet tall. \n'b' An imposing figure strides forth, his great form adorned with armored plates fashioned from an unknown resin. His bluish-black flesh is stretched tightly over his muscular frame and seems to possess a shark-like glisten. His ebon eyes glower with terrible omnipotence, as they slowly scour the surroundings.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ultari General \n'b' Medium fiend (ultar, mythic), lawful evil \n'b' Armor Class 20 (astral suit) \n'b' Hit Points 500 (50d8 + 100) \n'b' Speed 45 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 14 (+2) INT: 22 (+6) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Dex +9, lnt +13 \n'b' Skills Athletics +11, Intimidation +15, Persuasion +8 \n'b' Damage Resistances force, psychic; bludgeoning, piercing and slashing from nonmagical attacks \n'b' Condition Immunities charmed , frightened \n'b' Senses darkvision 60 ft., passive Perception 16 \n'b' Languages Ashtuul, Belligren, Common, Deep Speech, Ultari, Jagladine, Onaryx \n'b' Challenge 24 (62,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aegis . The ultari general is a master of the psionic discipline known as an aegis. He forms an astral suit which acts as armor from psionic quintessence. This suit provides him with armor and damage resistance against force and nonmagical weapon attacks. Finally, the suit provides healing at the start of the general\xe2\x80\x99s turn, restoring 24 (7d6) hit points . \n'b' Legendary Resistance (3/Day) . If the ultari general fails a saving throw, it can choose to succeed instead. \n'b' Lightning Reflexes . If the ultari general is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, the ultari general has advantage on the saving throw. \n'b' Magic Resistance . The ultari general has advantage on saving throws against magical effects. \n'b' Magic Weapons . The ultari general weapons are magical. \n'b' Psionic Celerity . The ultari general has five initiative counts and acts five times per combat round. He losses one count for every 100 hit points of damage. This extra initiative counts do not affect the general\xe2\x80\x99s reactions or legendary actions these do not recharge between turns. Phantom trigger may recharge but can still only be used no more than once a round. \n'b' Ultar Traits . An ultar general has the Aura: Fear (DC 21), Defensive Precognition, Keen Smell, and Ultari Weapon Affinity traits of all ultari. Ultari Weapon Master. the ultari general is a master with the ultari bastard sword and deals an additional 7 (2d6) damage with this weapon (included in the attack ) and always has advantage on attack rolls. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ultari general makes three ultari bastard sword attacks. \n'b' Ultari Bastard Sword . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 18 (4d6 + 4) force damage, and the target must make a DC 21 Intelligence saving throw, taking 24 (7d6) psychic damage on a failed save, or half as much damage on a successful one. \n'b' Telepathic Lash . Ranged Weapon Attack (Psionic) : +12 to hit, range 150 ft., one target. Hit : 13 (1d8 + 5) force damage, and the target must make a DC 21 Intelligence saving throw, taking 24 (7d6) psychic damage on a failed save, or half as much damage on a successful one. \n'b' Telepathic Drain (1/Day) . As a standard ultar (see page 653), but DC 21. \n'b' Phantom Trigger (Recharge 5-6) . The General moves at lightning speeds and makes a double attack against all adjacent targets and any target that he passes. This movement does provoke opportunity attacks but with disadvantage. Each enemy the General passes or ends his turn adjacent to after moving up to twice his movement speed suffers a combination attack of his telepathic lash, which manifests as an ethereal whip and his ultari broad sword. A target that fails a DC 21 Dexterity saving throw takes 91 (26d6) force and psychic damage, or half as much damage on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Force Screen . The ultari general adds 4 to his AC against one weapon attack that would hit him. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The ultari general 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 ultari general regains spent legendary actions at the start of his turn. \n'b'\n'b' Impossible Speed . The ultari general moves up to 55 feet and then uses telepathic lash. \n'b' Sudden Strike . The ultari general uses ultari bastard sword against each adjacent opponent. \n'b' Brain Lock . The ultari general shuts down the target\xe2\x80\x99s higher brain functions. A creature that fails a DC 21 Intelligence saving throw stands dazed, unable to take any actions other than move or defend itself. Each round on its turn, the target may attempt a new saving throw to end the effect. \n'b' Body Adjustment (Costs 2 actions ) . The ultari general heals for 25 (4d8+5) damage. \n'b'\n'b' LAIR ACTIONS \n'b' When fighting inside his lair, the ultari general can invoke the ambient psychic quintessence to take lair actions . On initiative count 20 (losing initiative ties), the ultari general takes a lair action to cause one of the following effects: \n'b'\n'b' Until initiative count 20 on the following round, all creatures other than ultari have vulnerability to psychic damage. \n'b' At a command , the room darkens and becomes pitch black confounding any non-technological based sight and light sources. All creatures in the room are blinded until initiative count 20 on the following round. Even technological light sources are dimmed to the immediate area around a creature penalising attacks rolls by -2. The general is in his element in total darkness and is unaffected. \n'b' A motion detector-based autocannon emerges from a hidden slot in the roof of his command center. As a reaction , it makes a ranged weapon attack , then retracts into its compartment. \n'b' M34 Autocannon . Ranged Weapon Attack : +5 to hit, range 100/200 ft.; one target or two adjacent targets. Hit : 16 (4d8) piercing damage. \n'b'\n'b' ABOUT \n'b' The Ultari trace their lineage directly to the Ancients, claiming their race was the first of the new races to manifest from the void. As a result, they believe themselves the purest form of existence, their will to be divine, and their ethics flawless; for they believe its was by their interpretation of reality that gave birth to the consciousness of all other lesser beings and thereby consider all other beings and their interpretations of reality inherently flawed and imperfect. As the truest and purest of the \xe2\x80\x9cevil\xe2\x80\x9d Ancients\xe2\x80\x99 offspring\xe2\x80\x94and they claim themselves as the dominate species and natural born leaders over the \xe2\x80\x9cevil Hegemony\xe2\x80\x9d. They hold this claim with their innate and potent psionic abilities, using them in the most invasive and cruel manner to rend minds and twisting allegiances. With this as the basis of their claim of supremacy, none of the other evil races have yet challenged their position in the evil alien hierarchy. \n'b' Ultari are muscular and hairless humanoids with smooth grayish, blue-black skin. Their bone structure is well defined with streamlined, skull-like facial features. Their glassy black eyes are almost weary in their knowingness, but their gaze remains cruel, calculated, and superior. Their noses are nearly non-existent while their round membranous ears lie flat against their skulls, only slightly covered with a fleshy flap. Their bodies are muscular, well proportioned, and distinctly human . They stand between 6.5 to 8 feet tall. \n'b' An imposing figure strides forth, his great form adorned with armored plates fashioned from an unknown resin. His bluish-black flesh is stretched tightly over his muscular frame and seems to possess a shark-like glisten. His ebon eyes glower with terrible omnipotence, as they slowly scour the surroundings.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ultari Inquisitor \n'b' Huge troop of Medium fiends (ultar), neutral evil \n'b' Armor Class 19 (neh-thalggu leather armor) \n'b' Hit Points 162 (25d8 + 50) \n'b' Speed 20 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 14 (+2) INT: 20 (+5) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, lnt +9 \n'b' Skills Acrobatics +8, Deception +5, Insight +6, Perception +7 \n'b' Damage Resistances psychic \n'b' Condition Immunities charmed , frightened \n'b' Senses darkvision 60 ft., thoughtsense 30 ft., passive Perception 16 \n'b' Languages Ashtuul, Belligren, Common, Ultari \n'b' Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Extract Confession. Whenever ultari inquisitors succeed on a Wisdom ( Insight ) check to see through a deception or notice mental compulsion, as a reaction they can attempt to compel a liar to inadvertently reveal the lie and the truth behind it (DC 14 Wisdom saving throw negates). A creature under an enchantment effect reveals the nature of its enchantment and who placed it (if the creature knows) and gains a new saving throw to break free from the enchantment. A creature that saves against this ability cannot be affected by it again for 24 hours. Thoughtsense. Ultari inquisitors have blindsight 30 ft. but cannot detect creatures using nondetection , mind blank , or similar effects. \n'b' Troop . The troop can occupy another creature\xe2\x80\x99s space and vice versa, and the troop can move through any opening large enough for a Medium creature. The troop can\xe2\x80\x99t regain hit points or gain temporary hit points . A troop takes half damage from attacks that use an attack roll and double damage from area effects (or normal damage on a failed save if their Defensive Precognition applies). Creatures that are not troops are impaired while they remain in the troop\xe2\x80\x99s space or within 5 feet of it and have disadvantage on attack rolls and Constitution saving throws to maintain concentration. A troop\xe2\x80\x99s damage is halved when reduced below half its maximum hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Ultari inquisitors make three warblade attacks. Ultari Mindblades. All creatures that share the same space as the ultari inquisitors or are within 5 feet of the troop automatically take 9 (2d8) force damage and must make a DC 17 Intelligence saving throw, taking 24 (7d6) psychic damage on a failed save, or half as much on a success. \n'b' Mental Assault . Ultari inquisitors can target up to four creatures within 75 feet, using different effects on each target if desired (or expending one of its assaults to use focused thought to increase the DC of one of its mental assaults). A DC 17 Intelligence saving throw resists an effect, and a target can attempt a new save at the end of each of its turns to end a persistent effect: \n'b'\n'b' Brain lock : The target is dazed for as long as the ultari inquisitors maintain concentration and for 1 round thereafter. A dazed creature cannot cast spells or Concentrate and can\xe2\x80\x99t make more than one melee or ranged attack during its turn. \n'b' Focused thought : The save DC of another power the ultari inquisitors uses is increased by 2. If it uses focused thought more than once to increase the DC of the same power, each subsequent use only increases the DC by 1. \n'b' Mind thrust : The target takes 45 (10d8) points of psychic damage. As a bonus action, the ultari inquisitors can cause a creature failing a saving throw against its mind thrust to become sickened for 1 minute (a sickened creature does half damage on Strength based attacks). \n'b' Mindscan : Ultari inquisitors can replace one or more of its usual mental assaults with a detect thoughts spell. This lasts as long as the inquisitors maintain concentration on it and reduces the number of mental assaults the inquisitors can make each round by one. \n'b' Show yourselves : All enemies within 30 feet of the ultari inquisitors are compelled to reveal themselves if they are hiding on a failed saving throw. Creatures failing their saves must cease using Stealth , unlock and open doors between themselves and the inquisitors, and dismiss, suppress, or dispel if necessary magical effects that grant invisibility or any other form of concealment from the inquisitors. As long as the inquisitors maintain concentration on this ability, affected creatures may not attack or flee until they have eliminated every such effect, though they are freed from this compulsion immediately if attacked. \n'b'\n'b' REACTIONS \n'b'\n'b' Force Screen . The ultari inquisitors add 3 to their AC against one weapon attack that would hit them. \n'b'\n'b' ABOUT \n'b' The Ultari trace their lineage directly to the Ancients, claiming their race was the first of the new races to manifest from the void. As a result, they believe themselves the purest form of existence, their will to be divine, and their ethics flawless; for they believe its was by their interpretation of reality that gave birth to the consciousness of all other lesser beings and thereby consider all other beings and their interpretations of reality inherently flawed and imperfect. As the truest and purest of the \xe2\x80\x9cevil\xe2\x80\x9d Ancients\xe2\x80\x99 offspring-and they claim themselves as the dominate species and natural born leaders over the \xe2\x80\x9cevil Hegemony\xe2\x80\x9d. They hold this claim with their innate and potent psionic abilities, using them in the most invasive and cruel manner to rend minds and twisting allegiances. With this as the basis of their claim of supremacy, none of the other evil races have yet challenged their position in the evil alien hierarchy. \n'b' Ultari are muscular and hairless humanoids with smooth grayish, blue-black skin. Their bone structure is well defined with streamlined, skull-like facial features. Their glassy black eyes are almost weary in their knowingness, but their gaze remains cruel, calculated, and superior. Their noses are nearly non-existent while their round membranous ears lie flat against their skulls, only slightly covered with a fleshy flap. Their bodies are muscular, well proportioned, and distinctly human . They stand between 6.5 to 8 feet tall. \n'b' An imposing figure strides forth, his great form adorned with armored plates fashioned from an unknown resin. His bluish-black flesh is stretched tightly over his muscular frame and seems to possess a shark-like glisten. His ebon eyes glower with terrible omnipotence, as they slowly scour the surroundings.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ultari Techlord \n'b' Medium fiend (ultar), lawful evil \n'b' Armor Class 19 (carbon armor breastplate) \n'b' Hit Points 315 (70d8) \n'b' Speed 20 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 11 (+0) INT: 24 (+7) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +10, Con +7, lnt +14 \n'b' Skills Arcana +14, Deception +6, Medicine +9, Perception +9 \n'b' Damage Resistances psychic \n'b' Damage Immunities poison \n'b' Condition Immunities charmed , frightened \n'b' Senses darkvision 60 ft., passive Perception 19 \n'b' Languages Auran, Ashtuul, Belligren, Celestial, Common, Deep Speech, Draconic, Ignan, Infernal, Terran, Undercommon \n'b' Challenge 21 (33,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Applied Learning . If the ultari techlord is subjected to an effect that allows him to make a saving throw to take only half damage and the source is a technological device, he gains advantage on the saving throw. \n'b' Spellstrike . As a bonus action the ultari techlord may add 14 (4d6) damage to a melee weapon attack . The damage type maybe selected as part of the bonus action \xe2\x80\x93 cold, fire, lightning, necrotic, radiant, poison or thunder. \n'b' Magus . The ultari techlord uses his Intelligence ability to replace Strength and Dexterity when using a melee weapon. \n'b' Ultar Traits . An ultar techlord has the Aura: Fear (DC 20), Defensive Precognition, Keen Smell, and Ultari Weapon Affinity traits of all ultari. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ultari techlord makes four attacks: three ultari broadsword attacks and one laser pistol attack . \n'b' Ultari Broadsword . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 16 (2d8 + 7) force damage, and the target must make a DC 18 Intelligence saving throw, taking 24 (7d6) psychic damage on a failed save, or half as much damage on a successful one. \n'b' Laser Pistol . Ranged Weapon Attack (Psionic) : +10 to hit, range 40/120 ft., one target. Hit : 13 (3d6 + 3) radiant damage, and the target must make a DC 18 Intelligence saving throw, taking 24 (7d6) psychic damage on a failed save, or half as much damage on a successful one. \n'b' Telepathic Lash . Ranged Weapon Attack (Psionic) : +10 to hit, range 150 ft., one target. Hit : 13 (3d6 + 7) force damage, and the target must make a DC 18 Intelligence saving throw, taking 24 (7d6) psychic damage on a failed save, or half as much damage on a successful one. \n'b' Telepathic Drain (1/Day) . As a standard ultar (see page 653), but DC 18. \n'b' Bomb . The ultari techlord throws a grenade which lands up to 60 feet away and has a 20-foot sphere blast radius. Each creature in that area must make a DC 19 Dexterity saving throw, taking 27 (6d8) energy damage (cold, fire, lightning, necrotic, radiant, or thunder) on a failed save, or half as much damage on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Nano Shield . The ultari techlord adds 5 to his AC against one attack or cancels a targeted force effect like magic missile . The AC bonus lasts until the start of his next round. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The ultari techlord 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 ultari techlord regains spent legendary actions at the start of his turn. \n'b'\n'b' Psychcoportation . The ultari techlord teleports up to twice his movement speed. \n'b' Technomancer . The ultari techlord uses makes one laser pistol attack with advantage and increasing all damage dice on this attack by one step to d8. \n'b' Boomcaster . The ultari techlord is a master alchemist and has bombs and grenades prepared for battle. He uses his bomb ability and may sculpt the shape of the blast to exclude up to four creatures (including himself). \n'b'\n'b' ABOUT \n'b' The Ultari trace their lineage directly to the Ancients, claiming their race was the first of the new races to manifest from the void. As a result, they believe themselves the purest form of existence, their will to be divine, and their ethics flawless; for they believe its was by their interpretation of reality that gave birth to the consciousness of all other lesser beings and thereby consider all other beings and their interpretations of reality inherently flawed and imperfect. As the truest and purest of the \xe2\x80\x9cevil\xe2\x80\x9d Ancients\xe2\x80\x99 offspring\xe2\x80\x94and they claim themselves as the dominate species and natural born leaders over the \xe2\x80\x9cevil Hegemony\xe2\x80\x9d. They hold this claim with their innate and potent psionic abilities, using them in the most invasive and cruel manner to rend minds and twisting allegiances. With this as the basis of their claim of supremacy, none of the other evil races have yet challenged their position in the evil alien hierarchy. \n'b' Ultari are muscular and hairless humanoids with smooth grayish, blue-black skin. Their bone structure is well defined with streamlined, skull-like facial features. Their glassy black eyes are almost weary in their knowingness, but their gaze remains cruel, calculated, and superior. Their noses are nearly non-existent while their round membranous ears lie flat against their skulls, only slightly covered with a fleshy flap. Their bodies are muscular, well proportioned, and distinctly human . They stand between 6.5 to 8 feet tall. \n'b' An imposing figure strides forth, his great form adorned with armored plates fashioned from an unknown resin. His bluish-black flesh is stretched tightly over his muscular frame and seems to possess a shark-like glisten. His ebon eyes glower with terrible omnipotence, as they slowly scour the surroundings.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ulthal (Winged Demon, Tvungenos) \n'b' Medium fiend , chaotic evil \n'b' Armor Class 16 (natural) Hit Points 75 (10d8+30) Speed 30 ft., fly 80 ft.\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 16 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Saving Throws Strength +6, Constitution +6 Damage Immunities cold, fire, poison Condition Immunities poisoned , charmed Damage Resistances necrotic, bludgeoning, piercing and slashing from non-magical weapons Senses darkvision 60 ft., passive Perception 11 Languages Ulthal Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The Uthal\xe2\x80\x99s innate spellcasting ability is Wisdom (Spell Save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At Will . detect thoughts , speak with dead \n'b' 3/day each : improved invisibility \n'b' 2/day each : dispel evil and good \n'b' 1/day each : animate dead \n'b'\n'b' Charm Immunity . Not only are the Uthal immune to charm, but they are immune to any charm effect that would in any way affect their emotions. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Ulthal can strike twice with its claws or once with its Scythe, plus making a bite attack . \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit 6 (1d6+3) Slashing damage. \n'b' Scythe . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit 10 (2d6+3) Slashing damage plus 7 (2d6) Necrotic damage. The Scythe is considered magical for the purpose of damage resistance . \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit 7 (1d8+3) Piercing Damage. \n'b'\n'b' ABOUT \n'b' This skeletal creature appears long and tall but is little more than six feet. It looks something like a humanoid, but for its large dark wings and small head. Its skin stretches over the bones of its frame like a cadaver and it reeks much like the dead as well. Wicked looking fangs fill its long-beaked head. Its narrow eyes lie hooded beneath scaly protrusions. The ulthal possess long toes and fingers and the wicked claws its sports as weapons. They always carry a scythe in battle. Each ulthal decorates his scythe, from haft to blade, with bones, pictographs, or any other item they find desirable. \n'b' Sadistic Killers . They do not know love nor hate, only a never-ending torment of loss and this makes them unintelligible, impossible to bargain with and even immune to some spells. They hold no particular hatred for any one people or thing, but lust in the agony of all living things. They stalk their prey from afar, hidden to the naked eye, usually hovering in the air some dozen or so feet above who they wish to torment. They wait for an opportunity to strike and then fall upon the victim, rending and tearing them as best they can. \n'b' Unwilling Servants . The Ulthal serve no master, no god, nor cause of any description. They haunt the worlds of men and the planes, hunting only for torment. On occasion, sorcery binds them to powerful wizards or priests, or even to others of their own kind, but never willingly. If they are so bound, they reserve all their hate for those who have laid fetters upon them. They do travel with other ulthal, in the deeps of negative planes, flocks of these beasts gather in the thousands. \n'b' Special Language . They talk a tongue entirely their own. To the untrained, it sounds much like the cawing of crows. The language is simple and not difficult to learn, but few know it beyond the confines of the ulthal\xe2\x80\x99s hunting grounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Umbral Shambler \n'b' Medium aberration , neutral evil \n'b' Armor Class 13 Hit Points 39 (6d8 + 12) Speed 20 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 15 (+2) INT: 11 (+0) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Wis +4 Skills Perception +4, Stealth +5, Survival +4 Damage Vulnerabilities radiant Damage Resistances necrotic, psychic Condition Immunities charmed , exhaustion Senses blindsight 30 ft., darkvision 60 ft., passive Perception 14 Languages Common, Void Speech Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Sunlight Sensitivity . While in sunlight, the umbral shambler has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Tenebrous Agility . The umbral shambler\xe2\x80\x99s speed is doubled while in dim light or darkness, and it doesn\xe2\x80\x99t provoke opportunity attacks when it moves, provided it moves only in dim light or darkness. In addition, when a creature that relies on sight attacks the umbral shambler while the shambler is in dim light or darkness, the attacker has disadvantage on the attack roll. \n'b' Void Traveler . The umbral shambler doesn\xe2\x80\x99t require air, food, drink, sleep, or ambient pressure. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The umbral shambler makes two Claws attacks. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage plus 3 (1d6) necrotic damage. \n'b' Twisted Step . The umbral shambler can project itself beyond reality for a short time. Until the start of its next turn, the shambler can move through objects as if they were difficult terrain , provided an object is no more than 3 feet thick and at least one side of the object is in dim light or darkness. It takes 5 (1d10) force damage if it starts its turn inside an object. \n'b'\n'b' ABOUT \n'b' This otherworldly humanoid\xe2\x80\x99s body has distorted, twisted features and skin that shifts constantly from scaly, to slimy, to fleshy, and back again. Its true form is blurred and hard to see, and the very shadows seem unwilling to reveal its full form. These creatures of the Void appear humanoid but can never be seen clearly, their bodies always seeming to blur and shiver. \n'b' What can be seen is disturbing: limbs and digits in strange proportions, distorted facial features, skin that is scaly one moment, slimy and translucent the next. Their bodies move with strange spasms and tremors. \n'b' Corrupted by the Void . Exposure to the Void can warp creatures both mentally and physically. Umbral shamblers were once humanoid travelers, but sudden and overwhelming exposure to the Void has complete transformed them into twisted remnants of their former selves. More rarely, long term Void corruption can lead to this sort of transformation, especially among humanoids who practice Void magic or in priests of the Void. The satarre are said to know a ritual that transforms any human into an umbral shambler. \n'b' Humanoid Hunters . Umbral shamblers take great delight in stalking humanoids, moving swiftly under cover of darkness in forests or cities to appear to surround a victim. They terrorize such prey above all others, delighting in the destruction of those they once resembled. \n'b' Void Assassins . Because of their ability to step through walls and doorways, umbral shamblers make excellent assassins. They serve various Void cults in this way, taking orders from dark prophets, void cultists, and the satarre.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Umbral Tailor \n'b' Medium humanoid (any), neutral \n'b' Armor Class 15 (studded leather) Hit Points 44 (8d8 + 8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) 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' Saving Throws Wis +5, Cha +4 Skills Arcana +3, Insight +5, Sleight of Hand +5 Senses darkvision 60 ft., passive Perception 13 Languages Common, Umbral Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Shadow Patch . The umbral tailor can conduct a ritual to undo the effects of shadow corruption. This ritual takes 1 hour to complete, uses 200 gp worth of components, and must be performed on a willing subject. \n'b' Sunlight Sensitivity . While in sunlight, the umbral tailor has disadvantage on attack rolls and on Wisdom ( Perception ) checks that rely on sight. \n'b' Unseelie Blessing . The umbral tailor 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' Bone Needle . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Soul Read . The umbral tailor can focus their mind on any one creature they can see within 30 feet. The umbral tailor learns the creature\xe2\x80\x99s current emotional state and whether the creature is diseased, corrupted, cursed, or under the effects of a spell. If the creature does not have a soul, it is unaffected. \n'b' Spellcasting . The umbral tailor casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 13):\n'b'\n'b'\n'b' At will : guidance , mending , spare the dying \n'b' 3/day each : lesser restoration , remove curse \n'b' 1/day each : greater restoration (casting time requires target to take a long rest) \n'b'\n'b' ABOUT \n'b' An elderly woman with wispy strands of grey hair is in the process of pulling up a black needle from a stitch made on the cloth that sits on the table before her. The black cloth shifts strangely as if something moves just beneath it. \n'b' Blessed by the fey of the Shadow Realm, umbral tailors are master crafters who repair far more than mundane clothing. \n'b' Niche Profession . Umbral tailors can only be found in the Shadow Realm, where their gifts for healing and repairing damage caused by corruption are most needed. For whatever reason, umbral tailors\xe2\x80\x99 soul stitching magic only works in the Shadow Realm.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cats, Great (Margay) \n'b' Tiny beast , unaligned \n'b' Armor Class 12 Hit Points 2 (1d4) Speed 30 ft., climb 20 ft.\n'b' STATS STR: 4 (-3) DEX: 15 (+2) CON: 10 (+0) INT: 3 (-4) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Perception +3, Stealth +6 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The margay has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Leaper . A margay can leap 12 feet horizontally. \n'b' Mimicry . A margay can mimic the sounds of tamarin monkeys and other prey animals, which it uses to ambush prey. A creature that hears the sounds can tell they are imitations with a successful DC 11 Wisdom ( Insight ) check. \n'b' Stealthy . A margay adds double its proficiency bonus on Dexterity ( Stealth ) checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1 slashing damage. \n'b'\n'b' ABOUT \n'b' The Americas are home to a wide variety of hunting cats, from small but fierce hunters of frogs, birds, and monkeys to large and deadly prowlers capable of taking down very large prey. \n'b' Margay . The margay is a small cat that lives in dense tropical forests, preferring to spend most of its life in the trees. During the day, a margay lounges in liana tangles far above the ground, and at night it chases birds, frogs, lizards, and monkeys through the treetops. A margay can use its sound mimicry ability to imitate the sounds of any animal of its own size or one size category smaller, and it often does so to lure prey into an ambush. A margay weighs around 8 pounds and may reach a length of 3-4 feet, nearly half of which is its tail. \n'b' Ocelot . Ocelots are spotted nocturnal predators that are equally at home on the ground or in trees. They are skilled climbing, leaping, and swimming and prefers to hunt close to water sources with dense vegetation cover, though it ranges from grasslands to swamps as well as forests. Ocelots are typically 1-1/2 feet tall and weigh 20-35 pounds. \n'b' Puma . Pumas are ambush hunters and stalkers. They wait in dense vegetation or underbrush, or rocky outcroppings for potential prey to wander by. When in range, the puma springs to the attack and bites and rakes its foe. Pumas are excellent hunters and often stalk potential prey for several miles before attacking. Pumas stand about two feet tall and are about 4-5 feet long with a tail 2-3 feet long. A typical puma weighs around 125 pounds. It has short, coarse, fur with a white underbelly and a black-tipped tail. Its fur color (except its underbelly) is typically brown, black, rust, or gray. Its eyes are golden. \n'b' Jaguar . The jaguar is a highly aggressive and ferocious great cat that makes its home in dense forests or swampy areas near a source of fresh water. Of all the big cats, the jaguar is the most at home in the water. They are excellent swimmers and stalk their prey through deep water where other cats won\xe2\x80\x99t go. They also excel at climbing and often spend time hunting tree-dwelling animals (such as monkeys). The jaguar is highly territorial with its personal hunting ground often covering an area of several square miles. The typical jaguar subsists on a diet of animals such as deer, tapir, elk, fish, armadillos, and other small animals. If hungry or its food supply is thin, jaguars have been known to attack prey much larger than itself. Jaguars stalk their prey and prefer to attack from ambush, swooping in and felling prey with one swift stroke of their powerful jaws or locking on until their prey is dead.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Fulad-Zereh \n'b' Family: Demons \n'b' An enormous horned demon with a hide the color of burnt blood, a fulad-zereh\xe2\x80\x99s body is encased in red armor that has blackened through the ages. \n'b' Huge fiend (demon), chaotic evil \n'b' Armor Class 18 (plate) Hit Points 115 (10d12 + 50) Speed 40 ft., fly 40 ft.\n'b' STATS STR: 19 (+4) DEX: 11 (+0) CON: 20 (+5) INT: 17 (+3) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +8, Constitution +9, Wisdom +6, Charisma +7 Skills Insight +6, Intimidation +7 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses truesight 120 ft., passive Perception 12 Languages Abyssal, telepathy 120 ft. Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Petrifying Gaze . When a creature that can see the fulad-zereh\xe2\x80\x99s eyes starts its turn within 30 feet of the demon , the fulad-zereh can force it to make a DC 16 Constitution saving throw if the demon isn\xe2\x80\x99t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified . Otherwise, a creature that fails the saving throw begins to turn to stone and is restrained . The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or similar magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the demon until the start of its next turn, when it can avert is eyes again. If the creature looks at the demon , it must immediately make the save. \n'b' Actions \n'b' Multiattack . The demon makes two attacks: one with its barbed whip and one with its battleaxe. \n'b' Barbed Whip . Melee Weapon Attack : +8 to hit, reach 30 ft., one target. Hit : 14 (3d6 + 4) slashing damage, and, if the target is Large or smaller, it is pulled up to 25 feet toward the demon. If the target is a creature other than an undead or a construct , it must succeed on a DC 16 Constitution saving throw or take 5 (1d10) necrotic damage at the start of each of its turns as a barb of pure Abyssal energy lodges itself in the wound. Each time the demon hits the barbed target with this attack , the damage dealt by the wound each round increases by 5 (1d10). Any creature can take an action to remove the barb with a successful DC 14 Wisdom ( Medicine ) check. The barb crumbles to dust if the target receives magical healing . \n'b' Battleaxe . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 17 (3d8 + 4) slashing damage. \n'b' About \n'b' Abyssal Officers . Lieutenants of demon armies, fulad-zereh tower over their allies and enemies alike.\xc2\xa0Fulad-zereh are violent and bloodthirsty demons who have fought for centuries to attain their forms and power, or who are elevated by demon lords during times of war. \n'b' Marked for Service . The armor that bolsters a fulad-zereh is forged to reflect the demon lord to which it is bound. It has been said that some fulad-zereh will abandon their demon lords rather than being demoted after battle. These rogue demons forge their own terrifying, nightmarish armor and sell their services to those willing to pay in souls. \n'b' Weeping Acid . A creature that touches the fulad-zereh or hits it with a melee attack while within 5 feet of it must succeed on a DC 16 Dexterity saving throw or take 9 (2d8) acid damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Umbre\xc3\xafn \n'b' Family: Umbre\xc3\xafn \n'b' Large elemental (shadow), unaligned \n'b' Armor Class 16 (natural armor) Hit Points 102 (12d10 + 36); Wound Threshold N/A Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 17 (+3) INT: 8 (-1) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities radiant Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses blindsense 30 ft., darkvision 120 ft., passive Perception 10 Languages Primordial Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The umbre\xc3\xafn\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The umbre\xc3\xafn can innately cast the following spells, requiring no material components and no concentration:\n'b'\n'b'\n'b' At will : darkness \n'b' 3/day each : black tentacles \n'b'\n'b' Shadow Form . The umbre\xc3\xafn 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. Any source of light in the umbre\xc3\xafn\xe2\x80\x99s space is masked. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The umbre\xc3\xafn makes two tenebrous strike attacks. \n'b' Tenebrous Strike . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage plus 9 (2d8) necrotic damage. \n'b'\n'b' ABOUT \n'b' Umbre\xc3\xafns are creatures that spontaneously come into being in places strongly marked by death and necromantic magic. They are also frequently summoned in the Netherworld to serve as guardians. Since they do not require physical food and have no notion of time, they are perfectly suited to endless vigils. \n'b' When using lesser umbre\xc3\xafns as guards, arcanists craft shadow lanterns inscribed with instructions in Primordial. In this fashion, the elemental is influenced by its new home, and acts in accordance with the written commands, as if by instinct. \n'b' Meanwhile, the behavior of an umbre\xc3\xafn in its natural state is more difficult to understand. Certain scholars have suggested that it is driven to extinguish lights or feed off them, while others believe the elemental to be sensitive to certain harmonics and vibrations. \n'b' Umbre\xc3\xafns are equally comfortable in the Ethereal Plane and in dark places of the Material Plane. They are animated, protean shadows that can sustain themselves by passively absorbing ambient magical energy. They can also hunt and feed off anything that is animated and holds energy. They prey indiscriminately on humanoids, undead, or even constructs. This makes umbre\xc3\xafns valuable assets to servants of Death looking to eliminate creatures whose existence goes against the natural cycle.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Biclops \n'b' Huge giant , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 200 (16d12 + 96) Speed 40 ft.\n'b' STATS STR: 24 (+7) DEX: 11 (+0) CON: 22 (+6) INT: 10 (+0) WIS: 8 (-1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +11, Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages Giant Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Siege Monster . The biclops deals double damage to objects and structures. \n'b' Two Heads . The biclops has advantage on Wisdom ( Perception ) checks and on saving throws against being blinded , charmed , deafened , frightened , stunned , and knocked unconscious . \n'b' Wakeful . When one of the biclops\xe2\x80\x99 heads is asleep, its other head is awake. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The biclops makes two melee attacks . \n'b' Metal Club . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 20 (3d8 + 7) bludgeoning damage. \n'b' Chaotic Gaze . The biclops can use a bonus action on its turn to target one creature within 30 feet of it. If the target can see the biclops, the target must succeed on a DC 16 Wisdom saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the biclops\xe2\x80\x99 next turn. If the target makes a successful saving throw, they are immune to the biclops\xe2\x80\x99 chaotic gaze. \n'b'\n'b' ABOUT \n'b' Some folks wonder what\xe2\x80\x99s worse than a cyclops. The gregarious two-headed biclops is the answer. The strange giants are extremely rare and lair in mountain ranges near humanoid settlements. Some scholars believe these giants are a result of cyclopes breeding with ettins. \n'b' Double Vision . Biclopes are much more capable than their one-eyed cousins. They are brighter and usually find a large, well-protected cave to live in. Wanting to gather as many minions as possible, these creatures seek areas filled with other monsters and humanoids. \n'b' Social Network . Unlike some giants, biclops are rather social and enjoy the company of other creatures. They often have hill giants, ogres, and orcs in their large social circle. The two-headed giants have great senses of humor and are popular with most giants. \n'b' Cozy Caverns . Biclopes\xe2\x80\x99 caves are lined with large furs to keep the giants warm. Large sacks filled with food and treasures are usually hidden nearby.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Umbre\xc3\xafn, Lesser \n'b' Family: Umbre\xc3\xafn \n'b' Medium elemental (shadow), unaligned \n'b' Armor Class 15 (natural armor) Hit Points 52 (8d8 + 16); Wound Threshold N/A Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 6 (-2) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire, lightning, radiant Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses blindsense 30 ft., darkvision 120 ft., passive Perception 10 Languages Primordial Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting (3/Day) . The lesser umbre\xc3\xafn\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). The lesser umbre\xc3\xafn can innately cast the darkness spell, requiring no material components and no concentration. \n'b' Shadow Form . The lesser umbre\xc3\xafn 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. Any source of light in the lesser umbre\xc3\xafn\xe2\x80\x99s space is masked. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lesser umbre\xc3\xafn makes two tenebrous strike attacks. \n'b' Tenebrous Strike . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage plus 4 (1d8) necrotic damage. \n'b'\n'b' ABOUT \n'b' Umbre\xc3\xafns are creatures that spontaneously come into being in places strongly marked by death and necromantic magic. They are also frequently summoned in the Netherworld to serve as guardians. Since they do not require physical food and have no notion of time, they are perfectly suited to endless vigils. \n'b' When using lesser umbre\xc3\xafns as guards, arcanists craft shadow lanterns inscribed with instructions in Primordial. In this fashion, the elemental is influenced by its new home, and acts in accordance with the written commands, as if by instinct. \n'b' Meanwhile, the behavior of an umbre\xc3\xafn in its natural state is more difficult to understand. Certain scholars have suggested that it is driven to extinguish lights or feed off them, while others believe the elemental to be sensitive to certain harmonics and vibrations. \n'b' Umbre\xc3\xafns are equally comfortable in the Ethereal Plane and in dark places of the Material Plane. They are animated, protean shadows that can sustain themselves by passively absorbing ambient magical energy. They can also hunt and feed off anything that is animated and holds energy. They prey indiscriminately on humanoids, undead, or even constructs. This makes umbre\xc3\xafns valuable assets to servants of Death looking to eliminate creatures whose existence goes against the natural cycle.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Umbrellaphant \n'b' Huge monstrosity , unaligned \n'b' Armor Class 12 \n'b' Hit Points 76 (8d12 + 24) \n'b' Speed 40 ft., fly 40 ft. (hover)\n'b' STATS STR: 22 (+6) DEX: 9 (-1) CON: 17 (+3) INT: 3 (-4) WIS: 11 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Rideable . Up to two Small creatures or one Medium creature can ride the umbrellaphant without squeezing. To make a melee attack against a target within 5 feet of the umbrellaphant, they must use spears or weapons with reach. If the umbrellaphant dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the umbrellaphant. \n'b' Trampling Charge . If the umbrellaphant 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 16 Strength saving throw or be forced prone . If the target is prone , the umbrellaphant can make one stomp attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Gore . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 19 (3d8 + 6) piercing damage. \n'b' Stomp . Melee Weapon Attack : +8 to hit, reach 5 ft., one prone creature. Hit : 22 (3d10 + 6) bludgeoning damage. \n'b' Squash . Melee Weapon Attack : +8 to hit, reach 5 ft., one Medium or Smaller creature. Hit : 27 (6d6 + 6) bludgeoning damage, the umbrellaphant lands in the target\xe2\x80\x99s space, and the target is grappled (escape DC 16). Until this grapple ends, the target is prone . The grapple ends early if the umbrellaphant moves out of the space. \n'b'\n'b' ABOUT \n'b' This immense zooming monster flies not by wings, but a balloon-like structure of its own tough skin billowing over its back like a howdah. \n'b' Umbrellaphants are magically created creatures gifted with the ability, by using gases they propel from their backs, to float about like a hot air balloon. Despite this, there is an element of magic in their movement; their skins are not large enough to justify the enormity of an umbrellaphant\xe2\x80\x99s flight, and they move horizontally without any discernible propulsion. \n'b' Terrifying Mounts . Whatever the mechanism behind their flight, umbrellaphants are terrifying mounts. Casters sit behind their heads, which limits their ability to carry passengers. \n'b' Death from Above . As mounts, umbrellaphants are suitable if somewhat unwieldy. Their flap of skin prohibits a howdah on their backs, so the rider is forced to sit just behind their neck. But as weapons of shock and awe, nothing beats the death from above that is a flying elephant .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Umibozu \n'b' Gargantuan undead , neutral evil \n'b' Armor Class 19 (natural armor) Hit Points 280 (16d20+112) Speed 40 ft., swim 80 ft.\n'b' STATS STR: 18 (+4) DEX: 28 (+9) CON: 25 (+7) INT: 16 (+3) WIS: 18 (+4) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +13, Int +9, Wis +10 Damage Resistances acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, lightning Condition Immunities charmed , frightened Skills Intimidation +13, Perception +10 Senses blindsight 120 ft., darkvision 120 ft., passive Perception 20 Languages Aquan, Common Challenge 19 (22,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The umibozu\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day : antilife shell , control water \n'b' 1/day each : control weather , storm of vengeance \n'b'\n'b' Untraceable . The umibozu is immune to all spells and effects made to learn its location or gain information about it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The umibozu makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, 20 ft. reach, one target. Hit : 59 (10d10 + 4) bludgeoning damage. \n'b' Dooming Gaze . The umibozu can gaze at one creature within 120 feet and attempt to overwhelm its mind with fear. That creature must succeed a DC 19 Wisdom saving throw or be paralyzed . A paralyzed creature can attempt another saving throw at the end of each of its turns to end this effect. Once a creature that was paralyzed breaks free from that condition, they must attempt another DC 19 Wisdom saving throw or become frightened of the umibozu. A frightened creature can attempt another saving throw at the end of each of its turns to end this effect. A creature that is immune to the frightened condition is immune to both effects of this ability. \n'b' Draining Strike (3/Day) . Melee Weapon Attack : +10 to hit, 20 ft. reach, one target. Hit : 117 (18d12) necrotic damage plus the target must succeed a DC 19 Constitution saving throw or gain 1 negative level. \n'b' Elusive (1/Day) . The umibozu has long been the stuff of maritime legends, but despite countless attempts to hunt them, they are rarely encountered unless they wish it. While in water, the umibozu can move up to 400 feet in a single movement without leaving any trace of its passing (while under the effects of a pass without trace spell). The umibozu gains advantage to its Dexterity ( Stealth ) ability checks while making this movement. \n'b'\n'b' ABOUT \n'b' Umibozus are formed from the combined despair and horror of death at sea, such as when a ship sinks and its entire crew drowns. No single restless soul empowers a umibozu-it combines the anger and doom of all who die in such close proximity. Reawakened as mammoth ship-wreckers, these angry spirits have no memory of their past lives and seek to inflict the doom they suffered on others who ply the seas. \n'b' Their hatred does not make them mindless, however, and more than one lucky crew member has talked her entire ship\xe2\x80\x99s way out of total annihilation. Umibozus have an unusual respect for those with wit and guile and sometimes consider sparing those they deem worthy of their esteem. Those who try to defend themselves with brawn and weapons, however, receive no mercy from the enormous monsters. \n'b' Nothing but Death . A umibozu\xe2\x80\x99s body is black and leathery like that of a squid when seen up close, but an ever-present mist clings to it even in the water, causing it to appear at first glance to be made out of the black waters of the ocean itself, or a bank of shadow and fog rising up from the waves. The entire creature is featureless and smooth, making its empty visage and its two gleaming pinpricks of light for eyes all the more horrifying.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Un-Man \n'b' Mist forms itself into a vaguely humanoid shape, stretched into an impossibly gangly parody of an emaciated human. \n'b' Medium ooze , any alignment \n'b' Armor Class 12 \n'b' Hit Points 19 (3d8 + 6) \n'b' Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 14 (+2) INT: 11 (+0) WIS: 10 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid \n'b' Damage Immunities cold; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Condition Immunities blinded , deafened, exhaustion , grappled , paralyzed , petrified , prone, restrained \n'b' Senses blindsight 60 ft., passive Perception 10 \n'b' Languages any one \n'b' Challenge 1 (200 XP) \n'b' Special Traits \n'b' Absorb Life Energy . If the un-man remains within 60 feet of a creature it can sense for 1 hour, it can absorb some of that creature\xe2\x80\x99s life energy if the creature isn\xe2\x80\x99t a construct or an undead. It can absorb life energy from only one creature each hour. The creature\xe2\x80\x99s hit point maximum is reduced by 2 (1d4) until it finishes a long rest . The creature dies if its hit point maximum is reduced to 0. \n'b' Incorporeal Movement . The un-man can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Actions \n'b' Strangle . Melee Spell Attack : +5 to hit, reach 10 ft., one creature. Hit : The un-man attaches to the target. While attached, the un-man\xe2\x80\x99s speed is 0, it can\xe2\x80\x99t benefit from bonuses to its speed, it moves with the target, it can\xe2\x80\x99t strangle another target, and the target can\xe2\x80\x99t breathe or speak. At the start of each of its turns, the creature loses 6 (1d6 + 3) hit points if it requires air to live. The strangled creature can detach the un-man with a successful DC 13 Dexterity (Acrobatics) check as an action. The un-man can detach itself by spending 5 feet of movement. \n'b' Reactions \n'b' Absorb Magic . When a creature within 60 feet that it can perceive casts a spell, the un-man absorbs some of the spell\xe2\x80\x99s magic before the spell takes effect. Attack rolls for the spell are made with disadvantage and saving throws against the spell are made with advantage. \n'b' About \n'b' The arcane dwellers of the blue-lit cavern of K\xe2\x80\x99n Yan can scientifically dissolve the human form into a sort of astral or gas-like substance, and reform it. This is done both to project researchers into the outside realms as well as to punish criminals. Over time, the Ancients of K\xe2\x80\x99n Yan stopped caring what happened to their victims, and essentially abandoned them to their fates, leaving them to eternally wander the world. \n'b' When so dissolved, at first the individuals look moreor-less humanoid, but as their sanity stretches and snaps, they deteriorate in form as well. They ultimately become less-than-human, but also greater than human in other ways. \n'b' The un-men are, in essence, a sort of spiritual, spectral being that retains a strange form of life. They are not undead, but their modified physiology does defy normal life\xe2\x80\x99s limitations. They are immortal and do not have to feed on solid food to remain alive. They do require a slight input of energy for survival, and this can be done via magical energy or more ominously, through the vital energy of other living creatures. Unlike true undead, an un-man cannot simply drain life energy by a touch. Instead, it must remain near and around the victim for at least an hour, relying on its intangible nature to keep it safe from retribution. \n'b' Un-men can engage in some degree of combat by using their telekinetic abilities to move objects, including weapons, around with human-like strength and even to strangle victims. They can also stretch themselves out and change shape.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Unarmored \n'b' Medium undead , chaotic evil \n'b' Armor Class 15 Hit Points 110 (20d8 + 20) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 8 (-1) DEX: 20 (+5) CON: 12 (+1) INT: 10 (+0) WIS: 18 (+4) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 14 Languages any languages it knew in life Challenge 12 (8,400 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Armorsense . The unarmored can magically detect armor and similar protective equipment within 60 feet. It knows the armor\xe2\x80\x99s general direction but not its exact location. \n'b' Ethereal Sight . The unarmored can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Incorporeal Movement . The unarmored 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' Undead Nature . The unarmored doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The unarmored uses Transport Armor. It then attacks twice with its spectral hand. \n'b' Spectral Hand . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 19 (4d6 + 5) necrotic damage. \n'b' Transport Armor . Pointing a finger and issuing a silent scream, the unarmored targets a creature wearing armor within 30 feet. The unarmored attempts to magically sever the target\xe2\x80\x99s connection to its armor and whisk the armor to the Ethereal Plane. The target must make a DC 17 Charisma saving throw. On a failure, the creature\xe2\x80\x99s armor fades away and is transported to the Ethereal Plane. The armor is instantly unequipped and becomes invisible and untouchable to creatures on the Material Plane. At the end of the unarmored\xe2\x80\x99s next turn, the armor rematerializes in the unoccupied space nearest to where it was last worn. \n'b'\n'b' REACTIONS \n'b'\n'b' Deny Shield . When a creature using a shield within 30 feet of the unarmored is missed by an attack , the unarmored magically wills the creature\xe2\x80\x99s shield to momentarily dematerialize. The creature loses the shield\xe2\x80\x99s AC benefit against the triggering attack, possibly causing the attack to hit. To do so, the unarmored must be able to see the creature. \n'b'\n'b' ABOUT \n'b' Adventurers who know that they might run up against an unarmored do well to prepare an etherealness spell or other means of quickly going back and forth between the Material and Ethereal Planes. Doing so allows victims of the unarmored\xe2\x80\x99s armor teleporting powers to quickly retrieve their equipment. Such preparations can dramatically stymie-and enrage-an unarmored. \n'b' Few things frustrate adventurers more than when essential gear goes missing, and this is doubly true for warriors and their precious armor. When a fighter spends their final moments lamenting their fate-believing they would have survived if only they had been wearing better armor-the individual\xe2\x80\x99s anger, despair, and obsession can cause their spirit to rise as an unarmored. \n'b' Anchored to the location of their demise and unable to move on from their grim fate, unarmored desire only two things: to acquire the perfect suit of armor and to inflict their tragedy upon others. They bear great hatred for anyone wearing particularly spectacular gear. To ensure such well-equipped individuals suffer the same loss as it, an unarmored spirits away its victim\xe2\x80\x99s armor to the Ethereal Plane before mercilessly striking down the suddenly unprotected warrior.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Undead Archbishop \n'b' Medium undead , chaotic evil \n'b' Armor Class 18 Hit Points 255 (34d8 + 102) Speed 40 ft.\n'b' STATS STR: 6 (-2) DEX: 12 (+1) CON: 16 (+3) INT: 16 (+3) WIS: 24 (+7) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +8, Wisdom +12 Skills Arcana +8, Religion +13, Stealth +11 (+16 in dim light or darkness) Damage Vulnerabilities radiant Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 120 ft., passive Perception 17 Languages Abyssal, Common, Goblin Challenge 15 (13,000 XP) \n'b' Special Traits \n'b' Amorphous . The Archbishop can move through a space as narrow as 1 inch wide without squeezing. \n'b' Shadow Stealth . While in dim light or darkness, the Archbishop can take the Hide action as a bonus action. \n'b' Sunlight Weakness . While in sunlight, the Archbishop has disadvantage on attack rolls, ability checks, and saving throws. \n'b' Death God\xe2\x80\x99s Proxy . The AC of The Archbishop includes its Wisdom bonus. Undead creatures have disadvantage on attack rolls against The Archbishop. \n'b' Actions \n'b' Strength Drain . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 32 (9d6 + 1) necrotic damage, and the target\xe2\x80\x99s Strength score is reduced by 1d8. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest . If a non-evil humanoid dies from this attack , a shadow rises from the corpse 1d4 hours later.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Undead Dragon \n'b' Gargantuan undead (dragon), chaotic evil \n'b' Armor Class 22 (natural armor) Hit Points 546 (28d20 + 252) Speed 40 ft., fly 80 ft., swim 40 ft.\n'b' STATS STR: 30 (+10) DEX: 14 (+2) CON: 29 (+9) INT: 18 (+4) WIS: 17 (+3) CHA: 28 (+9) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +10, Constitution +17, Wisdom +11, Charisma +17 Skills Insight +11, Perception +19 Senses darkvision 60 ft., passive Perception 29 Languages \xe2\x80\x93 Challenge 26 (90,000 XP) \n'b' Special Traits \n'b'\n'b' Legendary Resistance (3/day) . If the undead dragon fails a saving throw, it can choose to succeed instead. \n'b' Regeneration . The undead dragon regains 30 hit points at the start of its turn if it has at least 1 hit point and isn\xe2\x80\x99t in sunlight. If the undead dragon takes radiant damage or damage from holy water, this trait doesn\xe2\x80\x99t function at the start of the undead dragon\xe2\x80\x99s next turn. \n'b' Soul Consumption . When a creature dies within 30 feet of the undead dragon, that creature must succeed on a DC 18 Wisdom saving throw or that creature\xe2\x80\x99s soul is torn from its body and pulled into the undead dragon\xe2\x80\x99s gaping maw. The undead dragon gains a number of temporary hit points equal to the dead creature\xe2\x80\x99s Hit Dice. Creatures that die in this manner can only be restored to life by a true resurrection or wish spell. \n'b' Spellcasting . The undead dragon is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). It can cast the following spells:\n'b'\n'b' Cantrips (at will) : chill touch , fire bolt, mage hand , mending , prestidigitation , ray of frost \n'b' 1st level (4 slots) : burning hands , magic missile , protection from evil and good , thunderwave \n'b' 2nd level (3 slots) : blindness/deafness , flaming sphere , ray of enfeeblement , scorching ray \n'b' 3rd level (3 slots) : blink , dispel magic , fireball , gaseous form , gust of wind , haste \n'b' 4th level (3 slots) : confusion , fire shield , greater invisibility , wall of fire \n'b' 5th level (3 slots) : arcane hand , cone of cold , mislead , wall of stone \n'b' 6th level (1 slot) : chain lightning , circle of death , irresistible dance \n'b' 7th level (1 slot) : forcecage , prismatic spray \n'b' 8th level (1 slot) : control weather , maze \n'b' 9th level (1 slot) : foresight , time stop \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The undead dragon can use its Frightful Presence and make three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +18 to hit, reach 15 ft., one target. Hit : 26 (3d10 + 10) piercing damage plus 21 (6d6) necrotic damage. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the undead dragon regains hit points equal to that amount. The reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. \n'b' Claws . Melee Weapon Attack : +18 to hit, reach 10 ft., one target. Hit : 23 (3d8 + 10) slashing damage. The target is grappled (escape DC 24) if the undead dragon isn\xe2\x80\x99t already grappling a creature, and the target is restrained until this grapple ends. \n'b' Tail . Melee Weapon Attack : +18 to hit, reach 20 ft., one target. Hit : 19 (2d8 + 10) bludgeoning damage. \n'b' Frightful Presence . Each creature of the undead dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the undead dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Change Shape . The undead dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher 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 dragon\xe2\x80\x99s choice). In a new form, the dragon retains its alignment, hit points , Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions , and Intelligence , Wisdom , and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. \n'b' Breath Weapons (Recharge 5-6) . The undead dragon uses one of the following breath weapons. \n'b' Fire Breath . The undead dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 82 (15d10) fire damage on a failed save, or half as much damage on a successful one. \n'b' Weakening Breath . The undead dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength -based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' Legendary Actions \n'b' the undead dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The undead dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The undead dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The undead dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The undead dragon beats its wings. Each creature within 15 ft. of the undead dragon must succeed on a DC 25 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone . The undead dragon can then fly up to half its flying speed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Undead Hummingbird Swarm \n'b' Medium swarm of Tiny undead, chaotic evil \n'b' Armor Class 16 Hit Points 27 (6d8) Speed 10 ft., fly 60 ft.\n'b' STATS STR: 1 (-5) DEX: 21 (+5) CON: 10 (+0) INT: 1 (-5) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +9 Damage Vulnerabilities bludgeoning Damage Resistances piercing, slashing Damage Immunities poison Condition Immunities charmed , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned Senses darkvision 60 ft., passive Perception 14 Languages \xc2\x97 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Swarm . The undead hummingbird swarm can occupy another creature\xc2\x92s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can\xc2\x92t regain hit points or gain temporary hit points . \n'b' Actions \n'b' Pierce . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 6 piercing damage. If the target is a creature, the wound bleeds for 1 necrotic damage on each subsequent turn. The wound continues to bleed until it is cured by magical healing .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Gallu \n'b' Family: Demons \n'b' Large fiend (demon), neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 85 (10d10 + 30) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 11 (+0) CON: 16 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +8, Perception +5, Stealth +6 Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, poison Condition Immunities paralyzed , poisoned Senses darkvision 60 ft., passive Perception 15 Languages Abyssal, Common, telepathy 60 ft. Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shapechanger . The gallu can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gallu makes two Claw attacks and one Bite attack . \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) slashing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage and the target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the gallu can\xe2\x80\x99t grapple another target. \n'b' Plane Shift (recharge 5-6) . The gallu casts a plane shift spell requiring only verbal components. If the gallu has a creature grappled , that creature must succeed on a DC 15 Wisdom saving throw or be transported along with the gallu. \n'b' Teleport (recharge 5-6) . The gallu magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. If the gallu has a creature grappled , that creature must succeed on a DC 15 Wisdom saving throw or be transported along with the gallu. \n'b'\n'b' ABOUT \n'b' A gallu demon is nine feet tall and weighs about 800 pounds. Its flesh is glossy black and, other than a large mouth lined with teeth, it has no facial features. The gallu demon excels at disguising itself as a normal humanoid to befriend a mortal, whom it then whisks back to its Abyssal lair. Gallu demons have been known to spend months on the Material Plane just to get close to and eventually abduct a chosen target. Abducted victims are sometimes devoured by a gallu demon before it completes its task, but more often than not, an abducted victim is given to the gallu demon\xe2\x80\x99s master, who enslaves the victim (or sometimes devours it himself).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Undead Mammoth \n'b' Huge undead , neutral evil \n'b' Armor Class 12 (natural armor) Hit Points 87 (7d12 + 42) Speed 30 ft.\n'b' STATS STR: 24 (+7) DEX: 7 (-2) CON: 22 (+6) INT: 1 (-5) WIS: 7 (-2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Siege Monster . The undead mammoth does double damage to objects and structures. \n'b' Trampling Charge . If the undead mammoth 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 17 Strength saving throw or be forced prone . \n'b' Undead Fortitude . If damage reduces the undead mammoth to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the undead mammoth drops to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Gore . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 20 (3d8 + 7) piercing damage plus 3 (1d6) necrotic damage. \n'b' Stomp . Melee Weapon Attack : +10 to hit, reach 5 ft., one prone creature. Hit : 23 (3d10 + 7) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Enormous shadows can be seen moving through a foggy pass. Then several huge, dark mammoths begin to emerge from the mist. These undead mammoths are the result of dark magic that came through Riftgates. Necrotic energy that entered this region twists the souls of some mammoths when they die. \n'b' Hulking Horror . The vothdar will use these undead creatures as pack animals. Their necromancers, the blizzard wizards, can command the sizable creatures to do their bidding. However, the undead horrors can only take simple directions from the snow elves. \n'b' Herd Immunity . Undead mammoths usually stick together in groups. The region is a very dangerous place, and they will try to remain in their herd. Since they can see in the dark and don\xe2\x80\x99t have the requirements of living creatures, some herds can be seen on the move in the middle of the night. \n'b' Undead Nature . An undead mammoth doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Undead Phoenix \n'b' Huge undead , chaotic evil \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 142 (15d12 + 45) \n'b' Speed 30 ft., fly 90 ft.\n'b' STATS STR: 23 (+6) DEX: 14 (+2) CON: 17 (+3) INT: 8 (-1) WIS: 17 (+3) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Con +7, Wis +7 \n'b' Skills Perception +7 \n'b' Damage Immunities necrotic, fire, poison \n'b' Condition Immunities poisoned \n'b' Senses darkvision 120 ft., passive Perception 17 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 12 (8,400 XP) \n'b' Special Traits \n'b'\n'b' Bilious Aura . A living creature that starts its turn within 10 feet of the undead phoenix can\xe2\x80\x99t regain hp and has disadvantage on Constitution saving throws until the start of its next turn. \n'b' Eternal Unlife . If it dies, the undead phoenix reverts into a pile of necrotic-tainted ooze and is reborn in 24 hours with all of its hp . Only killing it with radiant damage prevents this trait from functioning. \n'b' Undead Nature . The undead phoenix doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The undead phoenix makes three attacks: two with its claws and one with its decaying bite. \n'b' Claws . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 20 (4d6 + 6) slashing damage. \n'b' Decaying Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) piercing damage plus 14 (4d6) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or be cursed with perpetual decay. The cursed target can\xe2\x80\x99t regain hp until the curse is lifted by the remove curse spell or similar magic. \n'b'\n'b' About \n'b' This huge winged creature is surrounded by a dark purple aura like a slick, greasy fog. The flesh and feathers of the bird fall away in oozing lumps, as if it is in a perpetual state of decay. \n'b' The Antithesis of Rebirth . The phoenix is a fiery symbol of hope, rebirth, renewal, and the inspiring resilience of life. The undead phoenix is the antithesis of that: a symbol of death, decay, rot, and the relentless crush of death. The creature appears as a large bird surrounded by a swirling aura of purple-black vapors. Within the vile fog, the undead phoenix\xe2\x80\x99s physical form is in a constant state of decay: molting feathers, oozing flesh, dripping blood, and exposed bones. \n'b' Corrupted Creation . The undead phoenix is \xe2\x80\x9cborn\xe2\x80\x9d when a typical phoenix dies at the hands of an undead creature that creates new undead: vampires , wraiths, wights, and the like. Liches sometimes arrange the creation of an undead phoenix to use them as mounts. Phoenixes succumbing to undeath rot away to nothing in a matter of seconds, leaving only a pile of foul, rotting goo. Moments later, the putrid ooze explodes as the undead phoenix slithers out of the substance in its new form. \n'b' Spreader of Decay . The undead phoenix is often a harbinger of death through disease, plague, or famine. Its aura invites sickness and rot in anyone unfortunate enough to get close. Its malignant beak spreads its decay, making natural or magical recuperation impossible.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bil\xe2\x80\x99djool Aquamancer \n'b' Medium aberration , lawful evil \n'b' Armor Class 12 (15 with mage armor ) Hit Points 143 (26d8 + 26) Speed 20 ft., swim 50 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+2) CON: 12 (+1) INT: 20 (+5) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +10, Wis +7 Skills Arcana +14, History +14, Stealth +7 Damage Immunities acid (from caustic contamination) Damage Resistances cold; nonmagical bludgeoning, piercing, and slashing attacks (from stoneskin ) Damage Vulnerabilities poison Senses darkvision 60 ft., passive Perception 12 Languages Common, Bil\xe2\x80\xbadjooli, Ultari Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bil\xe2\x80\x99djooli Traits : The bil\xe2\x80\x99djooli aquamancer has the Hold Breath, Interstellar, Jet, Underwater Camouflage, and Vulnerability to Toxins traits of a standard bil\xe2\x80\x99djooli. \n'b' Bil\xe2\x80\x99djooli Warmage Training . A bil\xe2\x80\x99djooli aquamancer gains the following benefits:\n'b'\n'b'\n'b' A bil\xe2\x80\x99djooli rod deals one extra die of energy damage when the bil\xe2\x80\x99djooli aquamancer hits with it. \n'b' The bil\xe2\x80\x99djool aquamancer has advantage on Constitution checks to maintain concentration spells. \n'b' The bil\xe2\x80\x99djool aquamancer may add their Intelligence bonus to any their attack and damage rolls made with a bil\xe2\x80\x99djooli rod. \n'b' Creatures taking cold damage from the aquamancer\xe2\x80\x99s spells must make a DC 18 Strength saving throw or be restrained for a number of rounds equal to the spell\xe2\x80\x99s level. They can attempt a new saving throw at the end of each of their turns to end this effect. \n'b'\n'b' Caustic Contamination . A bil\xe2\x80\x99djooli aquamancer, like other bil\xe2\x80\x99djooli, secretes toxins. Instead of easily washing away the bil\xe2\x80\x99djooli aquamancer has enhanced this effect to create an acidic shield that seeps from it in a 5-foot sphere. This grants the aquamancer immunity to acid damage. In addition, whenever a creature within 5 feet of it hits the bil\xe2\x80\x99djooli aquamancer with a melee attack , the shield surges with vitriolic force. The attacker takes 9 (2d8) acid damage. \n'b' Spellcasting . The bil\xe2\x80\x99djooli aquamancer is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The bil\xe2\x80\x99djooli aquamancer can cast disguise self and invisibility at will and has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : dancing lights , ray of frost , mage hand , prestidigitation , shocking grasp \n'b' 1st level (4 slots) : detect magic , mage armor ,* magic missile (does cold and force damage), shield \n'b' 2nd level (3 slots) : mirror image , protection from poison *, see invisibility \n'b' 3rd level (3 slots) : counterspell, lightning bolt , vampiric touch \n'b' 4th level (3 slots) : ice storm , fire shield (cold flames)*, stoneskin * \n'b' 5th level (1 slots) : cone of cold \n'b'\n'b' *The bil\xe2\x80\x99djooli aquamancer casts these spells on itself before combat. \n'b' ACTIONS \n'b'\n'b' Multiattack . The bil\xe2\x80\x99djooli aquamancer uses one of the following attack options: bil\xe2\x80\x99djooli rod and 2 tentacle slams, or 4 tentacle slams. \n'b' Bil\xe2\x80\x99djooli Rod . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. and range 60 ft., one target. Hit : 7 (1d8 + 2) bludgeoning damage and 7 (2d6) energy damage (acid, cold, fire, lightning, necrotic or thunder), or 22 (5d6+5) energy damage (acid, cold, fire, lightning, necrotic or thunder) if used to make a range attack . \n'b' Bil\xe2\x80\x99djooli Rod Blast (Recharges 5 or 6) . The bil\xe2\x80\x99djooli aquamancer fires a single focused ray that deals 29 (7d6 +5) points of energy damage, or half as much on a successful DC 18 Dexterity saving throw, to each creature it hits in a 60-foot line. The energy type can be chosen as part of the attack \xe2\x80\x93 acid, cold, fire, lightning, necrotic or thunder \xe2\x80\x93 but it consumes the bil\xe2\x80\x99djooli aquamancer bonus action if it differs from the energy type of a previous attack made with the rod. \n'b' Tentacle Slam . Melee Weapon Attack : +5 to hit, reach 10 ft., one creature. Hit : 5 (2d4) bludgeoning damage, and the target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 hour. \n'b'\n'b' REACTIONS \n'b'\n'b' Side Shot . Any time an attack hits or misses a bil\xe2\x80\x99djooli aquamancer it may use its reaction to make a bil\xe2\x80\x99djooli rod range attack . To do so, the bil\xe2\x80\x99djooli aquamancer must be wielding a bil\xe2\x80\x99djooli rod. \n'b'\n'b' LEGENDARY ACTIONS \n'b' A bil\xe2\x80\x99djooli aquamancer can take 2 legendary actions , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. A bil\xe2\x80\x99djooli aquamancer regains spent legendary actions at the start of its turn. \n'b'\n'b' Arcane Strike . The bil\xe2\x80\x99djooli aquamancer expends a spell slot and makes melee weapon attack . This attack magically deals an extra 10 (3d6) cold damage to a target on a hit. This benefit lasts until the end of the turn. If the bil\xe2\x80\x99djooli aquamancer expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. \n'b' Drowning Lung . The bil\xe2\x80\x99djooli aquamancer makes a bil\xe2\x80\x99djooli rod attack against an enemy within range. This attack has the additional effect of causing the target to only breath water and not air for 1 minute if it fails a DC 18 saving throw. \n'b' Frigid Force . The bil\xe2\x80\x99djooli aquamancer makes a bil\xe2\x80\x99djooli rod attack against an enemy within range. This attack does an additional 14 (4d6) cold damage if it hits. \n'b'\n'b' ABOUT \n'b' Bil\xe2\x80\x99djooli are an aggressive race of interplanetary travelers who raid worlds for their own gain and routinely scavenge alien technology. Once sorely pressed, the bil\xe2\x80\x99djooli now range across disparate systems to find the fresh water essential for the continuation of their race. Bil\xe2\x80\x99djooli physiology requires a significant amount of clean, fresh water in order to breathe and metabolize food properly. Their immune systems are strong, but delicate, and they produce toxins offensive to most living creatures very quickly. Without protective gear, bil\xe2\x80\x99djooli poison is actually more dangerous for the bil\xe2\x80\x99djooli than it is for most creatures they encounter. As aquatic creatures, they wear protective helmets full of fresh water they can breathe through a series of gills in their throat, lest they poison themselves and their fellow soldiers. \n'b' The bil\xe2\x80\x99djooli teach a peculiar martial art that makes use of their long tentacles and superior reach. They take what they desire from enemy combatants, striking them with powerful tentacles and using agile suction to disarm their opponents or lift other equipment. In mass combat they fire their magical rods, using the most appropriate energy type and then firing into melee amid a flurry of slam attacks. \n'b' A single bil\xe2\x80\x99djool has incredibly competitive instincts and a large measure of pride, but the culture rewards cooperation and team work in order to secure the race\xe2\x80\x99s survival. Advancement in their militarized society requires competence and loyalty, though some level of corruption allows the truly ambitious to exploit others to their benefit. Regardless of rank or station, all bil\xe2\x80\x99djooli receive intensive martial training, learning to fight with mass-produced technomagical rods that can crunch bones in melee or fire rays of magical energy. \n'b' The bil\xe2\x80\x99djooli spread filth across the galaxy, polluting entire planets with a naturally occurring byproduct of their toxic skin. Hailing from a dozen different home worlds, their kind has sought a means to inhabit aquatic worlds for generations without having to leave them behind. \n'b' Bil\xe2\x80\x99djooli family life is harsh from the beginning. Families are governed by ordered pair which lays hundreds of eggs over a lifetime. Though bil\xe2\x80\x99djooli have distinctive male and female internal anatomies, their breeding produces a thick slime full of eggs that is then carried by both parents. The slime is spread across a flat surface when the eggs near maturity, and a dozen bil\xe2\x80\x99djooli might hatch from a single clutch. Bil\xe2\x80\x99djooli young learn quickly and train for survival and combat almost from birth, competing with one another for food and favor. While individual families do not always encourage violence among siblings, there are few penalties in the military meritocracy for murdering a sibling with cause. \n'b' A single bil\xe2\x80\x99djooli is 7 feet long from head to tentacle. They have somewhat translucent blue or purple skin with a white or pale blue underside to their tentacles. A mature bil\xe2\x80\x99djooli weighs 300 pounds. A being resembling a humanoid octopus with translucent blue skin bears an unusual metal rod with glowing arcane signals. Its leather vest is connected to a round glass helmet filled with clear fluid. \n'b' Bil\xe2\x80\x99djooli aquamancers are arrogant villains who regard themselves as the ultimate warriors. Though they aren\xe2\x80\x99t better melee fighters than their champion co-captains, they trust in their knowledge of magic and technology to make up any difference and assume the mantle of leadership with a sneer.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Undead Pirate \n'b' Medium undead , neutral evil \n'b' Armor Class 14 (armor scraps) Hit Points 19 (3d8 + 6) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 15 (+2) INT: 7 (-2) WIS: 8 (-1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Athletics +4, Deception +3, Intimidation +3 Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 9 Languages the languages it knew in life Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Lightfooted . The undead pirate can take the Dash or Disengage action as a bonus action on each of its turns. \n'b' Pull Themselves Together . If the undead pirate loses a limb or other body part, it can reattach it. \n'b' Sea Legs . The undead pirate has advantage on ability checks and saving throws to resist being forced prone . \n'b' Sunlight Sensitivity . While in sunlight, the undead pirate has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' The Moon Doesn\xe2\x80\x99t Lie . Only moonlight reveals the undead pirate\xe2\x80\x99s true skeletal form. \n'b' Undead Fortitude . If damage reduces the undead pirate to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the undead pirate drops to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The undead pirate makes two attacks. \n'b' Scimitar . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Light Crossbow . Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' A ghost ship pulls alongside a galley under a full moon. Out of nowhere, an armed skeleton appears. It leaps onto the vessel with its weapon raised. More of the undead crew climb up from below deck with wooden planks to board the galley. \n'b' Brutal Buccaneer . Undead pirates are even worse than living pirates. Raiding ships and taking the bounty is all they know. They seem to continue to live their lives as if they\xe2\x80\x99d never died. \n'b' Dark Tides . These monsters are pirates who were betrayed by their own evil crews. Angry and vengeful, they continue to plunder. \n'b' Ghost Ships . Most undead pirates sail on board ghost ships. Some guard treasure on remote islands. Others haunt ancient shipwrecks or abandoned docks. \n'b' Undead Nature . An undead pirate doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Undead Pirate Captain \n'b' Medium undead , neutral evil \n'b' Armor Class 17 (armor scraps) Hit Points 102 (12d8 + 48) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 19 (+4) INT: 18 (+4) WIS: 19 (+4) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7, Deception +6, Intimidation +6, Perception +7, Persuasion +6, Stealth +7 Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 17 Languages the languages it knew in life Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Lightfooted . The undead pirate can take the Dash or Disengage action as a bonus action on each of its turns. \n'b' Pull Themselves Together . If the undead pirate loses a limb or other body part, it can reattach it. \n'b' Sea Legs . The undead pirate has advantage on ability checks and saving throws to resist being knocked prone . \n'b' Sunlight Sensitivity . While in sunlight, the undead pirate has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' The Moon Doesn\xe2\x80\x99t Lie . Only moonlight reveals the undead pirate\xe2\x80\x99s true skeletal form. \n'b' Undead Fortitude . If damage reduces the undead pirate to 0 hit points , it must make a Constitution saving throw with a DC of 3 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the undead pirate drops to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The undead pirate makes two sword and two tentacle attacks. \n'b' Longsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) slashing damage. \n'b' Tentacles . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Parry . The undead pirate adds 2 to its AC against one melee attack that would hit it. To do so, the undead pirate must see the attacker and be wielding a melee weapon or have a free tentacle. \n'b'\n'b' ABOUT \n'b' Skeletal pirates kidnap the crew of a flagship. After the prisoners are taken to the deck of a pirate ship, a tall figure pushes past the strange crew. It is the notorious undead pirate captain. \n'b' Curious Captain . This clever, devious monster is a terrifying opponent. The hidden tentacles in his back only reveal themselves when he attacks. \n'b' Legendary Leader . His rowdy band of pirates are very loyal. The captain assembled the motley crew, and they will do anything for him. Every band of undead pirates has their own captain. \n'b' Undead Nature . An undead pirate doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Undead Swordsman \n'b' Medium undead , neutral evil \n'b' Armor Class 16 (chainmail armor) Hit Points 27 (5d8 + 5) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 13 (+1) CON: 13 (+1) INT: 9 (-1) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Immunities cold, necrotic, poison Condition Immunities exhaustion , paralysis, poison Senses darkvision 60 ft., passive Perception 14 Languages understands the languages it knew in its life but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' Actions \n'b' Greatsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' About \n'b' This armored skeleton stands in a battle-ready pose, its weapon held high as cold blue light shines in its eye sockets. \n'b' Some skeletons retain their intelligence and cunning, making them formidable warriors. These undead are far more powerful than their mindless kin.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Undead Werebear \n'b' Human Form \n'b' Medium humanoid (human), unaligned \n'b' Armor Class 8 (16 with barkskin ) Hit Points 27 (5d8 + 5) Speed 25 ft.\n'b' STATS STR: 10 (+0) DEX: 6 (\xe2\x80\x932) CON: 16 (+3) INT: 3 (\xe2\x80\x934) WIS: 10 (+0) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 10 Languages An undead werebear understands Common and Druidic, but can\xe2\x80\x99t speak Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Bear Form (1/day) . An undead werebear transforms into his undead bear form, remaining this way for 4 hours or until reduced to 0 hit points . \n'b' Defensive Instinct . While combat ensues, An undead werebear\xe2\x80\x99s instincts take over and he casts barkskin on himself as a bonus action. \n'b' Spellcasting . Though a powerful druid , an undead werebear\xe2\x80\x99s curse has reduced him to a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 10, +2 to hit with spell attacks). He has the following druid spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : poison spray \n'b' 1st level (4 slots) : entangle , longstrider , thunderwave \n'b' 2nd level (3 slots) : barkskin , gust of wind \n'b'\n'b' Undead Fortitude . If damage reduces the zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Chaos . While in human zombie form, an undead werebear\xe2\x80\x99s actions are uncontrolled. Roll a d6 on each of his turns and consult Table: Random Actions to determine what he does. \n'b' Slam . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d6) bludgeoning damage. \n'b'\n'b' Table: Random Actions \n'b'\n'b' d6 \n'b' Action \n'b'\n'b' 1\xe2\x80\x932 \n'b' Slam Attack \n'b'\n'b' 3\xe2\x80\x934 \n'b' Casts a random cantrip or spell \n'b'\n'b' 5\xe2\x80\x936 \n'b' Transforms into bear form (see stat block) \n'b'\n'b' Bear form \n'b' Large undead (beast), unaligned \n'b' Armor Class 12 (natural armor) Hit Points 45 (5d10 + 15) Speed 40 ft.\n'b' STATS STR: 10 (+0) DEX: 6 (\xe2\x80\x932) CON: 16 (+3) INT: 3 (\xe2\x80\x934) WIS: 10 (+0) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Immunities poison Condition Immunities poisoned Senses passive Perception 13 Languages An undead werebear understands Common and Druidic, but can\xe2\x80\x99t speak Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Stench . The bear\xe2\x80\x99s hide is covered in festering wounds and reeks of rot and decay. Any creature that starts its turn within 5 feet of the bear must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the bear\xe2\x80\x99s Stench for 24 hours. \n'b' Undead Fortitude . If damage reduces the zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. On a failure, an undead werebear reverts to his zombie human form with 27 hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bear makes two attacks: one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Underfiend, Bonestrike \n'b' Family: Underfiend \n'b' Large fiend , neutral evil \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 90 (12d10 + 24) \n'b' Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 15 (+2) INT: 9 (\xe2\x80\x931) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5 \n'b' Skills Athletics +6, Intimidation +4 \n'b' Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities fire \n'b' Condition Immunities charmed, frightened \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages Abyssal, telepathy 120 ft. \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bonebreaker (1/Turn) . The underfiend breaks the bones of a creature it hits with a melee attack. The creature must succeed on a DC 15 Constitution saving throw or its speed is halved and it has disadvantage on Strength and Dexterity ability checks, Strength and Dexterity saving throws, and attack rolls that use Strength or Dexterity. A creature can repeat the saving throw whenever it regains hit points, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to that underfiend\xe2\x80\x99s Bonebreaker trait for the next 24 hours. Creatures without an internal skeleton or an exoskeleton are immune to this effect. \n'b' Innate Spellcasting . The underfiend\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The underfiend can innately cast the following spells, requiring no material components. \n'b'\n'b' At will : detect magic, magic weapon, see invisibility \n'b' 1/day : fear \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The underfiend makes three attacks: one with its bite or horns, and two which can be with a skelemaul, claw, or kick. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Horns . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage. The target creature must succeed on a DC 14 Strength saving throw or be knocked prone. \n'b' Kick . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. The target creature must succeed on a DC 14 Strength saving throw or be pushed 5 feet away from the underfiend. \n'b' Skelemaul . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage and the skelemaul makes a Skelemaul Bite attack at the target \n'b' Skelemaul Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., target hit by the underfiend\xe2\x80\x99s skelemaul. Cover doesn\xe2\x80\x99t apply against this attack. Hit : 4 (1d8) piercing damage and a Medium or smaller target creature is grappled by the skelemaul (escape DC 13). The skelemaul releases the grappled creature it if is used to attack a different target. The skelemaul can be attacked and destroyed (AC 15; hp 15; vulnerability to bludgeoning damage; immunity to fire and poison damage). \n'b' Prey-Seeking Teleport (1/day) . The underfiend magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space adjacent to a hostile creature it can see. \n'b'\n'b' ABOUT \n'b' Bonestrike underfiends serve as elite infantry of the fiendish invasion. Whether leading a paltry handful of void maggots or forming elite strike teams to spearhead an army, bonestrike underfiends are tireless warriors. Bonestrike underfiends generally work together better than other underfiends, and the characteristic infighting among underfiend units tends to be less severe among these serious soldiers. Well aware that a frightened foe is a less effective foe, bonestrike underfiends work to instill fear into their opponents before the battle starts. They order maggots and grylluses to announce their presence, exaggerating their numbers and abilities so that even hardened, skeptical foes second-guess an upcoming engagement. They often paint arcane sigils upon their skulls to unnerve and distract their opponents. Bonestrike underfiends earn their name from their skill at cracking bone.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Underfiend, Flesheater \n'b' Family: Underfiend \n'b' Large fiend , neutral evil \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 97 (13d10 + 26) \n'b' Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 15 (+2) INT: 11 (+0) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5 \n'b' Skills Athletics +7, Intimidation +4 \n'b' Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities fire \n'b' Condition Immunities charmed, frightened \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages Abyssal, telepathy 120 ft. \n'b' Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Feast of the Fallen . As a bonus action, the underfiend can consume the flesh of a single dead creature within 5 feet of it. If the underfiend hasn\xe2\x80\x99t eaten from this creature\xe2\x80\x99s body before, it regains 10 hit points unless it was dealt acid or radiant damage since its last turn. \n'b' Innate Spellcasting . The underfiend\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The underfiend can innately cast the following spells, requiring no material components. \n'b'\n'b' At will : detect magic, magic weapon, fog cloud \n'b' 1/day : dispel magic \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The underfiend makes three attacks: one with its bite or horns, and two which can be with a skelemaul, claw, or kick. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or its current and maximum hit points are reduced by the damage it takes and the underfiend magically regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Horns . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) piercing damage. The target creature must succeed on a DC 15 Strength saving throw or be knocked prone. \n'b' Kick . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. The target creature must succeed on a DC 15 Strength saving throw or be pushed 5 feet away from the underfiend. \n'b' Skelemaul . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage and the skelemaul makes a Skelemaul Bite \n'b' Skelemaul Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., target hit by the underfiend\xe2\x80\x99s skelemaul. Cover doesn\xe2\x80\x99t apply against this attack. Hit : 4 (1d8) piercing damage and a Medium or smaller target creature is grappled by the skelemaul (escape DC 13). The skelemaul releases the grappled creature it if is used to attack a different target. The skelemaul can be attacked and destroyed (AC 15; hp 15; vulnerability to bludgeoning damage; immunity to fire and poison damage). \n'b' Prey-Seeking Teleport (1/day) . The underfiend magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space adjacent to a hostile creature it can see. \n'b'\n'b' ABOUT \n'b' This massive, muscled humanoid has a horned skull as a head and carries a reinforced spinal column as a weapon. \n'b' Flesheater underfiends engage in gruesome ritual eating of the dead, and often do so while in the middle of battle to unnerve the allies of fallen victims. With a mouth and chest caked with dried blood and gore, the horrid diet of the flesheater underfiend is impossible to hide. Although these underfiends are no more cruel or brutal than other fiends, their spontaneous cannibalism gives them a grim reputation. Rumors among fiends\xe2\x80\x94and particularly among the loquacious grylluses\xe2\x80\x94insist that flesheater underfiends are unreliable allies because they kill and eat other fiends when the Archlords aren\xe2\x80\x99t paying attention. Flesheater underfiends don\xe2\x80\x99t respond to these accusations other than to lick their lips hungrily.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Underfiend, Skincloak \n'b' Family: Underfiend \n'b' Large fiend (shapechanger), neutral evil \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 136 (16d10 + 48) \n'b' Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7 \n'b' Skills Athletics +7, Deception +6, Intimidation +6 \n'b' Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities fire \n'b' Condition Immunities charmed, frightened \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages Abyssal, telepathy 120 ft. \n'b' Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The underfiend\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The underfiend can innately cast the following spells, requiring no material components. \n'b'\n'b' At will : detect magic, detect thoughts \n'b' 1/day : dispel magic, fear \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The underfiend makes four attacks: one with its bite or horns, and three which can be with a skelemaul, claw, or kick. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Horns . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) piercing damage. The target creature must succeed on a DC 15 Strength saving throw or be knocked prone. \n'b' Kick . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage. The target creature must succeed on a DC 15 Strength saving throw or be pushed 5 feet away from the underfiend. \n'b' Skelemaul . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage and the skelemaul makes a Skelemaul Bite \n'b' Skelemaul Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., target hit by the underfiend\xe2\x80\x99s skelemaul. Cover doesn\xe2\x80\x99t apply against this attack. Hit : 4 (1d8) piercing damage and a Medium or smaller target creature is grappled by the skelemaul (escape DC 13). The skelemaul releases the grappled creature it if is used to attack a different target. The skelemaul can be attacked and destroyed (AC 15; hp 15; vulnerability to bludgeoning damage; immunity to fire and poison damage). \n'b' Flesh Facade . The underfiend magically tears free the flesh of a dead Medium or Large humanoid within 5 feet of it and polymorphs itself into the creature. The humanoid must have been dead for less than 1 day, and cannot already have been used for an underfiend\xe2\x80\x99s Flesh Facade ability. The underfiend\xe2\x80\x99s statistics, other than its size, are the same in the new form. Any equipment it is carrying or wearing isn\xe2\x80\x99t transformed. The underfiend reverts to its true form after 10 minutes, or if it dies. \n'b' Prey-Seeking Teleport (1/day) . The underfiend magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space adjacent to a hostile creature it can see. \n'b'\n'b' ABOUT \n'b' Dried blood cakes the skull-like jaw and chest of this muscular, horned humanoid. Its tongue lolls grotesquely from its mouth. \n'b' With their towering, muscular forms, skeletal mauls, and skull-like faces, underfiends are rarely expected to be subtle or sneaky combatants. Skincloak underfiends are no less vicious than their kin, but they possess the supernatural ability to tear the flesh from their humanoid foes and wear it as a disguise. This ploy rarely works for long, as underfiends do not have a flair for deception and the magical disguise fades quickly, leaving the skincloak underfiend covered in tattered flaps of mundane skin. However, as skincloak underfiends are among the most sturdy and powerful of the underfiends, their flesh facade is frequently enough to get them past guards or front lines, where they can revel in the slaughter of the innocent and unprepared. Experienced in psychological warfare as much as physical warfare, skincloak underfiends earn their name not only for their magical ability, but for their preference for tearing apart their victims to make them unrecognizable to their friends and family.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Geruzou (Slime Demon) \n'b' Family: Demons \n'b' Small fiend (demon), chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 31 (7d6 + 7) Speed 30 ft., fly 50 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 12 (+1) INT: 8 (-1) WIS: 8 (-1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1, Stealth +4 Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 11 Languages Abyssal, common; telepathy 100 ft. Challenge 2 (450 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The demon\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 10, +2 to hit with spell attacks). The demon can innately cast the following spells at will, requiring no material components:\n'b'\n'b' darkness , detect evil and good , invisibility (self only) \n'b'\n'b' Magic Resistance . The demon has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The demon\xe2\x80\x99s weapon attacks are magical. \n'b' Slimy Hide . The demon\xe2\x80\x99s hide is extremely slick and oozes with slime. Creatures attempting to grapple the demon do so with disadvantage. \n'b' Actions \n'b' Multiattack . The demon makes three attacks: one with its bite and two with its claws. It can use its Spit Slime in place of the bite. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Spit Slime . Ranged Weapon Attack : +4 to hit, range 20/60 ft., one target. Hit : 10 (3d6) acid damage and the target must succeed on a DC 13 Constitution saving throw or its speed is reduced by half until the end of the demon\xe2\x80\x99s next turn. \n'b' About \n'b' This humanoid appears to stand nearly 4 feet tall and has a horselike head with downward-curving horns jutting from its head. Its mouth is filled with long, sharp teeth and its hands and feet end in sharpened claws. \n'b' A pair of large, membranous wings jut from its back and its flesh is sickly gray and appears to be covered with a thick layer of slimy mucus. \n'b' Geruzou are sometimes called slime demons because their leathery skin constantly drips and oozes thick, jelly-like mucus. Like their brethren, they are fierce combatants and are often employed as hunters and trackers by greater demons. \n'b' The typical geruzou stands nearly 4 feet tall and weighs about 140 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Underhell Elemental \n'b' Huge fiend , lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 170 (20d12 + 40) Speed 40 ft., fly 20 ft.\n'b' STATS STR: 16 (+3) DEX: 18 (+4) CON: 14 (+2) INT: 15 (+2) WIS: 12 (+1) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +7, Deception +9, Persuasion +9 Saving Throws Con +7, Wis +6 Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 120 ft., passive Perception 11 Languages Abyssal, Common, telepathy 120 ft. Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Limited Magic Immunity . The Underhell elemental can\xe2\x80\x99t be detected or located by spells of 5th level or lower unless it wishes to be. It can be affected otherwise by spells of any level, but it has advantage on saving throws against all spells and magical effects. \n'b' Magic Weapons . The Underhell elemental\xe2\x80\x99s weapon attacks are magical. \n'b' Whispers of Unmaking . As a bonus action, the Underhell elemental targets up to three willing creatures it can see within 90 feet (which can include itself). Each target becomes magically invisible for as long as the elemental concentrates (as if concentrating on a spell), up to 1 hour, although the elemental\xe2\x80\x99s whispers reveal its own location. The invisibility ends on that creature if the creature attacks. While invisible, the target can move through other creatures and objects as though they were difficult terrain. The target takes 5 (1d10) force damage if it ends its turn inside an object. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Underhell elemental makes two claw attacks. It then uses either Kiss or Entrancing Hum. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) slashing damage. The target is grappled (escape DC 13) if it is a Large or smaller creature and the Underhell elemental doesn\xe2\x80\x99t already have two other creatures grappled. \n'b' Entrancing Hum . The Underhell elemental hums a magical tune. Non-fiend creatures within 500 feet of the Underhell elemental that can hear the hum must each succeed on a DC 17 Wisdom saving throw or be charmed until the hum ends. The hum continues only as long as the elemental concentrates (as if concentrating on a spell). A charmed target is incapacitated and can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. The charm ends when the target is damaged or an ally uses an action to shake the target. A target that successfully saves is immune to the Underhell elemental\xe2\x80\x99s hum for 24 hours. \n'b' Kiss . The Underhell elemental kisses a creature charmed by it or that it has grappled. The target must make a DC 17 Charisma saving throw against this magical kiss, taking 59 (10d10 + 4) psychic damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Rather than the common elements of air, earth, fire, and water, fiendish elementals consist of far more horrifying building blocks: bone, gristle, hellfire, iron, and others. The Underhell elemental is a horrid combination of these: a towering figure with a lower body like a soggy flood of dripping gore and an upper body that resembles a hunched humanoid with gangly arms and enormous, fleshy wings. These wings part across the Underhell elemental\xe2\x80\x99s upper back to reveal rows of shiny, perfect teeth in a leering smile: these are no ordinary wings but massive lips that burden the creature with their ungainly size and weight. Although the Underhell elemental\xe2\x80\x99s protruding face can express rudimentary emotion-such as menace or grim amusement-it speaks from the enormous lips on its back. \n'b' Nightmare Whispers . The Underhell elemental\xe2\x80\x99s massive mouth can hum tuneless noises that captivate mortals, or else utter words that distort reality and physically unmake itself or other allies for a short time. Creatures that are unmade become invisible and can pass through solid objects and creatures with effort, but can still be heard. While the Underhell elemental is unmade, it compulsively emits a shushing noise. The fiends often use this invisibility to stage ambushes and to gather information they can exploit to bring down enemy leaders.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Underlynx, Wild \n'b' Medium beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 22 (4d8 + 4); Wound Threshold 6 Speed 40 ft., climb 30 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 12 (+1) INT: 5 (-3) WIS: 13 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Senses darkvision 120 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The wild underlynx has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pounce . If the wild underlynx moves at least 20 feet straight toward a Medium or smaller creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone and grappled (escape DC 12). If the target is prone , the wild underlynx can make one bite attack against it as a bonus action. Until this grapple ends, the wild underlynx can\xe2\x80\x99t make a bite attack against another target. \n'b' Sunlight Sensitivity . While in sunlight, the wild underlynx has disadvantage on attack rolls, as well as on Wisdom ( Perception , Survival ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b'\n'b' ABOUT \n'b' The underlynx (dieferluch in Duergar) is a Netherworld predator which, at first glance, appears to be no different from its surface cousins. However, this animal is endowed with a second pair of eyes, located above the first. \n'b' This allows it to see perfectly in the dark, but makes it highly sensitive to bright lights, such as the sun. Its silky, gray fur (pearl gray for the young and coal gray for adults) is ample camouflage in rocky environments. \n'b' Much bulkier and more gregarious than the surface lynx, the dieferluch is extremely territorial and ferocious. If opportunity arises, it and others of its kind can form small, tight-knit packs to defend themselves against intruders. \n'b' The underlynx tirelessly roams its territory; a string of caves connected by narrow tunnels where it regularly finds prey, attracted by food or water. At nightfall, it can even hunt on the surface, in the mountain valleys which are teeming with game compared to the caves. Such trips are rare, stealthy, and brief. The underlynx is relatively harmless for most surface dwellers. However, being a predator particularly suited to hunting small prey it is considered very dangerous to svirfneblin, halflings, and young dvaergen. It also poses a threat to unsupervised pets and familiars. \n'b' The wild dieferluch is almost impossible to train as an adult, and the species reproduces very poorly in captivity. \n'b' For these reasons, amateurs try to capture these animals at a very young age. It\xe2\x80\x99s a risky business, as the parents are very protective of their offspring; more than one unlucky handler has perished from their efforts. However, after a few weeks of contact with its new masters, the underlynx considers them as members of its pack and will defend them fiercely, remaining loyal until death. \n'b' In battle, war lynxes assist their trainers by knocking targets prone , allowing the warriors to approach and strike more easily. These animals also serve as sentries, rearguards, and distractions. They are particularly popular with old stones duergar. \n'b' Adventurers who want to prove their good will to the Netherworld denizens are sometimes sent to capture kittens: the larger, the better. Presenting a baby lynx as a gift to a dignitary is also a good way to curry favor.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Underpriest of Orcus \n'b' Medium humanoid (human), chaotic evil \n'b' Armor Class 16 (breastplate, shield) Hit Points 49 (9d8 + 9) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 12 (+1) INT: 10 (+0) WIS: 18 (+4) CHA: 13 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +3, Wisdom +6 Skills Arcana +2, Perception +8, Religion +4 Senses truesight 120 ft., passive Perception 18 Languages Abyssal, Common Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Abyssal Blessing of Orcus . The underpriest of Orcus gains 10 temporary hit points when it reduces a hostile creature that is not undead to 0 hit points . \n'b' Deadsight . The most blessed of Orcus are gifted with truesight . \n'b' Unholy Strike . Once on each of the underpriest\xc2\x92s turns when it hits a creature with a weapon attack , the priest can cause the attack to deal an extra 9 (2d8) necrotic damage to the target. \n'b' Unholy Weapon . Orcus bolsters his follower\xc2\x92s strikes in battle, imbuing their weapons with the ability to paralyze a foe (included in the attack ). In the hands of any but a true follower of Orcus, an unholy weapon loses its power to paralyze a foe. \n'b' Spellcasting . The underpriest of Orcus is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following cleric spells prepared: \n'b' Cantrips (at will) : chill touch , guidance , resistance , thaumaturgy \n'b' 1st level (4 slots) : bane , bless , cure wounds , detect magic , inflict wounds \n'b' 2nd level (3 slots) : enhance ability , hold person , silence \n'b' 3rd level (3 slots) : animate dead , bestow curse , dispel magic \n'b' Actions \n'b' Unholy Mace . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Caress of Orcus (Recharges after a Short or Long Rest) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) necrotic damage, and the target\xc2\x92s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest . If a non-evil humanoid dies from this attack , a shadow rises from the corpse in 24 hours under the underpriest\xc2\x92s control, unless the humanoid is restored to life or its body is destroyed. The underpriest can have no more than three shadows under its control at one time.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bil\xe2\x80\x99Djool Soldier \n'b' Medium aberration , lawful evil \n'b' Armor Class 16 (shell-hardened leather harness) Hit Points 157 (21d8 + 63) Speed 20 ft., swim 50 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 16 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Dex +7, Con +6 Skills Athletics +5, Stealth +7 Damage Resistances cold Damage Vulnerabilities poison Senses darkvision 60 ft., passive Perception 11 Languages Bil\xe2\x80\xbadjooli, Ultari Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bil\xe2\x80\x99djooli Military Training . A bil\xe2\x80\x99djooli rod deals one extra weapon die of damage when the bil\xe2\x80\x99djooli hits with it in melee (included in the attack ). The rod is also considered to have the finesse trait when wielded by a bil\xe2\x80\x99djooli. \n'b' Contamination . Bil\xe2\x80\x99djooli secrete toxins that wash away easily in water, contaminating the area within 5-feet of it with a mild paralytic. Any creature within that range must make a DC 15 Constitution saving throw or gain the poisoned condition for 1 hour. When the bil\xe2\x80\x99djool is not submerged, the poison only affects those struck by its tentacle slam attacks, or who hit the bil\xe2\x80\x99djooli with a melee attack within 5-feet. Out of the water, a bil\xe2\x80\x99djool must make a save against this poison once per hour or gain the poisoned state. \n'b' Hold Breath . Bil\xe2\x80\x99djooli breathe water. They can hold their breath for 1 hour while out of the water, or indefinitely with water-filled helmets built into their armor. \n'b' Interstellar . Bil\xe2\x80\x99djooli travel the stars, bringing war to planets and stealing alien technology to add to their own. They are always proficient in Thieves\xe2\x80\x99 Tools and any other tool the GM deems suitable. \n'b' Jet . The bil\xe2\x80\x99djooli may take a Dash action at the end of each of its turns. Underwater Camouflage. The bil\xe2\x80\x99djooli has advantage on Dexterity ( Stealth ) checks made while underwater. \n'b' Vulnerability to Toxins . Bil\xe2\x80\x99djooli have disadvantage on Constitution saving throws against diseases and poisons. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Bil\xe2\x80\x99djooli uses one of the following attack options: bil\xe2\x80\x99djooli rod and 2 tentacle slams, or 4 tentacle slams. \n'b' Bil\xe2\x80\x99djooli Rod . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. and range 60 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage and 3 (1d6) energy damage (acid, cold, fire, or lightning), or 18 (4d6+4) energy damage (acid, cold, fire, or lightning) if used to make a range attack . \n'b' Bil\xe2\x80\x99djooli Rod Blast (1/Day) . The bil\xe2\x80\x99djooli fires a single focused ray that deals 21 (6d6) points of energy damage, or half as much on a successful DC 15 Dexterity saving throw, to each creature in a 60-foot line. The energy type can be chosen as part of the attack \xe2\x80\x93 acid, cold, fire, or lightning damage \xe2\x80\x93 but it consumes the bil\xe2\x80\x99djooli\xe2\x80\x99s bonus action if it differs from the energy type of a previous attack made by it. \n'b' Tentacle Slam . Melee Weapon Attack : +7 to hit, reach 10 ft., one creature. Hit : 7 (2d4 + 2) bludgeoning damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. The bil\xe2\x80\x99jooli can then use a bonus action to Shove the target, and if successful can force the target to drop one held item instead of making them prone or pushing them away. \n'b'\n'b' REACTIONS \n'b'\n'b' Side Shot . Any time an attack hits or misses a bil\xe2\x80\x99djooli it may use its reaction to make a bil\xe2\x80\x99djooli rod range attack . To do so, the bil\xe2\x80\x99djooli must be wielding a bil\xe2\x80\x99djooli rod. \n'b'\n'b' ABOUT \n'b' Bil\xe2\x80\x99djooli are an aggressive race of interplanetary travelers who raid worlds for their own gain and routinely scavenge alien technology. Once sorely pressed, the bil\xe2\x80\x99djooli now range across disparate systems to find the fresh water essential for the continuation of their race. Bil\xe2\x80\x99djooli physiology requires a significant amount of clean, fresh water in order to breathe and metabolize food properly. Their immune systems are strong, but delicate, and they produce toxins offensive to most living creatures very quickly. Without protective gear, bil\xe2\x80\x99djooli poison is actually more dangerous for the bil\xe2\x80\x99djooli than it is for most creatures they encounter. As aquatic creatures, they wear protective helmets full of fresh water they can breathe through a series of gills in their throat, lest they poison themselves and their fellow soldiers. \n'b' The bil\xe2\x80\x99djooli teach a peculiar martial art that makes use of their long tentacles and superior reach. They take what they desire from enemy combatants, striking them with powerful tentacles and using agile suction to disarm their opponents or lift other equipment. In mass combat they fire their magical rods, using the most appropriate energy type and then firing into melee amid a flurry of slam attacks. \n'b' A single bil\xe2\x80\x99djool has incredibly competitive instincts and a large measure of pride, but the culture rewards cooperation and team work in order to secure the race\xe2\x80\x99s survival. Advancement in their militarized society requires competence and loyalty, though some level of corruption allows the truly ambitious to exploit others to their benefit. Regardless of rank or station, all bil\xe2\x80\x99djooli receive intensive martial training, learning to fight with mass-produced technomagical rods that can crunch bones in melee or fire rays of magical energy. \n'b' The bil\xe2\x80\x99djooli spread filth across the galaxy, polluting entire planets with a naturally occurring byproduct of their toxic skin. Hailing from a dozen different home worlds, their kind has sought a means to inhabit aquatic worlds for generations without having to leave them behind. \n'b' Bil\xe2\x80\x99djooli family life is harsh from the beginning. Families are governed by ordered pair which lays hundreds of eggs over a lifetime. Though bil\xe2\x80\x99djooli have distinctive male and female internal anatomies, their breeding produces a thick slime full of eggs that is then carried by both parents. The slime is spread across a flat surface when the eggs near maturity, and a dozen bil\xe2\x80\x99djooli might hatch from a single clutch. Bil\xe2\x80\x99djooli young learn quickly and train for survival and combat almost from birth, competing with one another for food and favor. While individual families do not always encourage violence among siblings, there are few penalties in the military meritocracy for murdering a sibling with cause. \n'b' A single bil\xe2\x80\x99djooli is 7 feet long from head to tentacle. They have somewhat translucent blue or purple skin with a white or pale blue underside to their tentacles. A mature bil\xe2\x80\x99djooli weighs 300 pounds. A being resembling a humanoid octopus with translucent blue skin bears an unusual metal rod with glowing arcane signals. Its leather vest is connected to a round glass helmet filled with clear fluid. \n'b' A being resembling a humanoid octopus with translucent blue skin bears an unusual metal rod with glowing arcane sigils. Its leather vest is connected to a round glass helmet filled with clear fluid. \n'b' Bil\xe2\x80\x99djooli soldiers obey orders without question, owing to a combination of redundant training, negative reinforcement, honored military traditions, and the belief that conquest alone perpetuates their species. Bil\xe2\x80\x99djooli are masters at guerilla and pack tactics in combat and excel at flanking and ambush maneuvers.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Underworld Sentinel \n'b' Huge undead , neutral \n'b' Armor Class 17 (natural armor) Hit Points 126 (12d12 + 48) Speed 40 ft.\n'b' STATS STR: 23 (+6) DEX: 15 (+2) CON: 18 (+4) INT: 10 (+0) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +8, Wis +7 Skills Athletics +10, Perception +7, Religion +4 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 17 Languages Darakhul, Giant, Undercommon Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Passage Guardian . The underworld sentinel can make an opportunity attack when a hostile creature moves within its reach as well as when a hostile creature moves out of its reach. It gets one extra reaction that be used only for opportunity attacks. \n'b' Turn Immunity . The underworld sentinel is immune to effects that turn undead. \n'b' Undead Nature . The underworld sentinel doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sentinel makes two Scythe or Death Knell attacks. \n'b' Scythe . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 17 (2d10 + 6) slashing damage plus 10 (3d6) necrotic damage. \n'b' Death Knell . Ranged Spell Attack : +7 to hit, range 60 ft., one target. Hit : 16 (3d8 + 3) necrotic damage, or 22 (3d12 + 3) necrotic damage if the target is missing any of its hit points . \n'b' Grim Reaping (Recharge 5\xe2\x80\x936) . The underworld sentinel spins with its scythe extended and makes one Scythe attack against each creature within its reach. A creature that takes necrotic damage from this attack can\xe2\x80\x99t regain hp until the end of its next turn. \n'b'\n'b' ABOUT \n'b' A huge, emaciated giant stands guard, its dark grey skin covered in glowing eldritch runes and spiral patterns. It holds an enormous scythe in its bony hands. \n'b' Underworld sentinels are undead giants sworn to serve the gods of death and undeath. They stand guard over necropolises, cemeteries, and the subterranean temples of the ghoul gods. \n'b' Others watch over the entrances to the realms of the dead beneath the earth, charged with stopping the inhabitants from leaving\xe2\x80\x94or the living from entering in the hope of rescuing the spirit of a loved one. Whatever their orders, underworld sentinels remain steadfast in their devotion to their dark gods and unswerving in their resolve to defend their posts. \n'b' Dark Origins . Centuries ago, a sinister cult dedicated to the deity of death arose among a clan of deep-dwelling stone giants. Heeding the pronouncements of a herald of undeath, the giants gave up their natural lives in exchange for immortality and unholy power. Carving runes and symbols into their bodies in a dark ritual, they were transformed into the first underworld sentinels. In the many years that followed, underworld sentinels spread throughout the world. Some enter the service of liches or mummy lords as guardians, while others dedicate themselves to protecting a shrine or temple to a deity of death or undeath.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Undine \n'b' Medium fey (shapechanger), chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 85 (10d8 + 40) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 8 (-1) DEX: 15 (+2) CON: 18 (+4) INT: 11 (+0) WIS: 13 (+1) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +10, Perception +4, Persuasion +10 Condition Immunities charmed Senses darkvision 60 ft., passive Perception 14 Languages Aquan, Common, Sylvan Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Amphibious . The undine can breathe air and water. \n'b' Cursed Telepathy . The undine can communicate telepathically with any creature cursed by it with no range restriction. The undine doesn\xe2\x80\x99t need to be on the same plane of existence as its cursed target to communicate this way. \n'b' Shapechanger . The undine can use its action to polymorph into a Small or Medium humanoid with legs or with a mermaid\xe2\x80\x99s tail or back into its true watery humanoid form. Its statistics, other than its size , are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Undine\xe2\x80\x99s Curse . A creature cursed by the undine gains the Amphibious trait and a swimming speed of 30 feet. After each long rest , the target must succeed on a DC 15 Constitution saving throw or its Constitution score is reduced by 1d4 as it forgets to breathe regularly while resting. If the target received a Cursed Kiss from the undine within the past 24 hours, it automatically succeeds on its next saving throw. If the target ever lies to or is unfaithful to the undine, it has disadvantage on its next saving throw, and its Constitution is reduced by 2d4 instead of 1d4 on a failure. The curse lasts until the undine takes a bonus action to lift it or until lifted by a remove curse spell or similar magic. \n'b' Innate Spellcasting . The undine\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15). The undine can innately cast the following spells, requiring only verbal components:\n'b'\n'b' At will : control water , friends, minor illusion \n'b' 3/day each : charm person , silent image \n'b' 1/day each : hypnotic pattern , major image \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The undine uses its Cursed Kiss, if it can. It then makes two water hammer attacks. \n'b' Water Hammer . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage plus 10 (3d6) cold damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed (see the Undine\xe2\x80\x99s Curse trait). \n'b' Cursed Kiss (Recharge 5-6) . The undine kisses a target within 5 feet of it. The target must make a DC 15 Constitution saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one. A willing target takes no damage but is immediately cursed (see the Undine\xe2\x80\x99s Curse trait), if it wasn\xe2\x80\x99t already. \n'b'\n'b' About \n'b' Undines often use their charm and talent for illusion to draw mortals to them, wooing the mortal into a binding kiss in an attempt to gain an immortal soul. \n'b' Water Bonds . In many cases, undines befriend or partner with water elementals. The two communicate and share a single spirit, acting almost like a single creature. Some believe the undine devours or controls the elemental; others say the elemental worships and adores the undine willingly.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Undine, Lesser \n'b' Medium elemental , neutral evil \n'b' Armor Class 14 (natural) Hit Points 78 (12d8+24) Speed 10 ft., Swim 60 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 14 (+2) INT: 5 (-3) WIS: 7 (-2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Damage Immunities lightning, thunder, any effect caused solely by air or gas Condition Immunities cannot be affected by air or gas Damage Resistances fire, Acid slashing, or piercing damage Senses passive Perception 8 Languages Aquan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Camouflage . Water foul are able to blend in with almost any environment. They do so by lying still in the water. They can do this at any depth. When concealing themselves, they have advantage on stealth checks. \n'b' Shapeshifter . The water foul can assume any shape they have previously seen. They do this by manipulating the water around them. They cannot change their color except by pulling what is in the water into their form. \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. If the target is a creature of medium size or smaller, it must succeed on a Strength save (DC 14) or be grappled . The creature can only have up to two targets grappled at a time. \n'b' Drown . If a creature ends its turn grappled by the undine, the undine begins to drown the target. The target is now considered restrained and begins to drown. If a creature is drowning, on the undine\xe2\x80\x99s turn it automatically hits with its slam attack and does an additional 2d8 necrotic damage. \n'b' Trip . If a creature is standing in water and within 10 feet of the undine, the undine may, as a bonus action, attempt to trip the target. The target must make a Strength save (DC 14) or be knocked prone . \n'b'\n'b' ABOUT \n'b' The water foul are evil fey that dwell entirely in water. In their true form, they are little more than light bluish, amoebic-like creatures that glide through water on thousands of invisible scintillas. They can become quite large and can be seen by the naked eye, but even then they appear as little more than a grease slick in the water or a bed of light bluish algae. \n'b' Plague of Water . Water foul are highly territorial creatures that dwell in all types of water. They are encountered in the deep oceans as well as lakes, ponds, rivers, creeks, wells, and birdbaths. The smaller the body of water the smaller the water foul. They defend their home against all intruders that are not natural to that water. Fish, alligators, sharks, whales, even aquatic elves would be left unmolested but all others would suffer an attack. Creatures who pass through or even come to drink at the water foul\xe2\x80\x99s lair suffer a 50% chance of being attacked. The Water foul moves constantly like any predacious creature. Whether or not the creature has treasure depends upon its locale. If it is in a small pond or lake then anything it has slain will naturally sink or be drug to the bottom and left there. So treasure could possibly be found. If, however, the creature dwells in the ocean or a large lake or fast-moving river, then the chances of any treasure being found are negligible, as current and depth would have scattered it far and wide. \n'b' Shapeshifters . They are not very intelligent creatures, having little capacity to learn from their own experiences or think or communicate. They do, however, have an uncanny ability to remember shapes and to assume that shape in the future. A single encounter with a dog drinking at a water foul\xe2\x80\x99s pond would allow the water foul to remember and take the shape of the dog in the future. \n'b' Native Elementals . Water foul are creatures natural to the material plane and are therefore not subject to being summoned or conjured. They are asexual and breed only during violent storms when water overflows its natural banks. During such moments the creatures instinctively split into two, one greater and one lesser. The lesser water foul immediately follows the natural flow of water seeking its own habitat within which to settle. They will follow runoff water into larger creeks and to ponds or wherever fortune should take them. If for whatever reason a water foul is stranded (its lake dries up, its runoff ends in sand, etc), they do not die, but become dormant, lying on the ground, waiting for the next rainfall. In such a state the water foul is not able to attack or defend itself and appears as little more than a snail\xe2\x80\x99s track of slime on the ground. They can be captured in such a state and as a favorite pet of wizards and the like, they can go on the open market for 2000gp for a lesser to 10,000gp for a greater.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Undine, Minor \n'b' Small elemental , neutral evil \n'b' Armor Class 13 (natural) Hit Points 18 (4d6+4) Speed 10 ft., Swim 60 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 13 (+1) INT: 5 (-3) WIS: 7 (-2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Damage Immunities lightning, thunder, any effect caused solely by air or gas Condition Immunities cannot be affected by air or gas Damage Resistances fire, Acid slashing, or piercing damage Senses passive Perception 8 Languages Aquan Challenge \xc2\xbd (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Camouflage . Water foul are able to blend in with almost any environment. They do so by lying still in the water. They can do this at any depth. When concealing themselves, they have advantage on stealth checks. \n'b' Shapeshifter . The water foul can assume any shape they have previously seen. They do this by manipulating the water around them. They cannot change their color except by pulling what is in the water into their form. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) bludgeoning damage. If the target is a creature of medium size or smaller, it must succeed on a Strength save (DC 13) or be grappled . The creature can only have one target grappled at a time. \n'b' Drown . If a creature ends its turn grappled by the undine, the undine begins to drown the target. The target is now considered restrained and begins to drown. If a creature is drowning, on the undine\xe2\x80\x99s turn it automatically hits with its slam attack and does an additional 2d6 necrotic damage. \n'b' Trip . If a creature is standing in water and within 10 feet of the undine, the undine may, as a bonus action, attempt to trip the target. The target must make a Strength save (DC 13) or be forced\xc2\xa0 prone . \n'b'\n'b' ABOUT \n'b' The water foul are evil fey that dwell entirely in water. In their true form, they are little more than light bluish, amoebic-like creatures that glide through water on thousands of invisible scintillas. They can become quite large and can be seen by the naked eye, but even then they appear as little more than a grease slick in the water or a bed of light bluish algae. \n'b' Plague of Water . Water foul are highly territorial creatures that dwell in all types of water. They are encountered in the deep oceans as well as lakes, ponds, rivers, creeks, wells, and birdbaths. The smaller the body of water the smaller the water foul. They defend their home against all intruders that are not natural to that water. Fish, alligators, sharks, whales, even aquatic elves would be left unmolested but all others would suffer an attack. Creatures who pass through or even come to drink at the water foul\xe2\x80\x99s lair suffer a 50% chance of being attacked. The Water foul moves constantly like any predacious creature. Whether or not the creature has treasure depends upon its locale. If it is in a small pond or lake then anything it has slain will naturally sink or be drug to the bottom and left there. So treasure could possibly be found. If, however, the creature dwells in the ocean or a large lake or fast-moving river, then the chances of any treasure being found are negligible, as current and depth would have scattered it far and wide. \n'b' Shapeshifters . They are not very intelligent creatures, having little capacity to learn from their own experiences or think or communicate. They do, however, have an uncanny ability to remember shapes and to assume that shape in the future. A single encounter with a dog drinking at a water foul\xe2\x80\x99s pond would allow the water foul to remember and take the shape of the dog in the future. \n'b' Native Elementals . Water foul are creatures natural to the material plane and are therefore not subject to being summoned or conjured. They are asexual and breed only during violent storms when water overflows its natural banks. During such moments the creatures instinctively split into two, one greater and one lesser. The lesser water foul immediately follows the natural flow of water seeking its own habitat within which to settle. They will follow runoff water into larger creeks and to ponds or wherever fortune should take them. If for whatever reason a water foul is stranded (its lake dries up, its runoff ends in sand, etc), they do not die, but become dormant, lying on the ground, waiting for the next rainfall. In such a state the water foul is not able to attack or defend itself and appears as little more than a snail\xe2\x80\x99s track of slime on the ground. They can be captured in such a state and as a favorite pet of wizards and the like, they can go on the open market for 2000gp for a lesser to 10,000gp for a greater.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Unfathomable Spirit \n'b' Tiny undead , chaotic evil \n'b' Armor Class 5 \n'b' Hit Points 161 (19d4 + 114) \n'b' Speed fly 40 ft.\n'b' STATS STR: 1 (-5) DEX: 1 (-5) CON: 22 (+6) INT: 8 (-1) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10 \n'b' Condition Immunities blinded , charmed , deafened , frightened , exhaustion , grappled , incapacitated , paralyzed , petrified , poisoned , prone , restrained , stunned , unconscious \n'b' Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14 \n'b' Languages understands the languages of its past life but cannot speak \n'b' Challenge 10 (5,900 XP) \n'b' Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Between Life and Death . The unfathomable spirit is not fully formed on the Material Plane. It cannot be targeted by spells or attacks, and it cannot take damage except when possessing another creature. \n'b' Damage Transfer . When anything other than the unfathomable spirit does damage to a creature possessed by the unfathomable spirit, the damage is split evenly between the unfathomable spirit and the possessed creature. \n'b' Malleable Form . The unfathomable spirit can turn invisible at will or project an illusory form to any creature within 60 feet. \n'b' Turn Immunity . The unfathomable spirit is immune to effects that Turn Undead. \n'b'\n'b' ACTIONS \n'b'\n'b' Withering Touch (Possessed Form) . When the unfathomable spirit possesses a creature, that creature can make a Withering Touch attack . Melee Spell Attack : +8 to hit, reach 5??. one target. Hit : 17 (4d6 + 3) necrotic damage. \n'b' Possession (Recharge 6) . One Humanoid that the unfathomable spirit can see within 5 feet of it must succeed on a DC 16 Charisma saving throw or be possessed by the spirit; the spirit then disappears, and the target is incapacitated and loses control of its body. The unfathomable spirit now controls the body but doesn\xe2\x80\x99t deprive the target of awareness. The unfathomable spirit can\xe2\x80\x99t be targeted by any attack , spell, or other effect, and it retains its alignment, Intelligence , Wisdom , Charisma , and condition immunities. It otherwise uses the possessed target\xe2\x80\x99s statistics, but doesn\xe2\x80\x99t gain access to the target\xe2\x80\x99s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points or the spirit ends it as a bonus action. When the possession ends, the spirit reappears in an unoccupied space within 5 feet of the body. The target is immune to this spirit\xe2\x80\x99s Possession for 24 hours after succeeding on the saving throw or after the possession ends. \n'b' Punish (Possessed Form) . The unfathomable spirit wracks the creature it possesses with necrotic energy. The possessed creature must succeed on a DC 19 Constitution saving throw or take 27 (5d10) necrotic damage. It takes no damage on a successful saving throw. \n'b' Soul Bellow (Recharge 6) (Possessed Form) . The possessed creature emits a deep, unsetiling moan that ratiles those nearby. All creatures within 30 feet of the possessed creature that can hear must succeed on a DC 19 Constitution saving throw or suffer 45 (10d8) force damage, or half upon a success. \n'b'\n'b' ABOUT \n'b' One of the most mysterious forms of Undead is the unfathomable spirit. This spirit resides on the border between the Material and Ethereal Plane, making it difficult to see\xe2\x80\x94much less destroy. \n'b' In its spirit form, the unfathomable spirit cannot be damaged or targeted by magic in any way. This ghastly vapor is only semi-present on the Material Plane at any given time, except when it has possessed the form of a living being. \n'b' An unfathomable spirit is as much an illusion as it is a ghost. Often invisible , this spirit can also show itself in several incorporeal forms. Even more terrifying, an unfathomable spirit can appear in different forms to different people or even reveal itself only to a single member of an adventuring party at a time. \n'b' When an unfathomable spirit makes itself known to the living, it can do so in different ways. It might look like rolling fog, an apparition blinking in and out of existence, or a swarm of insects taking the rough shape of a Humanoid.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Gharros \n'b' Family: Demons \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 20 (natural armor) Hit Points 270 (20d10 + 160) Speed 30 ft.\n'b' STATS STR: 26 (+8) DEX: 18 (+4) CON: 26 (+8) INT: 18 (+4) WIS: 18 (+4) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +13, Wisdom +9, Charisma +10 Skills Athletics +13, Perception +9, Survival +9 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities poisoned Senses truesight 120 ft., passive Perception 19 Languages Abyssal, telepathy 120 ft. Challenge 16 (15,000 XP) \n'b' Special Traits \n'b' Improved Critical . The demon\xe2\x80\x99s attacks score a critical hit on a roll of 19 or 20. \n'b' Innate Spellcasting . The demon\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells requiring no material components:\n'b'\n'b' At will : darkness , detect evil and good , detect magic , mirror image \n'b' 3/day each : hallow , telekinesis , teleport \n'b'\n'b' Magic Resistance . The demon has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The demon\xe2\x80\x99s weapon attacks are magical. \n'b' Rampage . When the demon reduces a creature to 0 hit points with a melee attack on its turn, the demon can take a bonus action to move up to half its speed and make a halberd attack . \n'b' Actions \n'b' Multiattack . The demon makes three attacks: one halberd attack and two sting attacks. \n'b' Halberd . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 19 (2d10 + 8) slashing damage. \n'b' Sting . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 17 (2d8 + 8) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Summon (1/day) . The demon chooses what to summon and attempts a magical summoning. A gharros has a 50% chance of summoning 1d6 vrocks , 1d4 hezrous , 1d3 glabrezus , 1d2 nalfeshnees, or one marilith. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can\xe2\x80\x99t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. \n'b' About \n'b' This hideous creature appears to be half-scorpion and half-human. Its upper torso is that of a greenish-silver humanoid with long, flowing dark hair and stark white eyes while its lower torso is that of a reddish-brown scorpion. Its tail splits into two separate stingers and the creature\xe2\x80\x99s mouth is filled with razor-sharp teeth. \n'b' A gharros looks like a cross between a large human and an even larger scorpion. They serve as guards, soldiers, shock troops (and even assassins sometimes) to some of the minor nobles and lesser demon lords of the Abyss. They hate all goodness and seek to destroy it at any opportunity through whatever means available. \n'b' A gharros is about 8 feet tall and 10 feet long and weighs around 1,500 pounds. \n'b' Gharros are very aggressive in battle and seek to kill the strongest opponent first. They wield their halberd in combat and sting with their deadly tails, all the while sprinkling the fight with their innate spellcasting abilities. Unless ordered to do so, gharros never take prisoners in battle. \n'b' They fight to the death (either their death or their opponent\xe2\x80\x99s).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ungern \n'b' Medium humanoid , lawful evil Ungern Warrior \n'b' Armor Class 14 Hit Points 16 (2d8+6 HD) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 11 (+0) CON: 16 (+3) INT: 10 (+0) WIS: 14 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +8 Damage Immunities cold Senses darkvision 60 ft., passive Perception 12 Languages Ungern, Orc Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Able Tactician . Any ungern who is within 5 ft. of an ally gains advantage on all melee attacks . \n'b' Camouflage . Ungern are able to take advantage of most of their environments. When in wilderness settings they are able to conceal themselves. When concealed, they have advantage on Stealth checks. \n'b' Master Archer . The ungern have advantage on all ranged attacks , and add their strength bonus to attacks with bows and thrown weapons (but not crossbows). \n'b' Spell Resistance . The ungern have advantage on all saving throws against spells. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ungern makes three attacks, with its claws, a weapon, and a horn gore. \n'b' Claws . Melee Weapon Attack : +6 to hit, 5 ft. range, one target. Hit : 6 (1d4+4) slashing damage. \n'b' Scimitar . Melee Weapon Attack : +6 to hit, 5 ft. range, one target. Hit : 8 (1d6+4) slashing damage. \n'b' Gore . Melee Weapon Attack : +6 to hit, 5 ft. range, one target. Hit : 9 (1d8 +4) piercing damage. \n'b' Composite Longbow . Ranged Weapon Attack : +2 to hit, 150 ft. / 400 ft. range, one target. Hit : 9 (1d8+4) piercing damage. \n'b'\n'b' ABOUT \n'b' The ungern are the spawn of the Horned God and their form reflects his own. They have dark brown or red skin, are largely hairless but for a short mane that stretches the length of their spine and shocks of it around their cloven feet. Their hands are clawed, their feet are hooves, and their legs have triple joints. \n'b' They have wolf-like heads with long tooth-filled snouts. They stand about six feet tall, and though they are rather thin, they are powerfully built creatures. Their lean muscles are like corded iron. Their torso and back are shaped like beaten metal. Their necks are thick, with bands of iron muscle stretching into their broad shoulders and backs, all this to support their great horned heads. Sprouting from the creature\xe2\x80\x99s backside are great horns and these range in shape, size, and form. Some rise directly from the spine and are more like a ridge from head to tail, others rise from the upper back and sprout above the head like a set of antlers and yet still others grow up and through the skull and rise like their masters \xe2\x80\x93 like great horned crowns. These horns are the most distinguishing marks the ungern carry and generally the greater and more ornate the horns, the greater the ungern. These horns grow with age and require much trimming and care and they are often decorated with all manner of jewelry, studs, and the like. The ungern are fond of growing their manes to great lengths and braiding them and decorating them with bits and pieces of jewelry. They often travel without clothing, carrying only their weapons, but they are wickedly intelligent beasts and don shields and plates of iron for war. Their armor is always ornate with glyphs and runes carved throughout. They are able smiths and forge their own weapons and armor, build their own war machines, or at least instruct their slaves how to do this. \n'b' Civilized Barbarians . The ungern are well-groomed and rather social in their own circles, but when in the company of lesser races, such as orcs, goblins, or the like they display a tremendous amount of unbridled rage and cruelty. They have no particular hatred for anyone, but complete disdain for all living things that do not serve their master. \n'b' They are highly organized and work together in all things. They are not migratory, and rarely move once they have taken a castle or refuge as their own. Their culture is one of power and violence. Strength and intelligence are prized above all things and the greater ungern usually have both properties in abundance. When away from their master\xe2\x80\x99s dens, they live in tight social groups of several hundred to a thousand. They do not build their own homes but rather settle in someone else\xe2\x80\x99s. They do not do menial tasks themselves but utilize slaves, often stolen from villages, caravans, or bred in their dens. They do not mate, but rather spawn like reptiles. Females, who are utterly unrecognizable from males, lay huge clutches of fertilized eggs in mounds of wet, sodden earth. The young hatch several weeks later, crawling from the mounds with tremendous appetites. They are largely on their own, forced to steal food from the other ungern until they are large enough to force their way to the community board and hunt with the others. The young are fierce and their boldness is rewarded by the adult ungern, who largely ignore the small creatures. In this way, they are taught that boldness of action is always rewarded. The pups do not suffer a high mortality rate, only the mewling weak are left to die, and thus the ungern communities, when left unchecked, grow quickly. \n'b' Iron-Fisted Tyrants . The ungern live in any clime, but prefer the colder latitudes to the warmer ones. They possess a natural affinity to the cold and do not suffer, as do other races. They prefer to dwell in large fortified towns, castles, or cities, and only when they are on the march do they live in tents or yurts. They seek the rule of law, particularly that of their master. They do not understand chaos and seek to destroy it in all its guises, good or evil. They take great pleasure in one-on-one combats, following a vague code of ethics and honor in such battles. Though often if an outsider defeats an ungern in single combat, that person is killed by the collective group. \n'b' Organized Warbands . In war, ungern travel in organized units ranging from 10-100. For every 10 encountered, there is at least one sub-chief with maximum hit points and an AC of 15. If two or more of these captains are encountered, there is always a chief with 4d8 hit points (minimum 18 hit points ) and an AC of 16. If 100 are encountered, there is an ungern battle lord with 56 hit points , AC 18 whose weapon does 2-12 points of damage. They fight using tactics and are generally able tacticians.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ungern Battle Lord \n'b' Medium humanoid , lawful evil \n'b' Armor Class 18 Hit Points 85 (10d8+30 HD) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 16 (+3) INT: 10 (+0) WIS: 14 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +5, Intimidation +2, Perception +5, Persuasion +2, Stealth +8 Damage Immunities cold Senses darkvision 60 ft., passive Perception 15 Languages Ungern, Orc Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Able Tactician . Any ungern who is within 5\xe2\x80\x99 of an ally gains advantage on all melee attacks . \n'b' Camouflage . Ungern are able to take advantage of most of their environments. When in wilderness settings they are able to conceal themselves. When concealed, they have advantage on Stealth checks. \n'b' Command . When a lesser ungern strikes a foe in battle, the ungern battle lord can use a reaction to give that ungern a single bonus action to make another attack , using any one of its available attack forms. \n'b' Inspiring Presence . When the ungern battle lord is on the field, all ungern who can see it gain an additional attack every round, and advantage on all saving throws. Inspired ungern cannot use multiattack for this additional attack , which uses any one of their attack forms, and is in addition to all normal and bonus actions in the round. \n'b' Master Archer . The ungern have advantage on all ranged attacks , and add their strength bonus to attacks with bows and thrown weapons (but not crossbows). \n'b' Spell Resistance . The ungern have advantage on all saving throws against spells. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ungern makes four attacks: 2 with its claws, one with a weapon, and one with a horn gore. \n'b' Claws . Melee Weapon Attack : +7 to hit, 5 ft. range, one target. Hit : 6 (1d4+4) slashing damage. \n'b' Scimitar . Melee Weapon Attack : +7 to hit, 5 ft. range, one target. Hit : 8 (1d6+4) slashing damage. \n'b' Gore . Melee Weapon Attack : +7 to hit, 5 ft. range, one target. Hit : 9 (1d8 +4) piercing damage. \n'b' Composite Longbow . Ranged Weapon Attack : +6 to hit, 150 ft. / 400 ft. range, one target. Hit : 9 (1d8+4) piercing damage. \n'b' Spellcasting . As a chosen of the Horned God, the ungern battle lord is granted clerical spells by its god. Its save DC is 13; +5 spell attack . It has the following spells:\n'b'\n'b'\n'b' Cantrips : light , sacred flame , thaumaturgy \n'b' 1st-level (3 slots) : bane , bless , command , cure wounds , inflict wounds \n'b'\n'b' ABOUT \n'b' The ungern are the spawn of the Horned God and their form reflects his own. They have dark brown or red skin, are largely hairless but for a short mane that stretches the length of their spine and shocks of it around their cloven feet. Their hands are clawed, their feet are hooves, and their legs have triple joints. \n'b' They have wolf-like heads with long tooth-filled snouts. They stand about six feet tall, and though they are rather thin, they are powerfully built creatures. Their lean muscles are like corded iron. Their torso and back are shaped like beaten metal. Their necks are thick, with bands of iron muscle stretching into their broad shoulders and backs, all this to support their great horned heads. Sprouting from the creature\xe2\x80\x99s backside are great horns and these range in shape, size , and form. Some rise directly from the spine and are more like a ridge from head to tail, others rise from the upper back and sprout above the head like a set of antlers and yet still others grow up and through the skull and rise like their masters \xe2\x80\x93 like great horned crowns. These horns are the most distinguishing marks the ungern carry and generally the greater and more ornate the horns, the greater the ungern. These horns grow with age and require much trimming and care and they are often decorated with all manner of jewelry, studs, and the like. The ungern are fond of growing their manes to great lengths and braiding them and decorating them with bits and pieces of jewelry. They often travel without clothing, carrying only their weapons, but they are wickedly intelligent beasts and don shields and plates of iron for war. Their armor is always ornate with glyphs and runes carved throughout. They are able smiths and forge their own weapons and armor, build their own war machines, or at least instruct their slaves how to do this. \n'b' Civilized Barbarians . The ungern are well-groomed and rather social in their own circles, but when in the company of lesser races, such as orcs, goblins, or the like they display a tremendous amount of unbridled rage and cruelty. They have no particular hatred for anyone, but complete disdain for all living things that do not serve their master. \n'b' They are highly organized and work together in all things. They are not migratory, and rarely move once they have taken a castle or refuge as their own. Their culture is one of power and violence. Strength and intelligence are prized above all things and the greater ungern usually have both properties in abundance. When away from their master\xe2\x80\x99s dens, they live in tight social groups of several hundred to a thousand. They do not build their own homes but rather settle in someone else\xe2\x80\x99s. They do not do menial tasks themselves but utilize slaves, often stolen from villages, caravans, or bred in their dens. They do not mate, but rather spawn like reptiles. Females, who are utterly unrecognizable from males, lay huge clutches of fertilized eggs in mounds of wet, sodden earth. The young hatch several weeks later, crawling from the mounds with tremendous appetites. They are largely on their own, forced to steal food from the other ungern until they are large enough to force their way to the community board and hunt with the others. The young are fierce and their boldness is rewarded by the adult ungern, who largely ignore the small creatures. In this way, they are taught that boldness of action is always rewarded. The pups do not suffer a high mortality rate, only the mewling weak are left to die, and thus the ungern communities, when left unchecked, grow quickly. \n'b' Iron-Fisted Tyrants . The ungern live in any clime, but prefer the colder latitudes to the warmer ones. They possess a natural affinity to the cold and do not suffer, as do other races. They prefer to dwell in large fortified towns, castles, or cities, and only when they are on the march do they live in tents or yurts. They seek the rule of law, particularly that of their master. They do not understand chaos and seek to destroy it in all its guises, good or evil. They take great pleasure in one-on-one combats, following a vague code of ethics and honor in such battles. Though often if an outsider defeats an ungern in single combat, that person is killed by the collective group. \n'b' Organized Warbands . In war, ungern travel in organized units ranging from 10-100. For every 10 encountered, there is at least one sub-chief with maximum hit points and an AC of 15. If two or more of these captains are encountered, there is always a chief with 4d8 hit points (minimum 18 hit points ) and an AC of 16. If 100 are encountered, there is an ungern battle lord with 56 hit points , AC 18 whose weapon does 2-12 points of damage. They fight using tactics and are generally able tacticians.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ungern Chief \n'b' Medium humanoid , lawful evil \n'b' Armor Class 18 Hit Points 51 (6d8+18 HD) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 14 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intiimidation +1, Persuasion +1, Stealth +9 Damage Immunities cold Senses darkvision 60 ft., passive Perception 12 Languages Ungern, Orc Challenge 4 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Able Tactician . Any ungern who is within 5 ft. of an ally gains advantage on all melee attacks . \n'b' Camouflage . Ungern are able to take advantage of most of their environments. When in wilderness settings they are able to conceal themselves. When concealed, they have advantage on Stealth checks. \n'b' Command . When a lesser ungern strikes a foe in battle, the Ungern Chief can use a reaction to give that ungern a single bonus action to make another attack , using any one of its available attack forms. \n'b' Master Archer . The ungern have advantage on all ranged attacks , and add their strength bonus to attacks with bows and thrown weapons (but not crossbows). \n'b' Spell Resistance . The ungern have advantage on all saving throws against spells. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ungern makes four attacks: 2 with its claws, one with a weapon, and one with a horn gore. \n'b' Claws . Melee Weapon Attack : +6 to hit, 5 ft. range, one target. Hit : 6 (1d4+4) slashing damage. \n'b' Scimitar . Melee Weapon Attack : +6 to hit, 5 ft. range, one target. Hit : 8 (1d6+4) slashing damage. \n'b' Gore . Melee Weapon Attack : +6 to hit, 5 ft. range, one target. Hit : 9 (1d8 +4) piercing damage. \n'b' Composite Longbow . Ranged Weapon Attack : +4 to hit, 150 ft. / 400 ft. range, one target. Hit : 9 (1d8+4) piercing damage. \n'b'\n'b' ABOUT \n'b' The ungern are the spawn of the Horned God and their form reflects his own. They have dark brown or red skin, are largely hairless but for a short mane that stretches the length of their spine and shocks of it around their cloven feet. Their hands are clawed, their feet are hooves, and their legs have triple joints. \n'b' They have wolf-like heads with long tooth-filled snouts. They stand about six feet tall, and though they are rather thin, they are powerfully built creatures. Their lean muscles are like corded iron. Their torso and back are shaped like beaten metal. Their necks are thick, with bands of iron muscle stretching into their broad shoulders and backs, all this to support their great horned heads. Sprouting from the creature\xe2\x80\x99s backside are great horns and these range in shape, size , and form. Some rise directly from the spine and are more like a ridge from head to tail, others rise from the upper back and sprout above the head like a set of antlers and yet still others grow up and through the skull and rise like their masters \xe2\x80\x93 like great horned crowns. These horns are the most distinguishing marks the ungern carry and generally the greater and more ornate the horns, the greater the ungern. These horns grow with age and require much trimming and care and they are often decorated with all manner of jewelry, studs, and the like. The ungern are fond of growing their manes to great lengths and braiding them and decorating them with bits and pieces of jewelry. They often travel without clothing, carrying only their weapons, but they are wickedly intelligent beasts and don shields and plates of iron for war. Their armor is always ornate with glyphs and runes carved throughout. They are able smiths and forge their own weapons and armor, build their own war machines, or at least instruct their slaves how to do this. \n'b' Civilized Barbarians . The ungern are well-groomed and rather social in their own circles, but when in the company of lesser races, such as orcs, goblins, or the like they display a tremendous amount of unbridled rage and cruelty. They have no particular hatred for anyone, but complete disdain for all living things that do not serve their master. \n'b' They are highly organized and work together in all things. They are not migratory, and rarely move once they have taken a castle or refuge as their own. Their culture is one of power and violence. Strength and intelligence are prized above all things and the greater ungern usually have both properties in abundance. When away from their master\xe2\x80\x99s dens, they live in tight social groups of several hundred to a thousand. They do not build their own homes but rather settle in someone else\xe2\x80\x99s. They do not do menial tasks themselves but utilize slaves, often stolen from villages, caravans, or bred in their dens. They do not mate, but rather spawn like reptiles. Females, who are utterly unrecognizable from males, lay huge clutches of fertilized eggs in mounds of wet, sodden earth. The young hatch several weeks later, crawling from the mounds with tremendous appetites. They are largely on their own, forced to steal food from the other ungern until they are large enough to force their way to the community board and hunt with the others. The young are fierce and their boldness is rewarded by the adult ungern, who largely ignore the small creatures. In this way, they are taught that boldness of action is always rewarded. The pups do not suffer a high mortality rate, only the mewling weak are left to die, and thus the ungern communities, when left unchecked, grow quickly. \n'b' Iron-Fisted Tyrants . The ungern live in any clime, but prefer the colder latitudes to the warmer ones. They possess a natural affinity to the cold and do not suffer, as do other races. They prefer to dwell in large fortified towns, castles, or cities, and only when they are on the march do they live in tents or yurts. They seek the rule of law, particularly that of their master. They do not understand chaos and seek to destroy it in all its guises, good or evil. They take great pleasure in one-on-one combats, following a vague code of ethics and honor in such battles. Though often if an outsider defeats an ungern in single combat, that person is killed by the collective group. \n'b' Organized Warbands . In war, ungern travel in organized units ranging from 10-100. For every 10 encountered, there is at least one sub-chief with maximum hit points and an AC of 15. If two or more of these captains are encountered, there is always a chief with 4d8 hit points (minimum 18 hit points ) and an AC of 16. If 100 are encountered, there is an ungern battle lord with 56 hit points , AC 18 whose weapon does 2-12 points of damage. They fight using tactics and are generally able tacticians.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ungern Sub-Chief \n'b' Medium humanoid , lawful evil \n'b' Armor Class 16 Hit Points 43 (5d8+15 HD) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 10 (+0) WIS: 14 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +8 Damage Immunities cold Senses darkvision 60 ft., passive Perception 12 Languages Ungern, Orc Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Able Tactician . Any ungern who is within 5 ft. of an ally gains advantage on all melee attacks . \n'b' Camouflage . Ungern are able to take advantage of most of their environments. When in wilderness settings they are able to conceal themselves. When concealed, they have advantage on Stealth checks. \n'b' Master Archer . The ungern have advantage on all ranged attacks , and add their strength bonus to attacks with bows and thrown weapons (but not crossbows). \n'b' Spell Resistance . The ungern have advantage on all saving throws against spells. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ungern makes three attacks, with its claws, a weapon, and a horn gore. \n'b' Claws . Melee Weapon Attack : +6 to hit, 5 ft. range, one target. Hit : 6 (1d4+4) slashing damage. \n'b' Scimitar . Melee Weapon Attack : +6 to hit, 5 ft. range, one target. Hit : 8 (1d6+4) slashing damage. \n'b' Gore . Melee Weapon Attack : +6 to hit, 5 ft. range, one target. Hit : 9 (1d8 +4) piercing damage. \n'b' Composite Longbow . Ranged Weapon Attack : +3 to hit, 150 ft. / 400 ft. range, one target. Hit : 9 (1d8+4) piercing damage. \n'b'\n'b' ABOUT \n'b' The ungern are the spawn of the Horned God and their form reflects his own. They have dark brown or red skin, are largely hairless but for a short mane that stretches the length of their spine and shocks of it around their cloven feet. Their hands are clawed, their feet are hooves, and their legs have triple joints. \n'b' They have wolf-like heads with long tooth-filled snouts. They stand about six feet tall, and though they are rather thin, they are powerfully built creatures. Their lean muscles are like corded iron. Their torso and back are shaped like beaten metal. Their necks are thick, with bands of iron muscle stretching into their broad shoulders and backs, all this to support their great horned heads. Sprouting from the creature\xe2\x80\x99s backside are great horns and these range in shape, size, and form. Some rise directly from the spine and are more like a ridge from head to tail, others rise from the upper back and sprout above the head like a set of antlers and yet still others grow up and through the skull and rise like their masters \xe2\x80\x93 like great horned crowns. These horns are the most distinguishing marks the ungern carry and generally the greater and more ornate the horns, the greater the ungern. These horns grow with age and require much trimming and care and they are often decorated with all manner of jewelry, studs, and the like. The ungern are fond of growing their manes to great lengths and braiding them and decorating them with bits and pieces of jewelry. They often travel without clothing, carrying only their weapons, but they are wickedly intelligent beasts and don shields and plates of iron for war. Their armor is always ornate with glyphs and runes carved throughout. They are able smiths and forge their own weapons and armor, build their own war machines, or at least instruct their slaves how to do this. \n'b' Civilized Barbarians . The ungern are well-groomed and rather social in their own circles, but when in the company of lesser races, such as orcs, goblins, or the like they display a tremendous amount of unbridled rage and cruelty. They have no particular hatred for anyone, but complete disdain for all living things that do not serve their master. \n'b' They are highly organized and work together in all things. They are not migratory, and rarely move once they have taken a castle or refuge as their own. Their culture is one of power and violence. Strength and intelligence are prized above all things and the greater ungern usually have both properties in abundance. When away from their master\xe2\x80\x99s dens, they live in tight social groups of several hundred to a thousand. They do not build their own homes but rather settle in someone else\xe2\x80\x99s. They do not do menial tasks themselves but utilize slaves, often stolen from villages, caravans, or bred in their dens. They do not mate, but rather spawn like reptiles. Females, who are utterly unrecognizable from males, lay huge clutches of fertilized eggs in mounds of wet, sodden earth. The young hatch several weeks later, crawling from the mounds with tremendous appetites. They are largely on their own, forced to steal food from the other ungern until they are large enough to force their way to the community board and hunt with the others. The young are fierce and their boldness is rewarded by the adult ungern, who largely ignore the small creatures. In this way, they are taught that boldness of action is always rewarded. The pups do not suffer a high mortality rate, only the mewling weak are left to die, and thus the ungern communities, when left unchecked, grow quickly. \n'b' Iron-Fisted Tyrants . The ungern live in any clime, but prefer the colder latitudes to the warmer ones. They possess a natural affinity to the cold and do not suffer, as do other races. They prefer to dwell in large fortified towns, castles, or cities, and only when they are on the march do they live in tents or yurts. They seek the rule of law, particularly that of their master. They do not understand chaos and seek to destroy it in all its guises, good or evil. They take great pleasure in one-on-one combats, following a vague code of ethics and honor in such battles. Though often if an outsider defeats an ungern in single combat, that person is killed by the collective group. \n'b' Organized Warbands . In war, ungern travel in organized units ranging from 10-100. For every 10 encountered, there is at least one sub-chief with maximum hit points and an AC of 15. If two or more of these captains are encountered, there is always a chief with 4d8 hit points (minimum 18 hit points ) and an AC of 16. If 100 are encountered, there is an ungern battle lord with 56 hit points , AC 18 whose weapon does 2-12 points of damage. They fight using tactics and are generally able tacticians.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bil\xe2\x80\x99djooli Commander \n'b' Medium aberration , lawful evil \n'b' Armor Class 18 (enchanted bil\xe2\x80\x99djooli armor) Hit Points 273 (26d8 + 156) Speed 20 ft., swim 50 ft.\n'b' STATS STR: 15 (+2) DEX: 22 (+6) CON: 22 (+6) INT: 12 (+1) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Dex +11, Con +11 Skills Athletics +10, Intimidate +7, Stealth +11 Damage Resistances cold Damage Vulnerabilities poison Senses darkvision 60 ft., passive Perception 11 Languages Bil\xe2\x80\xbadjooli, Ultari Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bil\xe2\x80\x99djooli Military Training . A bil\xe2\x80\x99djooli rod deals one extra weapon die of damage when the bil\xe2\x80\x99djooli commander hits with it in melee (included in the attack). The rod is also considered to have the finesse trait when wielded by a bil\xe2\x80\x99djooli commander. \n'b' Bil\xe2\x80\x99djooli Traits . The bil\xe2\x80\x99djooli aquamancer has the Hold Breath, Interstellar, Jet, Underwater Camouflage, and Vulnerability to Toxins traits of a standard bil\xe2\x80\x99djooli. \n'b' Die Hard . When reduced to 0 hit points instead of dying the bil\xe2\x80\x99djooli commander becomes immune to all damage until the end of the next round when it dies. During this \xe2\x80\x9cdie hard\xe2\x80\x9d round it may take its actions as normal. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bil\xe2\x80\x99djooli commander uses one of the following attack options: bil\xe2\x80\x99djooli rod and 2 tentacle slams, or 4 tentacle slams. \n'b' Bil\xe2\x80\x99djooli Rod . Melee or Ranged Weapon Attack : +11 to hit, reach 5 ft. and range 60 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage and 3 (1d6) energy damage (acid, cold, fire, lightning or necrotic), or 20 (4d6+6) energy damage (acid, cold, fire, lightning or necrotic) if used to make a range attack . \n'b' Bil\xe2\x80\x99djooli Rod Blast (1/Day) . The bil\xe2\x80\x99djooli commander fires a single focused ray that deals 21 (6d6) points of energy damage, or half as much on a successful DC 15 Dexterity saving throw, to each creature it hits in a 60-foot line. The energy type can be chosen as part of the attack \xe2\x80\x93 acid, cold, fire, lightning or necrotic damage \xe2\x80\x93 but it consumes the bil\xe2\x80\x99djooli commander\xe2\x80\x99s bonus action if it differs from the energy type of a previous attack made by it. \n'b' Tentacle Slam . Melee Weapon Attack : +11 to hit, reach 10 ft., one creature. Hit : 7 (2d4 + 2) bludgeoning damage, and the target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 hour. The bil\xe2\x80\x99jooli can then use a bonus action to Shove the target, and if successful can force the target to drop one held item instead of knocking them prone or pushing them away. \n'b'\n'b' ACTIONS \n'b'\n'b' Side Shot . Any time an attack targets a bil\xe2\x80\x99djooli commander, it may use its reaction to make a bil\xe2\x80\x99djooli rod ranged attack against any creature it can see. The commander must be wielding a bil\xe2\x80\x99djooli rod to use this reaction . \n'b'\n'b' LEGENDARY ACTIONS \n'b' A bil\xe2\x80\x99djooli commander 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. A bil\xe2\x80\x99djooli commander regains spent legendary actions at the start of its turn. \n'b'\n'b' Decisive Strike . One of the commander\xe2\x80\x99s allies that can see and hear it immediately makes a single melee or ranged attack with advantage. The damage dealt by this attack bypasses all damage reduction. This attack doesn\xe2\x80\x99t count toward the ally\xe2\x80\x99s actions on its turn. \n'b' Rise Up . All allies that can see or hear the commander can add 1d10 to their next attack roll. \n'b' Directed Assault (1/Day) . By finding a gap in the enemy\xe2\x80\x99s defenses, the commander allows its allies to take advantage of the weakness. All allies of the commander within 30 feet of the commander can move up to 30 feet and make one melee or ranged attack . This attack is made with advantage and has its critical hit chance increased by 1 (for example a 20 becomes a 19 or 20) and if a critical hit is rolled the attack deals maximum damage. This attack doesn\xe2\x80\x99t count toward the ally\xe2\x80\x99s actions on its turn. \n'b'\n'b' ABOUT \n'b' Bil\xe2\x80\x99djooli commanders are decorated combatants recognized for ferocity and obedience. They bark commands during combat and expect their soldiers to follow them to death if necessary. A bil\xe2\x80\x99djooli commander makes use of its legendary actions to threaten spellcasters or end formidable melee threats, and don\xe2\x80\x99t shy away from combat themselves. Though each chafe under its aquamancer\xe2\x80\x99s conceit, commanders are responsible for their fellow officers, both cooperating with them and defending them in combat. \n'b' Bil\xe2\x80\x99djooli are an aggressive race of interplanetary travelers who raid worlds for their own gain and routinely scavenge alien technology. Once sorely pressed, the bil\xe2\x80\x99djooli now range across disparate systems to find the fresh water essential for the continuation of their race. Bil\xe2\x80\x99djooli physiology requires a significant amount of clean, fresh water in order to breathe and metabolize food properly. Their immune systems are strong, but delicate, and they produce toxins offensive to most living creatures very quickly. Without protective gear, bil\xe2\x80\x99djooli poison is actually more dangerous for the bil\xe2\x80\x99djooli than it is for most creatures they encounter. As aquatic creatures, they wear protective helmets full of fresh water they can breathe through a series of gills in their throat, lest they poison themselves and their fellow soldiers. \n'b' The bil\xe2\x80\x99djooli teach a peculiar martial art that makes use of their long tentacles and superior reach. They take what they desire from enemy combatants, striking them with powerful tentacles and using agile suction to disarm their opponents or lift other equipment. In mass combat they fire their magical rods, using the most appropriate energy type and then firing into melee amid a flurry of slam attacks. \n'b' A single bil\xe2\x80\x99djool has incredibly competitive instincts and a large measure of pride, but the culture rewards cooperation and team work in order to secure the race\xe2\x80\x99s survival. Advancement in their militarized society requires competence and loyalty, though some level of corruption allows the truly ambitious to exploit others to their benefit. Regardless of rank or station, all bil\xe2\x80\x99djooli receive intensive martial training, learning to fight with mass-produced technomagical rods that can crunch bones in melee or fire rays of magical energy. \n'b' The bil\xe2\x80\x99djooli spread filth across the galaxy, polluting entire planets with a naturally occurring byproduct of their toxic skin. Hailing from a dozen different home worlds, their kind has sought a means to inhabit aquatic worlds for generations without having to leave them behind. \n'b' Bil\xe2\x80\x99djooli family life is harsh from the beginning. Families are governed by ordered pair which lays hundreds of eggs over a lifetime. Though bil\xe2\x80\x99djooli have distinctive male and female internal anatomies, their breeding produces a thick slime full of eggs that is then carried by both parents. The slime is spread across a flat surface when the eggs near maturity, and a dozen bil\xe2\x80\x99djooli might hatch from a single clutch. Bil\xe2\x80\x99djooli young learn quickly and train for survival and combat almost from birth, competing with one another for food and favor. While individual families do not always encourage violence among siblings, there are few penalties in the military meritocracy for murdering a sibling with cause. \n'b' A single bil\xe2\x80\x99djooli is 7 feet long from head to tentacle. They have somewhat translucent blue or purple skin with a white or pale blue underside to their tentacles. A mature bil\xe2\x80\x99djooli weighs 300 pounds. A being resembling a humanoid octopus with translucent blue skin bears an unusual metal rod with glowing arcane signals. Its leather vest is connected to a round glass helmet filled with clear fluid.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Unhallowed, Faithless Knight \n'b' Medium undead , lawful evil\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 24 (+7) INT: 11 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 23 (plate armor +2 , shield +1 ) Hit Points 161 (14d8 + 98) Speed 30 ft., 60 ft. if mounted Saving Throws Strength +10, Constitution +12 Skills Intimidation +7, Perception +6, Survival +6 Damage Immunities necrotic, poison, psychic Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 60 ft., passive Perception 16 Languages the languages it knew in life Challenge 15 (13,000 XP) \n'b' Special Traits \n'b' Frightful Presence . Each creature of the faithless knight\xe2\x80\x99s choice that is within 120 feet of the knight and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the knight\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Magic Weapons . The knight\xe2\x80\x99s weapon attacks are magical. \n'b' Unhallowed . If damage would reduce the unhallowed to 0 hit points and it is not on holy ground, or has not had its true name and secret revealed, the unhallowed is reduced to 1 hit point instead. \n'b' Actions \n'b' Multiattack . The faithless knight makes three attacks with its greatsword or its longbow. \n'b' Cursed Greatsword . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 14 (2d6 + 7) slashing damage and the target must make a DC 18 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic. \n'b' Longbow . Ranged Weapon Attack : +8 to hit, range 150/600 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Tactics \n'b' Most faithless knights are surrounded by evil creatures that are bound to protect their master. Only once the party has conquered the hellhounds and blight wolves will they face the knight. It will use its frightful presence to drive away the weak-willed and then focus on attacking those that remain, trusting that its cursed greatsword will drain the life away from its victims. \n'b' Description \n'b' Sometimes, maybe once in a hundred years, a child favored by the gods is born. The baby seems destined for greatness: stronger, swifter, smarter or more beautiful than any other. Most of these children achieve their destiny and change the world for the better. But it is a fundamental truth of the universe that the gods expect much from those who receive their greatest gifts. \n'b' Sometimes that trust is betrayed. With a single act of treachery, a blessed individual might spurn the gods and waste their gifts. Such a violation of trust earns the eternal enmity of the gods. Such powerful individuals do not pass into the afterlife easily \xe2\x80\x93 they cling to the world of the living by sheer tenacity, knowing what punishments await them beyond. \n'b' These tormented spirits are known as the unhallowed, since they have been rejected by the gods. Their malign influence can destroy entire kingdoms as an unhallowed worms their way into the ruling family or other position of power. \n'b' True Names and True Crimes . The unhallowed cannot be destroyed by sword or spell alone: their betrayal of the gods is the key to their fate. In a holy place, the party must confront the unhallowed, revealing its true name and the terrible act of enmity that sealed its fate. Once this is done, the creature can be fought and destroyed, though it is certain to be a grim battle. Gaining this knowledge can be a major quest, as the spirit may be centuries or millennia old and its original exploits might be only fragments of forgotten lore. \n'b' Leader of War Bands . Most often, faithless knights lead armies of evil creatures on crusades of conquest. They are accompanied by hellhounds or blight wolves as they slaughter anyone who stands in their way, warrior or innocent. They are utterly ruthless and dishonorable. \n'b' Corrupters of Rulers . Sometimes a faithless knight will enter the service of a lord or lady \xe2\x80\x93 usually by some guise, but sometimes an unwise noble will know the knight\xe2\x80\x99s true nature and expect to keep them under control. Nothing could be less likely. The faithless knight will corrupt those it can, and kill the rest whenever its betrayal will have the most impact.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Unhallowed, False Lover \n'b' Medium undead , lawful evil\n'b' STATS STR: 15 (+2) DEX: 20 (+5) CON: 18 (+4) INT: 11 (+0) WIS: 12 (+1) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 Hit Points 93 (11d8 + 44) Speed 30 ft. Saving Throws Wisdom +6, Charisma +12 Skills Deception +12, Performance +12, Persuasion +12, Sleight of Hand +10 Damage Immunities necrotic, poison, psychic Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 60 ft., passive Perception 11 Languages the languages it knew in life Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Paramours . The false lover has 1d8 + 2 escorts with it at any time, each of which is a NPC with challenge rating of 1 or less. On each of its turns, the false lover can order one paramour to take its turn immediately after the false lover. The paramours will fight to the death for the false lover. \n'b' Spellcasting . The false lover is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It requires no material components to cast its spells. The false lover has the following bard spells:\n'b'\n'b' Cantrips (at will) : dancing lights , prestidigitation , vicious mockery \n'b' 1st level (4 slots) : charm person , comprehend languages , hideous laughter \n'b' 2nd level (3 slots) : detect thoughts , hold person , suggestion \n'b' 3rd level (3 slots) : hypnotic pattern , major image , nondetection \n'b' 4th level (3 slots) : confusion , dimension door \n'b' 5th level (1 slot) : modify memory \n'b'\n'b' Unending Glamor . The false lover can take on a new appearance at will, changing height, weight, race and all other physical aspects. In the new form, they appear as an exceptionally beautiful and striking individual. The glamor has physical substance, but they do not gain any natural abilities of the form (for example, a false lover appearing as an ironbred does not gain advantage on saving throws for exhaustion or the benefit of their thick hides, etc.). \n'b' Unhallowed . If damage would reduce the unhallowed to 0 hit points and it is not on holy ground, or has not had its true name and secret revealed, the unhallowed is reduced to 1 hit point instead. \n'b' Actions \n'b' Dagger . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 7 (1d4 + 5) piercing damage and the target must make a DC 18 Constitution saving throw or become poisoned for 24 hours. A poisoned target also becomes unconscious. Another creature can use an action to shake the target awake. \n'b' Tactics \n'b' False lovers rarely join a fight. Instead they will use their paramours as willing sacrifices in order to escape the combat. They might use dimension door , their unending glamor or their illusions to buy time. If cornered they will attempt to use charm person , confusion , hold person and suggestion to get their way, gain allies, or turn their pursuers against each other. \n'b' Description \n'b' The false lover was once the paragon of charm and beauty, who effortlessly won the hearts and souls of any who looked upon them. It inspired heroes and heroines to great deeds, gave birth to new forms of art and literature; transforming the cultures of entire kingdoms with its wit and grace. Ultimately, however, it betrayed those dreams, crushing the spirits of those who loved it, sometimes simply because it could. \n'b' Glamor . The false lover hides its true nature behind powerful illusions that present a being of unearthly beauty and grace. It can still seduce the strongest of hearts, filling them with love one moment and jealousy the next. The creature delights in destroying relationships and turning powerful figures against one another, setting families at each other\xe2\x80\x99s throats and embroiling kingdoms in bitter feuds and civil wars. \n'b' Paramours . The false lover fights only as a last resort. Instead it has innocent victims ready to hurl themselves in the path of any attacker. These deluded individuals will fight to the death to save their \xe2\x80\x98true\xe2\x80\x99 love.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Unhatched \n'b' The small, skeletal dragon jumps down from the bookshelf where it was reading. It spreads its bony wings laced with brittle, leathery skin and exhales a cloud of choking dust that smells like an ancient tomb. \n'b' Small undead , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 71 (11d6 + 33) Speed 30 ft., fly 40 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 16 (+3) INT: 18 (+4) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Vulnerabilities bludgeoning Damage Resistances necrotic, piercing Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common, Draconic Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Hatred . Deprived of parental bonds, the unhatched despise those who nurture and heal others. The unhatched has advantage on attacks against a creature whose most recent action was to heal, restore, strengthen, or otherwise aid another creature. \n'b' Minor Magic Resistance (3/day) . As a bonus action , the unhatched gives itself advantage on its next saving throw against spells or other magical effects. \n'b' Innate Spellcasting . The unhatched\xe2\x80\x98s innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:\n'b'\n'b' At will : chill touch , minor illusion \n'b' 1/day : bane \n'b'\n'b' Undead Nature . The unhatched doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Multiattack . The unhatched makes one bite attack and one claw attack . \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 12 (3d6 + 2) slashing damage. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 2) piercing damage plus 4 (1d8) necrotic damage. \n'b' Desiccating Breath (Recharge 5-6) . The dragon exhales a cloud of choking dust infused with necrotic magic in a 30-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one. A creature who fails this save can\xe2\x80\x99t speak until the end of its next turn as it chokes on the dust. \n'b' About \n'b' Stewed in Necromancy . These unholy dragon whelps were never given the chance to hatch-their mothers were slain, and the eggs which contained them carried off to dark ends. The unhatched dragon egg is stewed in a vile necromantic soup which dissolves the hard shell and melts the creature\xe2\x80\x99s flesh from its bones. It arises from the wretched fluid as an evil, skeletal, draconic whelp, its hollow eye sockets glowing a pale yellow. \n'b' More than Dead . In addition to the usual undead characteristics, the unhatched emerge with some minor necromantic magic. If allowed to mature, their magic grows in power, making liches especially fond of unhatched as pets. \n'b' Lairs of Death and Knowledge . They are commonly found guarding evil wizard\xe2\x80\x99s lairs, vampire\xe2\x80\x99s resting places, or crypts and tombs of various sorts. Left to their own devices, they actively seek out magical knowledge and can be encountered in ruins containing libraries or other vaults of knowledge. They are cunning opponents, using their illusion magic to draw prey into their lair. The unhatched often band together in groups of three or more. \n'b' Alternate Traits and Actions \n'b' Source ExpCod (Open Design) \n'b' The following changes allow GMs to alter an unhatched without modifying its challenge rating. \n'b' Draconic Hatred . The unhatched harbors intense hatred for the draconic parent(s) that left it unprotected. The unhatched has advantage on attacks against dragons and creatures with a draconic heritage. The unhatched loses its Hatred trait. \n'b' Draconic Magic Resistance . As a bonus action, the unhatched gives itself advantage on its next saving throw against spells or other magical effects originating from a dragon or creatures with a draconic heritage. This trait replaces the unhatched\xe2\x80\x99s Minor Magic Resistance trait. \n'b' Dragon Breath . The unhatched exhales elemental and necrotic infused breath based on the type of egg from which it was supposed to hatch. Each creature in the listed area must make a DC 14 Dexterity saving throw, taking the listed damage plus 6 (1d12) necrotic damage on a failed save or half as much damage on a successful one. A dragon or creature with a draconic heritage takes 16 (3d10) necrotic damage on a failed save or half as much damage on a successful one:\n'b'\n'b' Black or Copper : 30-foot line that is 5 feet wide, 11 (2d10) acid damage \n'b' Blue or Bronze : 30-foot line that is 5 feet wide, 11 (2d10) lightning damage \n'b' Green : 30-foot cone, 11 (2d10) poison damage \n'b' Red, Brass, or Gold : 30-foot cone, 11 (2d10) fire damage \n'b' White or Silver : 30-foot cone, 11 (2d10) cold damage \n'b'\n'b' This trait replaces the unhatched\xe2\x80\x99s Desiccating Breath trait. \n'b' Horrifying Visage . Each non-undead creature within 60 feet of the unhatched that can see it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A dragon or creature with a draconic heritage has disadvantage on this saving throw. A frightened creature can repeat the saving throw at the end of its turns, ending the frightened condition on itself on a success. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to the unhatched\xe2\x80\x99s Horrifying Visage for the next 24 hours. The unhatched\xe2\x80\x99s Desiccating Breath action (or Dragon Breath action if that has replaced Desiccating Breath) recharges on 6. \n'b' Necromantic Familiar . The unhatched acts as a familiar to a powerful undead creature. It can communicate with its master while it is within 100 feet of its master. As an action, the unhatched\xe2\x80\x99s master can see through its eye and hear what it hears until the start of the master\xe2\x80\x99s next turn. The master gains the benefits of the unhatched\xe2\x80\x99s darkvision , but the master is deaf and blind with regard to the master\xe2\x80\x99s senses. The unhatched can deliver a spell its master casts with a range of touch as if it had cast the spell. It must be within 100 feet of its master, and it must use its reaction to deliver the spell when the master casts it. If the spell requires an attack roll, apply the master\xe2\x80\x99s attack modifier for the roll. The unhatched loses its Hatred trait. \n'b' Residual Immunities . The unhatched retains the immunity inherent to the type of dragon it was meant to hatch as. Its immunity depends on the type of dragon egg:\n'b'\n'b' Black or Copper : acid \n'b' Blue or Bronze : lightning \n'b' Green : poison \n'b' Red, Brass, or Gold : fire \n'b' White or Silver : cold \n'b'\n'b' If the unhatched is not from a green dragon egg, it loses its damage immunity to poison.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Unholy Choir (Fleshgine) \n'b' Gargantuan construct , unaligned \n'b' Armor Class 17 Hit Points 198 (12d20 + 72) Speed 10 ft.\n'b' STATS STR: 26 (+8) DEX: 6 (-2) CON: 23 (+6) INT: 1 (-5) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +2 Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Damage Immunities acid, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft, passive Perception 10 Languages Infernal, Common Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Berserk . Whenever the unholy choir starts its turn with 90 hit points or less, roll a d6. On a 6, the unholy choir attacks the nearest creature it can see. If no creature is near enough to move to and attack , the unholy choir attacks an object with preference for an object smaller than itself. Once the unholy choir goes bersek, it continues to do so until it is destroyed or regains all its hit points . The unholy choir\xe2\x80\x99s creator or designed operator, if within 60 feet of the berserk unholy choir, can try to calm it by speaking firmly and persuasively. The unholy choir must be able to hear this designated person, who must take an action to make a DC 15 Charisma ( Persuasion ) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 90 hit points or fewer, the golem might go berserk again. \n'b' Magic Weapons . The conductor\xe2\x80\x99s attacks are magical. \n'b' Vulnerability to Silence . The unholy choir\xe2\x80\x99s entire purpose for existence is built around its choral abilities. At the end of each turn that it is in an area of magical silence (such as from a silence spell), the unholy choir must make a d6 roll at the end of each turn, going berserk on the roll of a 6. While in an area of silence , the fleshgine\xe2\x80\x99s creator cannot attempt to soothe it and regain control. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The unholy choir can use its Infernal Chorus, or its Viscous Spittle, if able. It then makes four attacks with its bites. The conductor can instead make four attacks with its bites against a single target that is Gargantuan. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 20 ft., one target. Hit : 25 (4d6 + 8) piercing damage. \n'b' Infernal Chorus . The unholy choir emits music, causing a number of different effects, each of which requires concentration to maintain, up to 1 minute. Choose one of the following effects:\n'b'\n'b'\n'b' Dirge of Doom : Creatures other than fiends and constructs that can hear the unholy choir and are within 30 feet of it must succeed on a DC 15 Wisdom saving throw or become frightened until the music stops. A creature is no longer frightened if it cannot hear the dirge. \n'b' Dissonant Sound : Creatures that can hear the unholy choir and are within 60 feet of it must succeed on a DC 15 Constitution saving throw or become poisoned by deleterious music. A creature is no longer poisoned if it cannot hear the sound. \n'b' Inspire Courage : The unholy choir can bolster up to six allies within 60 feet that can hear it and are within 60 feet. These allies are granted the effects of the bless spell. \n'b' Nightscream : Any living creature within 30 feet of the unholy choir that can hear it can\xe2\x80\x99t regain hit points until it can no longer hear the scream. A creature that can hear the scream at the start of its turn must make a DC 15 Charisma saving throw, taking 14 (4d6) necrotic damage on a failure, or half as much on a success. \n'b'\n'b' Viscous Spittle (1/Day) . Once per round as a free action, the Unholy Choir can spew a spray of this mucus in a 15-foot cone. Anyone within the cone\xe2\x80\x99s area must make a DC 17 Dexterity saving throw or be covered in the viscous goo and become restrained . At the start of each round that a creature remains restrained by the goo, it takes 4 (1d8) acid damage. At the end of a restrained creature\xe2\x80\x99s turn, it can make another saving throw. If it succeeds, it is no longer restrained.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Forestmaster Unicorn \n'b' Family: Unicorn \n'b' Large celestial , lawful good \n'b' Armor Class 15 (natural armor) Hit Points 82 (11d10 + 22) Speed 50 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 15 (+2) INT: 11 (+0) WIS: 17 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities necrotic, poison Condition Immunities charmed , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 13 Languages Celestial, Elvish, Sylvan, telepathy 60 ft. Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brave . The gallant forestmaster unicorn has advantage on saving throws against being frightened . \n'b' Charge . If the forestmaster unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone . \n'b' Innate Spellcasting : The forestmaster unicorn\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15). The forestmaster unicorn can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : detect evil and good , light , pass without trace \n'b' 1/day each : calm emotions , daylight , dispel evil and good , magic circle , tree stride (the forestmaster unicorn can enter any tree at least 1 foot thick) \n'b'\n'b' Legendary Resistance (1/Day) . If the forestmaster unicorn fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The forestmaster unicorn has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The forestmaster unicorn\xe2\x80\x99s weapon attacks are magical. \n'b' Purity of Spirit . The forestmaster unicorn is always under the effects of a protection from evil and good spell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The forestmaster unicorn makes two attacks: one with its hooves and one with its horn. \n'b' Hooves . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Horn . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Cleansing Touch (3/Day) . The forestmaster unicorn can end one spell on itself or on one willing creature that it touches. \n'b' Healing Touch (3/Day) . The forestmaster unicorn touches another creature with its horn. The target magically regains 20 hit points . In addition, the touch removes all diseases and neutralizes all poisons afflicting the target, removing the poisoned condition and one level of exhaustion (or two levels of exhaustion for a creature that is not poisoned ). \n'b' Teleport (1/Day) . The forestmaster unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the forestmaster unicorn is familiar with, up to 1 mile away. \n'b'\n'b' REACTIONS \n'b'\n'b' Green Guardian . If within 10 feet of a tree, the branches sway to deflect an attack that would hit the forestmaster unicorn, adding 2 to its AC. It also can use this ability to add a +2 bonus on a Dexterity saving throw. In forest terrain, the bonus is doubled to 4. The forestmaster unicorn must see the attacker. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The forestmaster unicorn 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 forestmaster unicorn regains spent legendary actions at the start of its turn. \n'b'\n'b' Agility . The forestmaster unicorn moves up to its speed, provoking opportunity attacks as normal. \n'b' Hooves . The forestmaster unicorn makes one attack with its hooves. \n'b' Heal Self (Costs 2 Actions) . The forestmaster unicorn magically regains 20 hit points . \n'b'\n'b' ABOUT \n'b' Unicorns are fierce, intelligent creatures of the forest, noble beasts who keep their own counsel and typically appear only to defend their homes against evil. They universally shun all creatures except for good-aligned fey, good-aligned humanoid women, and the woodlands\xe2\x80\x99 native animals, though they may fight alongside other good creatures against common enemies. A typical unicorn is 8 feet long and 5 feet tall at the shoulder, weighing 1,200 pounds. \n'b' Unicorns mate for life, and the pairs generally make their homes in specific glades or dells within the vast forests they protect (these regions can cover anywhere from a few dozen square miles to hundreds). \n'b' They allow good and neutral creatures to pass through, hunt for food, or reside in their woods unharmed, but evil creatures and those who damage the local ecosystem more than necessary through sport hunting or commercial logging are swiftly driven out or killed. On rare occasions, lone unicorns without mates or whose partners have been slain have been known to adopt young women of exceptionally pure virtue as surrogates, allowing the women to ride on their backs and becoming their guardians and protectors for life. This bond generally ends amiably if the woman becomes more committed to someone else\xe2\x80\x94such as a lover or child\xe2\x80\x94giving rise to the myth that unicorns only befriend virgins.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Gibbon \n'b' Family: Demons \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 14 Hit Points 52 (7d8 + 21) Speed 30 ft., climb 40 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 16 (+3) INT: 8 (-1) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6 Skills Acrobatics +6, Perception +4 Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 14 Languages Abyssal, telepathy 120 ft. Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The gibbon demon\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 12). The gibbon demon can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : detect magic , feather fall \n'b' 2/day each : enlarge/reduce (self only), invisibility (self only) \n'b' 1/day : spike growth \n'b'\n'b' Nimble Climber . While climbing, the demon can take the Dash or Disengage action as a bonus action on each of its turns. \n'b' Standing Leap . The gibbon\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b' Actions \n'b' Multiattack . The gibbon demon makes one attack with its Bite and two with its Fists. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) piercing damage. \n'b' Fist . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage. \n'b' Putrid Roar (recharge 5-6) . The gibbon demon expands its throat sac and roars in a 30-foot cone. Each creature in that area that can hear the gibbon demon must make a DC 14 Dexterity saving throw. On a failure, a creature takes 21 (6d6) thunder damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned . A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Unicorn \n'b' Family: Unicorn \n'b' Large celestial , lawful good \n'b' Armor Class 12 Hit Points 67 (9d10 + 18) Speed 50 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 15 (+2) INT: 11 (+0) WIS: 17 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities charmed , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 13 Languages Celestial, Elvish, Sylvan, telepathy 60 ft. Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Charge : If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. \n'b' Innate Spellcasting : The unicorn\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : detect evil and good , druidcraft , pass without trace \n'b' 1/day each: calm emotions , dispel evil and good , entangle \n'b'\n'b' Magic Resistance : The unicorn has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons : The unicorn\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' Actions \n'b'\n'b' Multiattack : The unicorn makes two attacks: one with its hooves and one with its horn. \n'b' Hooves : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Horn : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Healing Touch (3/Day) : The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target. \n'b' Teleport (1/Day) : The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away. \n'b'\n'b' Legendary Actions \n'b' The unicorn 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 unicorn regains spent legendary actions at the start of its turn. \n'b'\n'b' Hooves : The unicorn makes one attack with its hooves. \n'b' Shimmering Shield (Costs 2 Actions) : The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn\xe2\x80\x99s next turn. \n'b' Heal Self (Costs 3 Actions) : The unicorn magically regains 11 (2d8 + 2) hit points. \n'b'\n'b' About \n'b' This magnificent beast looks like a white horse, but with a goat\xe2\x80\x99s beard and a single long ivory horn on its brow.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Unicorn, Black \n'b' Family: Unicorn \n'b' Large fey , chaotic evil \n'b' Armor Class 13 Hit Points 67 (9d10 + 18) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 15 (+2) INT: 12 (+1) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7, Stealth +6 Damage Immunities necrotic, poison Condition Immunities charmed , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 17 Languages Sylvan, Abyssal, Elvish, telepathy 60 ft. Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Charge . If the black unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone . \n'b' Innate Spellcasting . The black unicorn\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15, +6 to hit with spell attacks). The black unicorn can innately cast the following spells, requiring no components.\n'b'\n'b' At will : detect evil and good , pass without trace , poison spray \n'b' 1/day : dispel evil and good , entangle , silence \n'b'\n'b' Magic Resistance . The black unicorn has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The black unicorn\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . The black unicorn makes two attacks: one with its hooves and one with its horn. \n'b' Hooves . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Horn . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Dark Touch (3/day) . The black unicorn touches another creature with its horn. The target takes 11 (2d8 + 2) necrotic damage. \n'b' Teleport (1/day) . The black unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away. \n'b' Legendary Actions \n'b' Hooves attack . Makes one attack with its hooves. \n'b' Dark Shroud (Costs 2 Actions) . The black unicorn creates a shimmering, dark shroud around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the black unicorn\xe2\x80\x99s next turn. \n'b' Heal Self (Costs 3 Actions) . Magically regains 11 (2d8 + 2) hit points . \n'b' About \n'b' The black unicorn is an example of how the dark fey are a twisted version of reality. This evil monster is the opposite of its celestial cousin. At home in enchanted forests, it stalks its prey. This fey\xe2\x80\x99s dark form and high level of awareness help it hunt in the shadows. \n'b' Toxic Horns . The black unicorn\xe2\x80\x99s white horn is a deadly tool of evil. Not only can the monster spear a victim, it does necrotic damage as well. Using dark magic, the black unicorn can also spray poison with the horn. \n'b' Evil Mounts . At times, powerful evil beings work along side these monsters. There are stories of anti-paladins, evil arch fey, hags, or even witches riding on these dark steeds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Unicorn, Green \n'b' Family: Unicorn \n'b' Large fey , chaotic neutral \n'b' Armor Class 13 Hit Points 60 (8d10 + 16) Speed 50 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 15 (+2) INT: 12 (+1) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +5 Senses passive Perception 16 Languages Sylvan, Elvish, Primordial Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Forest Camouflage . Green unicorns have advantage on Stealth ( Dexterity ) checks in the forest environment. \n'b' Innate Spellcasting . A green unicorn\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 14). The green unicorn can innately cast the following spells, requiring no components.\n'b'\n'b' At will : druidcraft, resistance \n'b' 1/day : cure wounds , entangle , moonbeam , purify food and drink , speak with animals , speak with plants , spike growth \n'b'\n'b' Magic Resistance . A green unicorn has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . A green unicorn makes two attacks: one with its hooves and one with its horn. \n'b' Hooves . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Horn . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' About \n'b' Green unicorns partner with other creatures to protect the woods. Legend says that certain druids are chosen by the gods and reincarnated as green unicorns. These creatures are also known to ally themselves with druids to fend off enemies. A circle of druids who ally with a green unicorn becomes a formidable foe. Chaotic neutral in nature, green unicorns are wary of good and evil creatures alike. \n'b' Deeply Connected . Green unicorns are deeply in touch with the forest. Other animals often ally with green unicorns to protect their territory. These fey know the woods better than any other creature. \n'b' Mounting a Challenge . Some neutral druids use these unicorns as mounts.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Unicorn, Hornsaw \n'b' Family: Unicorn \n'b' Large beast (titanspawn), chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 147 (14d10 + 70) Speed 50 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 21 (+5) INT: 9 (-1) WIS: 17 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities charmed , paralyzed , poisoned Senses darkvision 60 ft.; passive Perception 13 Languages Sylvan, Titan Speech (can\xe2\x80\x99t speak) Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Charge . If the hornsaw moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) slashing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone . \n'b' Magic Resistance . The hornsaw has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The hornsaw\xe2\x80\x99s weapon attacks are magical. \n'b' Wounded Fury . When it has 35 hit points or fewer, the hornsaw has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack . \n'b' Actions \n'b' Multiattack . The hornsaw makes three attacks: one with its hooves, one with its bite, and one with its horn. \n'b' Hooves . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + bludgeoning damage. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) piercing damage. \n'b' Horn . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage. \n'b' About \n'b' Hornsaw unicorns \xc2\xa0are far more ferocious than traditional unicorns . \n'b' A hornsaw looks much like a great, shaggy warhorse with sharply cloven hooves and a predator\xe2\x80\x99s teeth. Most striking of all, however, is the metallic, slightly curved, saw-edged horn that grows from its forehead. \n'b' Hornsaw unicorns are omnivorous, and while usually content to graze, they gladly eat intruders who enter their domain. They rarely hunt for food for sport, but can be remarkably aggressive when defending their territory. A hornsaw charges headlong into its opponents, ripping and goring, though they are canny enough not to do so against any group of foes that possess spears or other weapons that might be set to receive its charge.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Unicorn, Red \n'b' Family: Unicorn \n'b' Large fey , chaotic evil \n'b' Armor Class 12 Hit Points 52 (7d10 + 14) Speed 50 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 15 (+2) INT: 11 (+0) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire Skills Perception +6 Senses darkvision 60 ft., passive Perception 16 Languages Sylvan, Abyssal Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Charge . If a red unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone . \n'b' Heated Body . A creature that touches a red unicorn or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. \n'b' Illumination . A red unicorn sheds bright light in a 10- foot radius and dim light for an additional 10 feet. \n'b' Innate Spellcasting . A red unicorn\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). A red unicorn can innately cast the following spells, requiring no components.\n'b'\n'b' At will : fire bolt (from its horn) \n'b' 1/day : blink , darkness , flaming sphere \n'b'\n'b' Magic Resistance . The red unicorn has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . A red unicorn makes two attacks: one with its hooves and one with its horn. \n'b' Hooves . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage plus 2 (1d4) fire damage. \n'b' Horn . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage plus 2 (1d4) fire damage. \n'b' About \n'b' Red unicorns are normal unicorns corrupted by demons. They live in enchanted forests and attack any goodhearted creatures that attempt to enter. At times, these monsters ally themselves with other evil creatures. \n'b' Fiery Horns . The red unicorn\xe2\x80\x99s black horn is a deadly tool of evil. Not only can the monster spear a victim, they do fire damage as well. Using dark magic, the horn can send out magical fire bolts at will. Evil spellcasters and alchemists attempt to gain red unicorn horns for use in spells and potions. \n'b' Hot-Tempered . These unicorns are violent and cruel beings. Unlike other unicorns, they are not stealthy and always make their presence known. They are not suitable as mounts as their bodies are dangerously hot.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bil\xe2\x80\x99Djooli Elite Soldier \n'b' Medium aberration , lawful evil \n'b' Armor Class 16 (bil\xe2\x80\x99djooli armor) Hit Points 221 (26d8 + 104) Speed 20 ft., swim 50 ft.\n'b' STATS STR: 15 (+2) DEX: 20 (+5) CON: 17 (+4) INT: 10 (+0) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Dex +9, Con +8 Skills Athletics +6, Stealth +9 Damage Resistances cold Damage Vulnerabilities poison Senses darkvision 60 ft., passive Perception 11 Languages Bil\xe2\x80\xbadjooli, Ultari Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bil\xe2\x80\x99djooli Traits : The bil\xe2\x80\x99djooli elite soldier has the Hold Breath, Interstellar, Jet, Underwater Camouflage, and Vulnerability to Toxins traits of a standard bil\xe2\x80\x99djooli. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bil\xe2\x80\x99djooli elite uses one of the following attack options: bil\xe2\x80\x99djooli rod and 2 tentacle slams, or 4 tentacle slams. \n'b' Bil\xe2\x80\x99djooli Rod . Melee or Ranged Weapon Attack : +9 to hit, reach 5 ft. and range 60 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage and 3 (1d6) energy damage (acid, cold, fire, or lightning), or 19 (4d6 + 5) energy damage (acid, cold, fire, or lightning) if used to make a range attack. \n'b' Bil\xe2\x80\x99djooli Rod Blast (1/Day) . The bil\xe2\x80\x99djooli elite fires a single focused ray that deals 21 (6d6) points of energy damage, or half as much on a successful DC 15 Dexterity saving throw, to each creature it hits in a 60-foot line. The energy type can be chosen as part of the attack \xe2\x80\x93 acid, cold, fire, or lightning damage \xe2\x80\x93 but it consumes the bil\xe2\x80\x99djooli elite\xe2\x80\x99s bonus action if it differs from the energy type of a previous attack made by it. \n'b' Tentacle Slam . Melee Weapon Attack : +9 to hit, reach 10 ft., one creature. Hit : 7 (2d4 + 2) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 hour. The bil\xe2\x80\x99jooli can then use a bonus action to Shove the target, and if successful can force the target to drop one held item instead of knocking them prone or pushing them away. \n'b'\n'b' REACTIONS \n'b'\n'b' Side Shot . Any time an attack hits or misses a bil\xe2\x80\x99djooli elite it may use its reaction to make a bil\xe2\x80\x99djooli rod range attack . To do so, the bil\xe2\x80\x99djooli elite must be wielding a bil\xe2\x80\x99djooli rod. \n'b'\n'b' ABOUT \n'b' Elite bil\xe2\x80\x99djooli soldiers brag about their exploits and compare themselves to any warrior they think their lessers (essentially, anyone but their commanding officers). While cruel and violent, elites are disciplined warriors who gain honor by working as a cohesive team. \n'b' Bil\xe2\x80\x99djooli are an aggressive race of interplanetary travelers who raid worlds for their own gain and routinely scavenge alien technology. Once sorely pressed, the bil\xe2\x80\x99djooli now range across disparate systems to find the fresh water essential for the continuation of their race. Bil\xe2\x80\x99djooli physiology requires a significant amount of clean, fresh water in order to breathe and metabolize food properly. Their immune systems are strong, but delicate, and they produce toxins offensive to most living creatures very quickly. Without protective gear, bil\xe2\x80\x99djooli poison is actually more dangerous for the bil\xe2\x80\x99djooli than it is for most creatures they encounter. As aquatic creatures, they wear protective helmets full of fresh water they can breathe through a series of gills in their throat, lest they poison themselves and their fellow soldiers. \n'b' The bil\xe2\x80\x99djooli teach a peculiar martial art that makes use of their long tentacles and superior reach. They take what they desire from enemy combatants, striking them with powerful tentacles and using agile suction to disarm their opponents or lift other equipment. In mass combat they fire their magical rods, using the most appropriate energy type and then firing into melee amid a flurry of slam attacks. \n'b' A single bil\xe2\x80\x99djool has incredibly competitive instincts and a large measure of pride, but the culture rewards cooperation and team work in order to secure the race\xe2\x80\x99s survival. Advancement in their militarized society requires competence and loyalty, though some level of corruption allows the truly ambitious to exploit others to their benefit. Regardless of rank or station, all bil\xe2\x80\x99djooli receive intensive martial training, learning to fight with mass-produced technomagical rods that can crunch bones in melee or fire rays of magical energy. \n'b' The bil\xe2\x80\x99djooli spread filth across the galaxy, polluting entire planets with a naturally occurring byproduct of their toxic skin. Hailing from a dozen different home worlds, their kind has sought a means to inhabit aquatic worlds for generations without having to leave them behind. \n'b' Bil\xe2\x80\x99djooli family life is harsh from the beginning. Families are governed by ordered pair which lays hundreds of eggs over a lifetime. Though bil\xe2\x80\x99djooli have distinctive male and female internal anatomies, their breeding produces a thick slime full of eggs that is then carried by both parents. The slime is spread across a flat surface when the eggs near maturity, and a dozen bil\xe2\x80\x99djooli might hatch from a single clutch. Bil\xe2\x80\x99djooli young learn quickly and train for survival and combat almost from birth, competing with one another for food and favor. While individual families do not always encourage violence among siblings, there are few penalties in the military meritocracy for murdering a sibling with cause. \n'b' A single bil\xe2\x80\x99djooli is 7 feet long from head to tentacle. They have somewhat translucent blue or purple skin with a white or pale blue underside to their tentacles. A mature bil\xe2\x80\x99djooli weighs 300 pounds. A being resembling a humanoid octopus with translucent blue skin bears an unusual metal rod with glowing arcane signals. Its leather vest is connected to a round glass helmet filled with clear fluid.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Unicorn, Shaggy \n'b' Family: Unicorn \n'b' Large celestial , lawful good \n'b' Armor Class 12 Hit Points 67 (9d10 + 18) Speed 50 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 15 (+2) INT: 11 (+0) WIS: 17 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities charmed , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 13 Languages Celestial, Elvish, Sylvan, telepathy 60 ft Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be forced\xc2\xa0 prone . \n'b' Innate Spellcasting . The unicorn\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : detect evil and good , druidcraft, pass without trace 1/day each: calm emotions , dispel evil and good , entangle \n'b'\n'b' Magic Resistance . The unicorn has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The unicorn\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The unicorn makes two attacks: one with its hooves and one with its horn. \n'b' Hooves . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Horn . Melee Weapon Attack : +7 to hit, reach 5 ft ., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Healing Touch (3/Day) . The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points . In addition, the touch removes all diseases and neutralizes all poisons afflicting the target. \n'b' Teleport (1/Day) . The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The unicorn 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 unicorn regains spent legendary actions at the start of its turn. \n'b'\n'b' Hooves . The unicorn makes one attack with its hooves. \n'b' Shimmering Shield (Costs 2 Actions) . The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the unicorn\xe2\x80\x99s next turn. \n'b' Heal Self (Costs 3 Actions) . The unicorn magically regains 11 (2d8 + 2) hit points . \n'b'\n'b' ABOUT \n'b' The shaggy unicorn is a massive and majestic creature. Adult males stand over six feet in height and can weigh over 2,000 lbs. Their coat is long and shaggy to protect against the harsh conditions of the Northern Reaches. \n'b' Like all unicorns they have a long horn that grows from the center of their foreheads and their coats are snow white. \n'b' These majestic creatures have the ability to teleport 1 time per day, along with a rider, up to 360 feet. Some say the elf-chieftains of the Northern Reaches use these huge creatures as mounts. The creatures are hunted for their horns, which sages say, function as powerful magical wands.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Unicorn, Winged \n'b' Large celestial , lawful good \n'b' Armor Class 17 (natural armor) Hit Points 195 (23d10 + 69) Speed 50 ft., fly 100 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 17 (+3) INT: 11 (+0) WIS: 19 (+4) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities charmed , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 14 Languages Celestial, Elvish, Sylvan, telepathy 60 ft. Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the winged unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be forced prone . \n'b' Innate Spellcasting . The winged unicorn\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17). The winged unicorn can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : detect evil and good , druidcraft, pass without trace \n'b' 3/day each : calm emotions , dispel evil and good , entangle , hold person \n'b' 1/day each : daylight , prismatic spray , wall of thorns \n'b'\n'b' Magic Resistance . The winged unicorn has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The winged unicorn\xe2\x80\x99s weapon attacks are magical. \n'b' Shimmering Ward . The winged unicorn is surrounded by a shimmering sphere of magical energy. The winged unicorn and its allies within 30 feet have a +2 bonus to AC (included in winged unicorn\xe2\x80\x99s AC). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The winged unicorn makes three attacks: two with its hooves and one with its horn. \n'b' Hooves . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. \n'b' Horn . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage. The target loses 5 (1d10) hit points and the winged unicorn regains 5 (1d10) hit points . \n'b' Healing Light (3/Day) . The winged unicorn\xe2\x80\x99s horn sheds a colorful light. Each ally within 15 feet magically regains 11 (2d8 + 2) hit points . In addition, the light removes all diseases and neutralizes all poisons afflicting the creatures. \n'b' Teleport (1/Day) . The winged unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The winged unicorn can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The unicorn regains spent legendary actions at the start of its turn. \n'b'\n'b' Hooves . The winged unicorn makes one attack with its hooves. \n'b' Purify (Costs 2 Actions) . The winged unicorn ends one spell or magical effect of its choosing on itself or on an ally within 60 feet that it can see. \n'b' Healing Light (Costs 2 Actions) . The winged unicorn uses its healing light. \n'b'\n'b' ABOUT \n'b' Winged unicorns spend most of their lives as normal unicorns do. The only difference is that winged unicorns are summoned in situations that threaten the ways of good at massive scales or when a champion of good is stuck down in a far away realm. \n'b' They are celestials sent by the divine to rescue their champions from dire situations.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Unitaur \n'b' Large giant (titanspawn), neutral evil\n'b' STATS STR: 17 (+3) DEX: 11 (+0) CON: 18 (+4) INT: 8 (-1) WIS: 11 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 16 (natural armor) Hit Points 66 (7d10 + 28) Speed 40 ft. Skills Perception +2, Survival +2 Senses darkvision 60 ft., passive Perception 12 Languages Giantish, Titan Speech Challenge 2 (450 XP) \n'b' Special Traits \n'b' Charge . If the unitaur moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 14 (4d6) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . \n'b' Actions \n'b' Gore . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. \n'b' Greatclub . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage. \n'b' Javelin . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 10 (2d6 + 3) piercing damage. \n'b' Tactics \n'b' Unitaurs enter combat with a thunderous bellow and charge directly at their opponents, attempting to gore them. Many unitaurs also favor greatclubs or other heavy weapons scavenged from former victims, favoring crushing weapons over piercing or slashing where possible. They prefer night assaults and ambushes, striking quickly before retreating to regroup for another charge. \n'b' Description \n'b' Unitaurs dwell in small, scattered tribes upon the Bleak Savannah, where they attack hunting camps and traveling parties under cover of darkness , exacting revenge for their fallen kin and the titans. While not quite as intelligent as humans, unitaurs are quite clever when it comes to raiding and pillaging, and they are good trackers and survivalists. A small number of them develop spellcasting abilities and rise quickly to leadership positions among the tribes. \n'b' A unitaur is a large humanoid in form, with thick, grayish-tan skin and a bulky, powerful body. It face is bestial, with a large, rhinoceros-like horn atop the heavy, flattened snout. Its mouth holds sharp teeth similar to those of a dog or bear.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Unkbartig, (Dark Bearded Demon) \n'b' Large fiend , chaotic evil \n'b' Armor Class 18 (Natural) Hit Points 190 (20d10+80) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 23 (+6) DEX: 10 (+0) CON: 19 (+4) INT: 18 (+4) WIS: 15 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +10, History +9, Insight +6, Persuasion +5 Saving Throws Strength +10, Constitution +8, Intelligence +8 Damage Immunities poison Condition Immunities charmed , frightened , poisoned Damage Resistances cold, bludgeoning, piercing and slashing from non-magical weapons Senses darkvision 60 ft., passive Perception 12 Languages Abyssal, Common, Dwarf Challenge 12 \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . The Unkbartig can take the dash action and charge at a single opponent. At the end of the move, it can use its bonus action to make a single melee attack . If that attack hits, it does an additional 13 (2d12) bludgeoning damage. \n'b' Spell Immunity . They are immune to all mind-effecting spells, i.e. mind blank , charm, all illusions, etc. \n'b' Magic Resistance . The Unkbartig has advantage on saving throws against spells and other magical effects. \n'b' Unicorn Vulnerability . If the Unkbartig is struck by a unicorn , or even if the blood of a unicorn is ingested or somehow enters the body, the Unkbartig is slain instantly. \n'b' Wood Vulnerability . Any pure wooden weapon that strikes the Unkbartig does an extra 1d4 points of damage. This does not include arrows, spears, and the like. \n'b' Innate Spellcasting . The Unkbartig\xe2\x80\x99s innate spellcasting ability is Intelligence (Spell Save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At Will : speak with dead , zone of truth \n'b' 3/day each : darkness , fear , fireball , glyph of warding , teleport \n'b' 1/day each : create undead (the bodies appear and do not need to be there already), delayed blast fireball , dispel evil and good , passwall (cannot pass through a wooden wall), power word stun , raise dead \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Unkbartig can strike three times with its claws or with its halberd. \n'b' Claws . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit 13 (2d6+6) slashing damage. \n'b' Halberd . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit 17 (2d10+6) slashing damage. \n'b'\n'b' LAIR \n'b' If the Unkbartig is in his castle, he may take lair actions. On initiative count 20 (losing initiative ties), the Unkbartig takes a lair action to cause one of the following magical effects: \n'b'\n'b' The demon summons lesser minions to aid him. This is equivalent to the spell conjure minor elemental, but the Unkbartig summons demons instead of elementals. The minions are loyal to the Unkbartig and do their best to obey his orders and defend him. \n'b' A thick Fog fills a 30-foot radius. All non-demonic creatures within the area must make a DC 16 Constitution save. Those who fail take 14 (4d6) poison damage and suffer from the poisoned condition for one minute. Those who succeed take half the damage and are not poisoned . \n'b'\n'b' ABOUT \n'b' The Unkbartig are huge, standing around 8 feet tall, their heads are much too big for their bodies and hang low so that their chin is forever resting upon their chests. Their faces are broad, long, and angular. Upon their scalps, hair grows in long, thick, dark coils of ash. It is forever breaking free, falling away in small swirls of dust. The same occurs with their beards. Fashioned to mimic dwarves, their beards dangle from their chins and upper lip in tendrils of smoky ash, some little blasted away by the breath of their speech. They are bipedal and possess two arms, but these limbs are misshapen. The arms are thick, fat, and long. Their legs are shorter than the torsos and bend outward. They decry clothing of any sort, but their bodies are covered in thick ashy hair. They have muscular chests and stomachs, but even here the muscle is strange for it seems to have no course or direction. With their small red eyes, the unkbartig are horrid creatures to behold. \n'b' Lords of their Castle . The Unkbartig are lords in their own right, dwelling in towers built of copper and stone. They shape their fortresses with twisted corridors, mazes, stairs, and ramps that often go nowhere. They rule from the hoof, never sitting down, nor stopping. They walk continually, stomping through the hollow chambers on their squat legs and feet. The unkbartig revel in creating and over time, their dungeons can spread over great distances and possess hordes of rooms and chambers. \n'b' Armies of Chaos . Through their power and force of will, they command the respect of many of the other demons. These often congregate in the copper towers of the unkbartig in flocks of squawking madness. When roused, of course, they follow the bidding of their master, as best they can. They often command large armies of dead souls, victims of their own life\xe2\x80\x99s evil that have landed them in the hands of the unkbartig. They have no ability to think strategically or tactically, chaotically throwing themselves and their minions into the fray. \n'b' Wood Abhorrence . They abhor wood of any shape or size and the smell of it drives them into a rage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Glabrezu \n'b' Family: Demons \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 157 (15d10 + 75) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 21 (+5) INT: 19 (+4) WIS: 17 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +9, Con +9, Wis +7, Cha +7 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses truesight 120 ft., passive Perception 13 Languages Abyssal, telepathy 120 ft. Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Innate Spellcasting : The glabrezu\xe2\x80\x99s spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components: \n'b' At will : darkness , detect magic , dispel magic \n'b' 1/day each : confusion , fly , power word stun \n'b' Magic Resistance : The glabrezu has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack : The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell. \n'b' Pincer : Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target. \n'b' Fist : Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) bludgeoning damage. \n'b' About \n'b' Four arms grace the torso of this towering monstrosity. The monster\xe2\x80\x99s eyes shine with a mix of intelligence and cruelty.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Unmasked Priest of Tsathoggus \n'b' Medium humanoid (human), chaotic evil \n'b' Armor Class 17 (+1 scale mail) Hit Points 127 (17d8 + 51) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 16 (+3) INT: 14 (+2) WIS: 18 (+4) CHA: 8 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +8, Cha +2 Skills Medicine +8, Religion +6 Damage Resistances necrotic, psychic Senses darkvision 60 ft., passive Perception 14 Languages Common, Tsathar Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Special Equipment . The unmasked priest of Tsathoggus wears a set of green +1 scale mail and wields a black enameled unholy mace (see sidebar). \n'b' Amphibious . The unmasked priest can breathe air and water. \n'b' Fetid Blessing . Whenever the unmasked priest deals acid or poison damage, it ignores resistance to those damage types and deals an additional 7 (2d6) damage of the same type. \n'b' Spellcasting . The unmasked priest is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : acid splash , guidance , mending , poison spray, thaumaturgy \n'b' 1st level (4 slots) : bane , inflict wounds , protection from evil and good , shield of faith \n'b' 2nd level (3 slots) : acid arrow , hold person , lesser restoration , spiritual weapon \n'b' 3rd level (3 slots) : caustic burst*, create food and water , dispel magic , tongue of the frog god \n'b' 4th level (3 slots) : blight , control water \n'b' 5th level (2 slots) : insect plague \n'b' 6th level (1 slot) : harm \n'b'\n'b' ACTIONS \n'b'\n'b' Unholy Mace . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage. If the target is good-aligned, it takes an additional 3 (1d6) poison damage. \n'b'\n'b' ABOUT \n'b' The unmasked priests of Tsathoggus openly revel in the deformities their worship of the loathsome Frog God cause on their mortal flesh. Their skin is often misshapen and deformed, vaguely frog-like, glazed over with an oozing film that drips down their scarred cheeks. Some have bulging eyes like a toad.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Unraveler \n'b' Medium aberration , chaotic neutral \n'b' Armor Class 14 Hit Points 120 (16d8 + 48) Speed 0 ft., fly 40 ft. (fly 120 ft. on the Astral Plane or in a vacuum)\n'b' STATS STR: 18 (+4) DEX: 19 (+4) CON: 17 (+3) INT: 18 (+4) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +7, Perception +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities unconscious Senses darkvision 60 ft., passive Perception 16 Languages Deep Speech; telepathy 60 ft. Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The unraveler\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 15). The unraveler can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : dancing lights , detect magic , mage hand , mending \n'b' 1/day : plane shift (self only, Astral and Material Plane only) \n'b'\n'b' Magic Resistance . The unraveler has advantage on saving throws against spells and other magical effects. \n'b' Starskin . The unraveler sheds dim light in a 40-foot radius, shining like starlight. \n'b' Unravel . A creature or object affected by the unraveler\xe2\x80\x99s Entropic Reprisal or unraveling lash attack begins to physically fall apart at the seams like frayed rope. A creature affected by Unravel is poisoned and takes 9 (2d8) force damage at the end of each of its turns. Attacks made with an unraveling weapon take a -1 penalty to attack and damage rolls , and unraveling armor takes a -1 penalty to the AC it offers. At the end of each of the unraveler\xe2\x80\x99s turns, roll a d20 for each creature or object affected by Unravel. On a result of 11-20, the creature or object is no longer unraveling. An unraveler can cast mending on any unraveling object or creature to immediately end the effect on that object or creature. \n'b' Voidflight . On the Astral Plane or in a vacuum (such as space), the unraveler can travel at unimaginable speeds. While using Voidflight, an unraveler can reach nearby worlds in 2d12 hours, nearby solar systems in 2d4 days, or other regions of space in 2d6 weeks. An unraveler can reach any location with which it is familiar in just 1d10 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The unraveler makes two attacks with its unraveling lash or two attacks with its entropic ray. It can then use Focus Entropy. \n'b' Unraveling Lash . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) force damage, and the target is subjected to Unravel. \n'b' Entropic Ray . Ranged Weapon Attack : +7 to hit, range 100 ft., one target. Hit : 9 (1d10 + 4) force damage. \n'b' Focus Entropy . The unraveler funnels the forces of entropy towards a creature or object within 5 feet of it that is currently affected by Unravel. The target takes 9 (2d8) force damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Entropic Reprisal . When a creature the unraveler can see hits the unraveler with a melee attack , that creature must make a DC 15 Dexterity saving throw. On a failure, the creature\xe2\x80\x99s weapon is subjected to Unravel. \n'b'\n'b' ABOUT \n'b' Some unravelers use their powers to create great works of abstract art, partially unraveling objects and materials into beautiful arrangements. Such unravelers can use their Innate Spellcasting trait to cast the slow spell three times per day. \n'b' With their small gray bodies, striped conical heads, tattooed flesh, and constantly wriggling head-tentacles, unravelers make their utterly alien nature known at first glance. \n'b' Unsurprisingly for a being of pure chaos, it can be difficult to predict an unraveler\xe2\x80\x99s actions and motives. At times, an unraveler might visit only to sate its curiosity via harmless observation or inquiry; other times, it might be delivering a message for powerful beings across planes or great distances; still other times, it might go about unraveling everything in its path for reasons other beings simply cannot fathom.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Unseelie Banshee \n'b' Medium undead , chaotic evil \n'b' Armor Class 16 Hit Points 117 (26d8) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 22 (+6) CON: 10 (+0) INT: 12 (+1) WIS: 11 (+0) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Wis +5, Cha +8 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 10 Languages Aklo, Common, Sylvan Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Detect Life . The unseelie banshee can magically sense the presence of living creatures within 5 miles. She knows the general direction they\xe2\x80\x99re in but not their exact locations. \n'b' Horrifying Visage . Each non-undead creature within 60 feet of the unseelie banshee that can see her must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the unseelie banshee is within line of sight, ending the effect on itself on a success. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to the unseelie banshee\xe2\x80\x99s Horrifying Visage for the next 24 hours. \n'b' Incorporeal Movement . The unseelie banshee can move through other creatures and objects as if they were difficult terrain . She takes 5 (1d10) force damage if she ends her turn inside an object. \n'b' Magic Resistance . The unseelie banshee has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Corrupting Touch . Melee Spell Attack : +11 to hit, reach 5 ft., one target. Hit : 16 (3d6 + 6) necrotic damage. \n'b' Energy Drain (1/Day) . The unseelie banshee targets one creature it can see within 120 feet of her. The target must succeed on a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. The unseelie banshee regains a number of hit points equal to half the amount of damage dealt. \n'b' Wail (Recharge 6) . The unseelie banshee releases a mournful wail, provided she isn\xe2\x80\x99t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 16 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage. \n'b'\n'b' ABOUT \n'b' A banshee is the undead spirit of an elven woman who, in her last moments of life, either committed some sort of heinous betrayal of her friends and family or was herself dealt a soul-shattering, torturous death at the hands of those she thought were her allies and loved ones. In either event, the spirit of the slain elf rises with the next sunset as a creature of indiscriminate vengeance whose hatred of the living targets both innocent and guilty with equal ferocity. Only the cleansing rays of true sunlight, a symbol of healing, renewal, and forgiveness, evokes anything resembling fear in these nearly mindless harbingers of death. \n'b' Fey Terror . While mortal banshees are drawn from the spirit of fallen elves, unseelie banshees arise from the spirits of fallen faeries who perished in the throes of indescribable anguish or unspeakable betrayal of their kith and kin. Mightier fey who fall in this way or who commit truly legendary acts of terror can arise as even deadlier spirits of vengeance, spite, and ruin, ruling domains of death as unseelie queenes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Unseelie Banshee Queene \n'b' Medium undead , chaotic evil \n'b' Armor Class 16 Hit Points 180 (24d8 + 72) Speed 60 ft., fly 60 ft.\n'b' STATS STR: 8 (-1) DEX: 23 (+6) CON: 16 (+3) INT: 5 (-2) WIS: 17 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +8 Damage Resistances acid, fire, lightning, thunder Damage Immunities cold, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 18 Languages Aklo, Common, Sylvan Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Fear . A creature that is within 10 feet of the unseelie banshee queene while it is conscious has disadvantage on saving throws against being frightened. Creatures that are immune to being frightened instead lose their immunity to being frightened . \n'b' Hear Heartbeat . The unseelie banshee queene can sense the beating hearts of living creatures within 60 feet, perceiving them as if it had the blindsight ability. It cannot detect plants, oozes, elementals, or amorphous creatures with this ability, nor any living creature that lacks a heartbeat. \n'b' Incorporeal Movement . The unseelie banshee queene can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Legendary Resistance (3/Day) . If the unseelie banshee queene fails a saving throw, it can choose to succeed instead. \n'b' Sunlight Sensitivity . While in sunlight, the unseelie banshee queene has disadvantage on at t ack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Terrifying Touch . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 18 (4d6 + 4) necrotic damage, and the target must make a DC 17 Wisdom saving throw. On a failure, the target loses the benefit of one ongoing spell or effect that protects against being frightened (such as heroes\xe2\x80\x99 feast) and is frightened for 1 minute. \n'b' Death Coach (1/Day) . The unseelie banshee queene summons an incorporeal, ghostly coach, the Coiste Bodhar. The coach appears in an empty space within 60 feet of the unseelie banshee queene and lasts as long as the unseelie banshee queene concentrates, like a spell. The coach occupies the space of a Large object, but does not prevent movement. As a bonus action, the unseelie banshee queene can direct the coach to fly up to 60 feet, passing through other creatures and objects. If the coach passes through a creature at least once in a turn, the victim must make a DC 17 Dexterity saving throw. On a failed saving throw, the creature takes 10 (3d6) necrotic and 10 (3d6) thunder damage, and a creature of Large or smaller size becomes trapped within the coach; on a success, a creature takes half as much damage and is not trapped. The trapped target is restrained , it has total cover against attacks and other effects outside the coach, and it takes 5 (2d4) necrotic damage at the start of each of the unseelie banshee queene\xe2\x80\x99s turns. A trapped creature moves with the coach and is otherwise affected as the spell, etherealness . At the end of each of its turns, a trapped creature may make a new Wisdom saving throw. On a success, the victim may exit the coach using 5 feet of movement and become corporeal again, either dismounting or falling, depending on whether the coach is in the air or not. \n'b' Immortal Anguish . Creatures within 60 feet of the unseelie banshee queene that are able to see and hear it must make a DC 17 Charisma saving throw. On a failure, a creature has disadvantage on attack rolls and ability checks for 1 minute. A creature that succeeds at a saving throw against this trait is immune for 24 hours. \n'b' Shout . Creatures within 30 feet of the unseelie banshee queene must make a DC 17 Constitution saving throw, taking 17 (5d6) thunder damage on a failed save and becoming deafened for 1 minute, and taking half as much damage on a success and not becoming deafened . \n'b' Wail (Recharge 6) . Hostile creatures within 40 feet who can hear the unseelie banshee queene have disadvantage on attack rolls and ability checks until the end of its next turn and must make a DC 17 Constitution saving throw. This has no effect on constructs or undead. On a failed saving throw, a creature takes 28 (8d6) necrotic damage and 28 (8d6) thunder damage and is frightened for 1 minute; on a failure by 5 or more, the target is permanently deafened . A target may make a DC 17 Wisdom saving throw at the end of each of their turns; on a success, they are no longer frightened. Unseelie banshee queene wails are supernaturally powerful and penetrate the effect of any spell of 3rd level or lower that creates silence. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The unseelie banshee queene 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 unseelie banshee queene regains spent legendary actions at the start of its turn. \n'b'\n'b' Move . The unseelie banshee queene moves up to its full speed without provoking opportunity attacks. \n'b' Shout (Costs 2 Actions) . The unseelie banshee queene uses its shout. \n'b' Terrifying Touch Attack . The unseelie banshee queene makes one terrifying touch attack.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Unseelie Brownie \n'b' Small fey , neutral evil \n'b' Armor Class 15 (leather armor) Hit Points 3 (1d6) Speed 30 ft.\n'b' STATS STR: 3 (-4) DEX: 18 (+4) CON: 10 (+0) INT: 14 (+2) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +8 Senses passive Perception 13 Languages Common, Sylvan Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The unseelie brownie\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 10, +2 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At Will : invisibility \n'b' 1/day : darkness , plane shift (self only, to and from the Fey Realms only), sleep \n'b'\n'b' ACTIONS \n'b'\n'b' Longsword . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 1 slashing damage. \n'b' Dart . Ranged Weapon Attack : +6 to hit, range 20/60 ft., one target. Hit : 1 piercing damage. \n'b' Faerie Walk . When in a natural environment, unseelie fey can use an action to transport themselves into the Fey Realms for up to 7 rounds. \n'b'\n'b' Innate Spellcasting . Unseelie gain the following innate spellcasting abilities. The save DCs are Charisma -based.\n'b'\n'b'\n'b' At Will : invisibility \n'b' 1/day : darkness , plane shift (self only, to and from the Fey Realms only), sleep \n'b'\n'b' Faerie Walk . When in a natural environment, unseelie fey can use an action to transport themselves into the Fey Realms for up to 7 rounds. While there, they behave as though under the effect of an etherealness spell. They can see and hear things on the Material Plane up to 60 feet away, but also can move through solid objects and move in any direction (even up or down at half speed). They may return to the Material Plane at will. \n'b' Fey Blood . Unseelie creatures are treated as fey for effects that target fey. \n'b' Unseelie Taint . The touch or natural attacks of unseelie creatures can pass on a curse that turns its victims toward evil. For the purpose of this adventure, this curse only affects other fey and animals. Animals affected by this curse count as fey for effects that target fey. \n'b' Unseelie Pact . Unseelie creatures that become good or neutral lose their unseelie powers.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Unseelie Dryad \n'b' Medium fey , neutral evil \n'b' Armor Class 13 (16 with barkskin ) Hit Points 30 (7d8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 11 (+0) INT: 14 (+2) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Languages Elvish, Sylvan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . Innate spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : invisibility \n'b' 3/day : entangle \n'b' 1/day each : barkskin , darkness , plane shift , sleep \n'b'\n'b' Magic Resistance . Has advantage on saving throws against spells and other magical effects. \n'b' Speak with Beasts and Plants . Can communicate with beasts and plants as if they shared a language. \n'b' Tree Stride . Once per turn, use 10 feet of movement to step magically into one living tree within reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Yaldira makes 2 longsword attacks. \n'b' Longsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ahu-Nixta Mechanon \n'b' Medium construct , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 51 (6d8 + 24) \n'b' Speed 20 ft., climb 10 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 18 (+4) INT: 5 (\xe2\x80\x933) WIS: 14 (+2) CHA: 3 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages understands Deep Speech and Void Speech but has limited speech \n'b' Challenge 2 (450 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The mechanon doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Critical Malfunction . A critical hit against the mechanon has a 20 percent chance of striking the casing of the construct\xe2\x80\x99s soul chamber, stunning the mechanon until the end of its next turn. \n'b' Soul Reactivation . A mechanon reduced to 0 hp stops functioning, becoming inert. For the next hour, if a Small or larger creature that isn\xe2\x80\x99t a Construct or Undead dies within 30 feet of a deactivated mechanon, a portion of the creature\xe2\x80\x99s soul is absorbed by the mechanon, and the construct reactivates, regaining all its hp plus additional hp equal to the dead creature\xe2\x80\x99s CR. If the mechanon remains inert for 1 hour, it is destroyed and can\xe2\x80\x99t be reactivated. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mechanon makes two Utility Arm attacks or one Slam attack and one Utility Arm attack . \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. \n'b' Utility Arm . The mechanon has one of the following attack options: \n'b'\n'b' Grabbing Claw . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 8 (2d4 + 3) piercing damage. If the target is a creature, it is grappled by the mechanon (escape DC 13). Until the grapple ends, the creature is restrained , and the mechanon can\xe2\x80\x99t use its Grabbing Claw on another target. \n'b' Sonic Disruptor . Ranged Spell Attack : +4 to hit, range 60 ft., one target. Hit : 9 (2d6 + 2) thunder damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be incapacitated until the end of its next turn. \n'b' Telekinetic Projector . The mechanon fires a ray at a target it can see within 60 feet. If the target is a creature, it must succeed on a DC 13 Strength saving throw or the mechanon moves it up to 30 feet in any direction. If the target is an object weighing 300 pounds or less that isn\xe2\x80\x99t being worn or carried, it is moved up to 30 feet in any direction. The mechanon can use the projector to manipulate simple tools or open doors and containers. \n'b' Adapt Appendage . The mechanon swaps its Utility Arm with the Utility Arm of any other mechanon within 5 feet of it. \n'b' Repair (2/Day) . The mechanon touches an ahu-nixta or a Construct. The target regains 11 (2d8 + 2) hp . \n'b'\n'b' ABOUT \n'b' Mechanons are found in ahu-nixta communities, fortresses, and vessels across the planes of Midgard, serving as domestics. \n'b' More dangerous are the lost or abandoned mechanons in wasteland areas of Midgard, where they scavenge for parts to repair themselves and to outfit their bodies with various tools and weapons to survive the harsh environs. \n'b' A spherical automaton clanks into view on three mechanical legs, its odd appendages whirring and clicking. These clockwork constructs act as guards and mechanized attendants to the ahu-nixta. \n'b' Artificial Minions . Built to serve its masters in a variety of ways, a mechanon can be customized to perform different tasks, and each mechanon is designed to be interchangeable with surrounding mechanons. They have enough sentience to follow simple commands and instructions. \n'b' Soul Powered . A soul harvested from a living humanoid powers the glowing heart of a mechanon. The ahu?nixta initially developed the horrific process to transfer a soul into the construct, but the knowledge to do so has since spread. The gem heart continues to hunger for souls, drawing in new ones from the recently deceased to reactivate dormant mechanons.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bil\xe2\x80\x99djooli Hunter-killer \n'b' Medium aberration , lawful evil \n'b' Armor Class 19 (bil\xe2\x80\x99djooli armor) Hit Points 221 (26d8 + 104) Speed 20 ft., swim 50 ft.\n'b' STATS STR: 15 (+2) DEX: 20 (+5) CON: 17 (+4) INT: 10 (+0) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Dex +9, Con +8 Skills Athletics +6, Stealth +9 Damage Resistances cold Damage Vulnerabilities poison Senses darkvision 60 ft., passive Perception 11 Languages Bil\xe2\x80\x99djooli, Ultari Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bil\xe2\x80\x99djooli Traits : The bil\xe2\x80\x99djooli hunter-killer has the Bil\xe2\x80\x99djooli Military Training. Contamination, Hold Breath, Interstellar, Jet, Underwater Camouflage, and Vulnerability to Toxins traits of a standard bil\xe2\x80\x99djooli. \n'b' Sneak Attack (1/Turn) . The bil\xe2\x80\x99djooli hunter-killer deals an extra 20 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the bil\xe2\x80\x99djooli hunter-killer that isn\xe2\x80\x99t incapacitated and the bil\xe2\x80\x99djooli hunter-killer doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Underwater Camouflage . The bil\xe2\x80\x99djooli hunter-killer has advantage on Dexterity ( Stealth ) skill checks made while underwater. \n'b' Vulnerability to Toxins . The bil\xe2\x80\x99djooli hunter-killer has disadvantage on Constitution saving throws against diseases and poisons. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bil\xe2\x80\x99djooli hunter-killer uses one of the following attack options: bil\xe2\x80\x99djooli rod and 2 tentacle slams, or 4 tentacle slams. \n'b' Bil\xe2\x80\x99djooli Rod . Melee or Ranged Weapon Attack : +10 to hit, reach 5 ft. and range 60 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage and 3 (1d6) energy damage (acid, cold, fire, or lightning), or 19 (4d6 + 5) energy damage (acid, cold, fire, or lightning) if used to make a range attack . \n'b' Bil\xe2\x80\x99djooli Rod Blast (Recharge 5-6) . The bil\xe2\x80\x99djooli hunter-killer fires a single focused ray that deals 21 (6d6) points of energy damage, or half as much on a successful DC 15 Dexterity saving throw, to each creature it hits in a 60-foot line. The energy type can be chosen as part of the attack \xe2\x80\x93 acid, cold, fire, or lightning damage \xe2\x80\x93 but it consumes the bil\xe2\x80\x99djooli hunter-killer bonus action if it differs from the energy type of a previous attack made by it. \n'b' Tentacle Slam . Melee Weapon Attack : +10 to hit, reach 10 ft., one creature. Hit : 7 (2d4 + 2) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 hour. The bil\xe2\x80\x99jooli can then use a bonus action to Shove the target, and if successful can force the target to drop one held item instead of knocking them prone or pushing them away. \n'b'\n'b' REACTIONS \n'b'\n'b' Side Shot . Any time an attack hits or misses a bil\xe2\x80\x99djooli hunterkiller it may use its reaction to make a bil\xe2\x80\x99djooli rod range attack . To do so, the bil\xe2\x80\x99djooli hunter-killer must be wielding a bil\xe2\x80\x99djooli rod. \n'b'\n'b' ABOUT \n'b' Bil\xe2\x80\x99djooli are an aggressive race of interplanetary travelers who raid worlds for their own gain and routinely scavenge alien technology. Once sorely pressed, the bil\xe2\x80\x99djooli now range across disparate systems to find the fresh water essential for the continuation of their race. Bil\xe2\x80\x99djooli physiology requires a significant amount of clean, fresh water in order to breathe and metabolize food properly. Their immune systems are strong, but delicate, and they produce toxins offensive to most living creatures very quickly. Without protective gear, bil\xe2\x80\x99djooli poison is actually more dangerous for the bil\xe2\x80\x99djooli than it is for most creatures they encounter. As aquatic creatures, they wear protective helmets full of fresh water they can breathe through a series of gills in their throat, lest they poison themselves and their fellow soldiers. \n'b' The bil\xe2\x80\x99djooli teach a peculiar martial art that makes use of their long tentacles and superior reach. They take what they desire from enemy combatants, striking them with powerful tentacles and using agile suction to disarm their opponents or lift other equipment. In mass combat they fire their magical rods, using the most appropriate energy type and then firing into melee amid a flurry of slam attacks. \n'b' A single bil\xe2\x80\x99djool has incredibly competitive instincts and a large measure of pride, but the culture rewards cooperation and team work in order to secure the race\xe2\x80\x99s survival. Advancement in their militarized society requires competence and loyalty, though some level of corruption allows the truly ambitious to exploit others to their benefit. Regardless of rank or station, all bil\xe2\x80\x99djooli receive intensive martial training, learning to fight with mass-produced technomagical rods that can crunch bones in melee or fire rays of magical energy. \n'b' The bil\xe2\x80\x99djooli spread filth across the galaxy, polluting entire planets with a naturally occurring byproduct of their toxic skin. Hailing from a dozen different home worlds, their kind has sought a means to inhabit aquatic worlds for generations without having to leave them behind. \n'b' Bil\xe2\x80\x99djooli family life is harsh from the beginning. Families are governed by ordered pair which lays hundreds of eggs over a lifetime. Though bil\xe2\x80\x99djooli have distinctive male and female internal anatomies, their breeding produces a thick slime full of eggs that is then carried by both parents. The slime is spread across a flat surface when the eggs near maturity, and a dozen bil\xe2\x80\x99djooli might hatch from a single clutch. Bil\xe2\x80\x99djooli young learn quickly and train for survival and combat almost from birth, competing with one another for food and favor. While individual families do not always encourage violence among siblings, there are few penalties in the military meritocracy for murdering a sibling with cause. \n'b' A single bil\xe2\x80\x99djooli is 7 feet long from head to tentacle. They have somewhat translucent blue or purple skin with a white or pale blue underside to their tentacles. A mature bil\xe2\x80\x99djooli weighs 300 pounds. A being resembling a humanoid octopus with translucent blue skin bears an unusual metal rod with glowing arcane signals. Its leather vest is connected to a round glass helmet filled with clear fluid.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Unseelie Faun \n'b' Medium fey , neutral evil \n'b' Armor Class 14 (leather armor) Hit Points 31 (7d8) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 11 (+0) INT: 12 (+1) WIS: 10 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Performance +6, Stealth +5 Senses passive Perception 12 Languages Common, Elvish, Sylvan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . Blackspur has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . Blackspur\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At Will : invisibility \n'b' 1/day : darkness , hideous laughter , plane shift (self only, to and from the Fey Realms only), sleep \n'b'\n'b' ACTIONS \n'b'\n'b' Ram . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 6 (2d4 + 1) bludgeoning damage. \n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 6 (1d6+3) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Unseelie Giant Toad \n'b' Large beast , unaligned \n'b' Armor Class 11 Hit Points 39 (6d10 + 6) Speed 20 ft., swim 40 ft.\n'b' STATS STR: 15 (+2) DEX: 13 (+1) CON: 13 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 30 ft., passive Perception 10 Languages \xe2\x80\x94 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The toad can breathe air and water. \n'b' Standing Leap . The toad\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' Innate Spellcasting . The toad\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At Will : invisibility \n'b' 1/day : darkness , plane shift (self only, to and from the Fey Realms only), sleep \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained , and the toad can\xe2\x80\x99t bite another target. \n'b' Swallow . The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained , it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad\xe2\x80\x99s turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Greruor (Frog Demon) \n'b' Family: Demons \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 136 (13d10 + 65) Speed 40 ft.\n'b' STATS STR: 23 (+6) DEX: 17 (+3) CON: 21 (+5) INT: 14 (+2) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Constitution +9, Charisma +7 Skills Intimidation +7, Perception +6 Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Senses truesight 120 ft., passive Perception 16 Languages Abyssal, Common; telepathy 120 ft. Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The demon\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The demon can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : darkness , detect evil and good , shatter \n'b' 3/day each : confusion , hold person \n'b'\n'b' Magic Resistance . The demon has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The demon\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . The demon makes three attacks: one with its bite and two with its ranseur. It can attack with its tongue instead of making a bite attack. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) piercing damage. \n'b' Ranseur . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 20 (4d6 + 6) piercing damage. \n'b' Tongue . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) slashing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained , and the demon cannot attack with its tongue. \n'b' Combustible Spittle (Recharge 5-6) . The demon spits a line of acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 27 (6d8) acid damage on a failed save, or half as much on a successful one. At the start of the demon\xe2\x80\x99s next turn, the acid ignites and any targets hit by it burst into flames, taking 10 (3d6) fire damage per round until extinguished. \n'b' About \n'b' This creature appears as a massive, squat and bloated frog-like creature with arms in place of its forelegs. Two large horns protrude above deep sunken eyes. \n'b' Greruors serve in the infernal armies of several demon lords, particularly Tsathogga. They are strong, powerful, and brutal demons that delight in inflicting pain on others. They are extremely loyal and follow orders without question. Some greater demons, like nalfeshnees and glabrezus, relish the flesh of greruors\xe2\x80\x99 legs and often organize hunting parties to track and slay the frog demons. The greruors, however, are not the weakminded brutes they appear to be and often win such confrontations using their deadly ranseurs and their large numbers to turn back their opponents. \n'b' A greruor appears as a massive, squat, bloated, frog-like demon with arms in place of its forelegs. Its wide, frog-like head has two 3-foot-long horns protruding just above its deep, sunken eyes. It moves by hopping on its rear legs. Its arms end in talons which are usually clutched around the greruor\xe2\x80\x99s deadly ranseur. Its huge mouth sports razor-sharp teeth of a dull gray color. The greruor stands about 8 feet tall when on all fours. \n'b' In combat, they stand on their hind legs and attack with their ranseur. \n'b' The greruor\xe2\x80\x99s flesh is greenish-brown mottled with red or gray. Its skin constantly oozes and secretes a thick, mucus-like clear slime that is slick to the touch. \n'b' Greruor\xe2\x80\x99s enjoy combat and seek it wherever they can find it. Normally they rely on their natural attacks, combustible spittle, and weapons to fell opponents. If outmatched, they use confusion to disorient the strongest opponent and hold person on humanoid casters, followed closely by shatter on grouped foes. Grappled opponents are often held in the mouth of one greruor while another stabs the victim with its ranseur.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Unseelie Ovate \n'b' Medium humanoid (human), neutral evil \n'b' Armor Class 13 (16 with barkskin ) Hit Points 54 (7d8 + 21) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 13 (+1) INT: 12 (+1) WIS: 16 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +3, Perception +5, Stealth +5 Senses passive Perception 15 Languages Common, Druidic, Sylvan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spellcasting . The druid is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : druidcraft, minor illusion , shillelagh \n'b' 1st level (4 slots) : entangle , longstrider , sleep , speak with animals \n'b' 2nd level (3 slots) : haunting mists*, unadulterated loathing* \n'b' 3rd level (3 slots) : fear , unadulterated loathing* \n'b'\n'b' ACTIONS \n'b'\n'b' Quarterstaff . Melee Weapon Attack : +2 to hit (+5 to hit with shillelagh ), reach 5 ft., one target. Hit : 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 3) bludgeoning damage with shillelagh .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Unseelie Sprite \n'b' Tiny fey , neutral evil \n'b' Armor Class 15 (leather armor) Hit Points 14 (4d4+4) Speed 10 ft., fly 30 ft.\n'b' STATS STR: 3 (-4) DEX: 18 (+4) CON: 12 (+1) INT: 14 (+2) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +8 Senses passive Perception 13 Languages Common, Sylvan Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The unseelie brownie\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 10, +2 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At Will : invisibility \n'b' 1/day : darkness , plane shift (self only, to and from the Fey Realms only), sleep \n'b'\n'b' ACTIONS \n'b'\n'b' Longsword . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 slashing damage. \n'b' Shortbow . Ranged Weapon Attack : +6 to hit, range 40/160 ft., one target. Hit : 3 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake. \n'b' Heart Sight . The sprite touches a creature and magically knows the creature\xe2\x80\x99s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature\xe2\x80\x99s alignment. Celestials, fiends, and undead automatically fail the saving throw. \n'b' Invisibility . The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ur-suk (Black Hearts, Dark Faerie) \n'b' Small fey , chaotic evil \n'b' Armor Class 14 Hit Points 10 (3d6) Speed 20 ft., fly 30 ft.\n'b' STATS STR: 6 (-2) DEX: 19 (+4) CON: 11 (+0) INT: 13 (+1) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +3, Stealth +6, Survival +4 Senses darkvision 90 ft., passive Perception 12 Languages Sylvan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Camouflage . Dark fey are able to alter the texture and color of their skin. This allows them to blend in w i t h almost any environment. It takes a full 5 rounds for an ur-suk to change. But once they have changed, they have advantage on all Stealth rolls. \n'b' Innate Spellcasting . The ur-suk\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 13). The ur-suk can innately cast the following spells, requiring only verbal component:\n'b'\n'b'\n'b' At will : dancing lights , druidcraft, light \n'b' 1/day : entangle , faerie fire , hypnotic pattern , obscuring mist, pass without trace , poison food and water (reverse of purify food and water), silent image \n'b' 2/day : polymorph (self only) \n'b'\n'b' Enrage Animals . Once per long rest, the ur-suk can attempt to enrage all animals in a 30-foot radius around it. Each animal must make a Charisma save (DC 13) or be driven into an irrational rage for 1 minute. The animal will attack the nearest target to it and will not stop until the rage subsides. \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee Weapon Attack : +6 to hit, reach 5 ft., on target. Hit : 6 (1d4+4) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +6 to hit, range 80/320, one target. Hit : 7 (1d6+4) piercing damage. \n'b'\n'b' ABOUT \n'b' The ur-suk, also known as Black Hearts or Dark Faerie, are outcasts from the land of Fey. Exiled from their people for their foul disposition, or an unspeakable crime, they are forced to wander the wild world. Seeking no redemption, they care not for their actions, past or present, and lust only for treasures or power or both. The ur-suk come in many shapes and sizes, indeed, they are able to polymorph themselves into almost any form. But at their heart, the ur-suk are small, winged, humanoid creatures with mottled gray or patchy yellow-green skin. Occasionally, they take on the shape of deformed gnomes. They have long faces and deep eyes that give them great vision in the twilight. The wide gash that is their mouth splits their face into two halves, making them hideous to look upon, and the jagged, unkempt teeth only add to their horrible visage. Their faces reflect an innate cruelty, as their features are lined with deep crevices of ragged emotion. They prefer to wear clothes, usually pants and boots, but at times are naked. \n'b' Vengeful and Foul . The majority of the ur-suk work to undo all that is good. To this end, they haunt the good people or places of the world, seeking to bring them to ruin. They trick their victims, trying to lead them astray and wreak havoc wherever they go. They love to steal and rob human establishments and are frequently responsible for kidnapping the young. They are particularly fond of robbing the dead, plundering tombs of paladins, knights, and their families. The ur-suk are small-minded, timid, and fearful, and for these reasons, they tend to seek out powerful, evil creatures and aid them against other lesser folk. These dark faerie have an inexplicable hatred, which borders on fear, of birds. \n'b' Anti-Social . The ur-suk are found in most climes and almost any terrain; however, the majority prefer deep, temperate forests where they live in dens or warrens dug beneath the roots of very old trees. ur-suk are violent creatures and do not work well with one another. The ur-suk are not by nature social creatures and they rarely gather in groups of more than 2-4, though on occasion they gather in great concourses to discuss events or needs that may be pressing to them and them alone. When encountered in large groups, there are always several factions that frequently fight one another. They are not fond of other fey and often enslave grigs and pixies. \n'b' Guerilla Fighters . Dark Faerie rarely stand and fight unless they feel that they have a better than average chance of overcoming the enemy. They prefer hit and run tactics that keep an enemy unbalanced, gradually weakening them until chances of a successful attack improve. To this end, they use their spells and their ability to camouflage themselves.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Uraeus \n'b' Tiny celestial , lawful neutral \n'b' Armor Class 14 (natural armor) Hit Points 40 (9d4 + 18) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 6 (-2) DEX: 15 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 14 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +4, Cha +1 Skills Perception +4 Damage Resistances radiant; bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Immunities fire, poison Condition Immunities poisoned Senses blindsight 10 ft., passive Perception 14 Languages understands Celestial and Common but can\xe2\x80\x99t speak Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Flyby . The uraeus doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Magic Resistance . The uraeus has advantage on saving throws against spells and other magical effects. \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 plus 9 (2d8) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned , the target takes 3 (1d6) fire damage at the start of each of its turns. 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' Spit Fire . Ranged Weapon Attack : +4 to hit, range 20/60 ft., one target. Hit : 16 (4d6 + 2) fire damage. \n'b' Searing Breath (Recharge 5\xe2\x80\x936) . The uraeus exhales a 15-foot cone of fire. Each creature in the area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Ward Bond . The uraeus forms a magical bond with a willing creature within 5 feet of it. While bonded, the uraeus and its ward know the distance and direction to each other and the general state of each other\xe2\x80\x99s health, even if the two are on different planes of existence. The bond lasts until the uraeus or its ward dies, until the uraeus ends it as a bonus action, or until the uraeus uses this bonus action to create a bond with another creature. \n'b'\n'b' REACTIONS \n'b'\n'b' Bonded Savior . When the uraeus\xe2\x80\x99s bonded ward takes damage, the uraeus prevents the ward from taking the damage and loses hp equal to that amount instead, regardless of the type of damage dealt. \n'b'\n'b' ABOUT \n'b' A sleek serpent wends through the air, held aloft on bronze-feathered wings.\xc2\xa0The flying cobra flares its hood and hisses, hurling a spray of orange sparks from its fanged mouth.\xc2\xa0Uraeuses resemble vibrantly colored cobras. \n'b' The serpent\xe2\x80\x99s scales are the rich, gold-flecked blue of lapis lazuli and its eyes gleam white. However, its most distinguishing feature is its pair of feathery, bronze wings. It glides gracefully through the air with a deliberate vigilance that reveals its intelligence. A uraeus grows up to three feet long, and weighs around five pounds. \n'b' Divine Protectors . Uraeuses are celestial creatures that carry a spark of divine fire within them, and they thirst for purpose when they arrive on the Material Plane. Whether the creature was deliberately summoned or found its way to the Material Plane through other means, a uraeus is created to protect. Once it finds a worthy charge, it devotes its fiery breath and searing venom to protecting that ward. A uraeus is fanatically loyal to the creature it protects. Only gross mistreatment or vicious evil can drive a uraeus to break its bond and leave.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Urchin Swarm, Ravenous \n'b'\n'b' Medium swarm of Tiny beasts , unaligned \n'b' Armor Class 13 \n'b' Hit Points 72 (16d8) \n'b' Speed 0 ft., swim 20 ft.\n'b' STATS STR: 1 (-5) DEX: 12 (+1) CON: 10 (+0) INT: 4 (-3) WIS: 13 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 \n'b' Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Jet . While underwater, a ravenous urchin swarm can Dash as a bonus action and does not provoke opportunity attacks while jetting. It must move in a straight line when it uses this action. \n'b' Spiky . Each time a creature attacks the urchin swarm in melee with an unarmed attack or a natural weapon like a claw or bite, or attempts to grapple or Shove the swarm, takes 1 piercing damage and 2 (1d4) poison damage. \n'b' Swarm . The swarm can occupy someone else\xe2\x80\x99s space and vice versa. The swarm can fit into any space large enough for a tiny urchin to squeeze through and can use a reaction to attack any creature that leaves its square with an attack of opportunity. \n'b' Underfoot . Any area containing the swarm is treated as difficult terrain , and creatures swimming or walking through the swarm must make a DC 11 Dexterity saving throw or affected by its Spiky ability. \n'b' Water Breathing . Ravenous urchins can breathe only underwater; however, they can hold seawater inside their bodies when the tide goes out, allowing them to survive until it returns. \n'b'\n'b' Actions \n'b'\n'b' Spiny Swarm . Melee Weapon Attack : +3 to hit, range 5 feet, one target. Hit : 3 (1d4+1) piercing damage and 7 (2d6) poison damage, or half as much on a successful DC 13 Constitution saving throw. Creatures failing their saving throw also become poisoned . They can end the poisoned effect with a DC 13 Constitution save each round at the end of their turn, but while poisoned have their speed is reduced by half. \n'b'\n'b' Colorful tentacles writhe across this marine creature like long petals on an immense flower. \n'b' Vermin of the Deep . The largest anemones in the ocean are capable predators despite their plodding movement. They lie in fields of other, usually smaller, anemones and among brightly colored coral societies. Deep tiger anemones feed local scavengers by attacking large prey or schools of fish, scattering uneaten remains to their neighbors.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Urchin, Hunter \n'b'\n'b' Medium beast , unaligned \n'b' Armor Class 13 Hit Points 52 (8d8+16) Speed 5 ft., swim 15 ft.\n'b' STATS STR: 15 (+2) DEX: 3 (-4) CON: 14 (+2) INT: 1 (-5) WIS: 12 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses passive Perception 14 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . Hunter urchins can breathe both air and water. \n'b' Stability . Hunter urchins can anchor themselves to rocky surfaces on any turn in which they do not move. Until they release their hold, they have advantage on Strength ( Athletics ) checks against being shoved, and on saving throws against any effect that would force it to move. As long as it does not move on its turn, its Dexterity penalty does not apply as a penalty on its attack roll with its tethered spine. \n'b'\n'b' Actions \n'b'\n'b' Tethered Spine . Ranged Weapon Attack : +3 to hit, range 15 ft., one target. Hit : 4 (1d4 + 2) piercing damage and the target is pulled 5 feet closer to the urchin. \n'b' Spines . Melee Weapon Attack : +3 to hit, range 5 ft., one target. Hit : 2 (1d4) piercing damage and the target must make a DC 13 Constitution saving throw or be poisoned for 1 minute. \n'b'\n'b' Reactions \n'b'\n'b' Spiny Defense . When a creature makes a melee attack against the hunter urchin, as a reaction it can make a spines attack against that creature. It can use this reaction up to 3 times per round. \n'b'\n'b' Much more dangerous than their smaller kin, giant sea urchins are dangerous predators of opportunity. \n'b' Amphibious hunters . Hunter urchins can adjust their spines to effect an awkward method of locomotion on land. They use their tethered hook-spines to draw their prey close enough to stab it into submission and then devour it. \n'b' Ravenous Urchins . Unlike most urchins, the creatures that make up the infamous urchin swarms are capable of propelling themselves beneath the waves at furious speeds, creating a dangerous threat to pearl divers and other aquatic creatures, piercing them not only with their venomous spines but also with their rasping tongues. This menace of the reefs and tide pools is often dismissed as a myth until it\xe2\x80\x99s far too late.\xc2\xa0Colorful tentacles writhe across this marine creature like long petals on an immense flower. \n'b' Vermin of the Deep . The largest anemones in the ocean are capable predators despite their plodding movement. They lie in fields of other, usually smaller, anemones and among brightly colored coral societies. Deep tiger anemones feed local scavengers by attacking large prey or schools of fish, scattering uneaten remains to their neighbors.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Urochar \n'b' Huge aberration , chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 256 (19d12 + 133) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 24 (+7) DEX: 15 (+2) CON: 24 (+7) INT: 14 (+2) WIS: 14 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con +13, Wis +8, Cha +11 Skills Perception +8, Stealth +8 Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities thunder Condition Immunities frightened Senses truesight 120 ft., passive Perception 18 Languages understands Darakhul and Void Speech but can\xe2\x80\x99t speak Challenge 17 (18,000 XP) Proficiency Bonus +6 \n'b' SPECIAL TRAITS \n'b'\n'b' Mind-Rending Death . When the urochar dies, it releases all the fear it consumed in its lifetime in a single, mind-rending wave. Each creature within 30 feet of it must succeed on a DC 19 Charisma saving throw or be frightened for 1 minute. A frightened creature takes 14 (4d6) psychic damage at the start of each of its turns. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Rubbery Body . The urochar\xe2\x80\x99s body is rubbery with few bones, allowing it to easily move through any opening large enough for a Medium creature. It can squeeze through any opening large enough for a Small creature. The urochar\xe2\x80\x99s destination must still have suitable room to accommodate its volume. \n'b' Spider Climb . The urochar can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The urochar can use its Paralyzing Gaze. It then makes four Tentacle attacks. \n'b' Tentacle . Melee Weapon Attack : +13 to hit, reach 20 ft., one target. Hit : 25 (4d8 + 7) bludgeoning damage, and the target is grappled (escape DC 19) if it is a Large or smaller creature. Until this grapple ends, the target is restrained . The urochar has four tentacles, each can grapple only one target. \n'b' Paralyzing Gaze . The urochar turns its eerie gaze upon one creature it can see within 60 feet of it. The target must succeed on a DC 19 Wisdom saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to the urochar\xe2\x80\x99s Paralyzing Gaze for the next 24 hours. \n'b' Strangling Grasp . Each creature grappled by the urochar must make a DC 19 Strength saving throw. On a failure, a creature takes 36 (8d8) bludgeoning damage and can\xe2\x80\x99t breathe until the grapple ends. On a success, a creature takes half the damage and can still breathe. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Hidden Step . The urochar magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see and takes the Hide action. Grappled creatures are no longer grappled and don\xe2\x80\x99t teleport with it. \n'b'\n'b' ABOUT \n'b' This gigantic crimson leech slithers upright on four muscular tentacles. At the top of its writhing trunk, a great lidless eye glows with baleful orange light, surrounded by quivering, feathered antennae. \n'b' Underworld Wanderers . Sometimes fearfully called \xe2\x80\x9cstrangling watchers,\xe2\x80\x9d the urochar are among the most dreaded monsters of the underworld. They have long plagued the drow, grimlocks, and other humanoids of the deep paths. They seek out death and the dying all the way to the banks of the River Styx. \n'b' Devour the Dying . Urochars feast on the final moments of those caught in their crushing tentacles. Though powerful, urochars are quite passive. They watch the life and death struggles of other creatures and take action only to drink in a dying being\xe2\x80\x99s final moments from a nearby crevice or overhang. \n'b' Immortal . Strangling watchers are effectively immortal. Gargantuan specimens in the deepest reaches of the underworld are several millennia old.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ursa Polaris \n'b' Thick, white fur coats this hulking ursine, and massive crystalline shards of ice protrude from its shoulders. When it lets out a mighty roar, frigid breath dances between the jagged sprouts of ice that form its teeth. \n'b' Large monstrosity , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 133 (14d10 + 56) Speed 40 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 18 (+4) INT: 4 (-3) WIS: 16 (+3) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +8, Perception +6 Damage Vulnerabilities fire Damage Immunities cold Senses passive Perception 16 Languages \xe2\x80\x93 Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Keen Smell . The ursa polaris has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Snow Camouflage . The ursa polaris has advantage on Dexterity ( Stealth ) checks made to hide in snowy terrain. \n'b' Actions \n'b' Multiattack . The ursa polaris makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage plus 7 (2d6) cold damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Cold Breath (Recharge 5-6) . The ursa polaris exhales a blast of freezing wind and shards of ice in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 18 (4d8) cold damage and 14 (4d6) piercing damage on a failed save, or half as much damage on a successful one. \n'b' Hypnotic Array (Recharge 5-6) . The ursa polaris sways its back, causing the ice formations on its shoulders to catch available light. Each creature within 30 feet of the ursa polaris that sees the light pattern must make a DC 15 Wisdom saving throw. On a failure, a creature takes 21 (6d6) radiant damage and is stunned for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t stunned. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the creature takes any damage or if another creature takes an action to shake it out of its stupor. \n'b' About \n'b' A fearsome sight, the ursa polaris dwarfs even the largest of polar bears. Some believe that they are polar bears blessed or cursed by gods of cold, winter, and the north. Followers of such gods often leave a caribou carcass, whale blubber, or seal meat as an offering to the ursa polaris. \n'b' Creatures of Ice . The ursa polaris thrives in freezing arctic conditions and is capable of surviving off of ice alone, should other food sources become scarce. They dislike warmth; an ursa polaris will avoid warm waters and curl into its ice cavern when summer comes. \n'b' Fiercely Territorial . The ursa polaris is a solitary creature, carving a vast swath of territory for itself and going out of its way to kill trespassers. Somewhere within its territory, a female ursa polaris will carve out an ice cavern to rear young; this cavern may be within glacial ice, an iceberg, or simply a frosty stone cavern. \n'b' Hypnotically Deadly . The ursa polaris uses the mesmerizing play of light on the ice covering its body to hypnotize its prey for an easy kill.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bil\xe2\x80\x99djooli Navarch \n'b' Medium aberration , lawful evil \n'b' Armor Class 19 (natural armor) Hit Points 273 (26d8+156) Speed 30 ft., swim 50 ft.\n'b' STATS STR: 16 (+3) DEX: 22 (+6) CON: 22 (+6) INT: 15 (+2) WIS: 22 (+6) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +8, Wis +12, Cha +8 Damage Vulnerabilities poison Senses darkvision 60 ft., truesight 120 ft., passive Perception 16 Languages Bil\xe2\x80\xbadjooli, Ultari. \n'b' Challenge 17 (18,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bil\xe2\x80\x99djooli Traits . The bil\xe2\x80\x99djooli aquamancer has the Hold Breath, Interstellar, Jet, Underwater Camouflage, and Vulnerability to Toxins traits of a standard bil\xe2\x80\x99djooli. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bil\xe2\x80\x99djooli navarch uses one of the following attack options: bil\xe2\x80\x99djooli rod and 2 tentacle slams, or 4 tentacle slams. \n'b' Bil\xe2\x80\x99djooli Rod . Melee or Ranged Weapon Attack : +12 to hit, reach 5 ft. and range 60 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage and 3 (1d6) energy damage (acid, cold, fire, or lightning), or 19 (4d6 + 5) energy damage (acid, cold, fire, or lightning) if used to make a range attack . \n'b' Bil\xe2\x80\x99djooli Rod Blast (Recharge 3-6) . The bil\xe2\x80\x99djooli navarch fires a single focused ray that deals 21 (6d6) points of energy damage, or half as much on a successful DC 15 Dexterity saving throw, to each creature it hits in a 60-foot line. The energy type can be chosen as part of the attack \xe2\x80\x93 acid, cold, fire, or lightning damage \xe2\x80\x93 but it consumes her bonus action if it differs from the energy type of a previous attack made by it. \n'b' Tentacle Slam . Melee Weapon Attack : +10 to hit, reach 10 ft., one creature. Hit : 7 (2d4 + 2) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 hour. \n'b'\n'b' REACTIONS \n'b'\n'b' Side Shot . Any time an attack hits or misses the bil\xe2\x80\x99djooli navarch, she may use she reaction to make a bil\xe2\x80\x99djooli rod range attack. To do so, the bil\xe2\x80\x99djooli navarch must be wielding a bil\xe2\x80\x99djooli rod. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The bil\xe2\x80\x99djooli navarch can take 4 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 bil\xe2\x80\x99djooli navarch regains spent legendary actions at the start of her turn. \n'b'\n'b' Decisive Strike . One of the bil\xe2\x80\x99djooli navarch\xe2\x80\x99s allies that can see and hear her immediately makes a single melee or ranged attack with advantage. The damage dealt by this attack bypasses all damage resistances (but not damage immunities). This attack doesn\xe2\x80\x99t count toward the ally\xe2\x80\x99s actions on its turn. \n'b' Rise Up . All allies that can see or hear the bil\xe2\x80\x99djooli navarch can add 1d10 to their next attack roll. \n'b' Directed Assault (1/Day) . By finding a gap in the enemy\xe2\x80\x99s defenses, the bil\xe2\x80\x99djooli navarch allows her allies to take advantage of the weakness. All allies of the bil\xe2\x80\x99djooli navarch within 30-feet of it or an enemy can move up to their speed and make one melee ranged attack . This attack is made with advantage and has its critical hit chance increased by 1 (for example a 20 becomes a 19 or 20) and if a critical hit is rolled the damage is maximized. This attack doesn\xe2\x80\x99t count toward the ally\xe2\x80\x99s actions on its turn. \n'b'\n'b' ABOUT \n'b' A nefarious race of sentient predatory oozes, hetzuud gained notoriety as spies and infiltrators capable of altering their shape and density to interact with almost any environment. They excel at mimicking other creatures and objects by modifying their texture and coloration. Multiple hetzuud can also merge into deadlier, greater-sized oozes with dangerous combat abilities, controlling multiple pseudopods with deadly effect. \n'b' An adult hetzuud weighs around 200 pounds and can squeeze itself into 4 cubic feet, or a 1-foot-radius sphere. \n'b' Hetzuud maintain a culture of collective development and expansion rather than individual rights. This stems from the natural instinct to merge together for mutual protection. They prove inherently amoral, regarding other species as rivals to dominate. Hetzuud place great emphasis on contributing to their overall society, and hetzuud who champion individualism serve little purpose, leading their peers to inevitably shun, exile, or destroy them. \n'b' Procreation of a new hetzuud brood can occur between two or more individuals. They must remain merged during the incubation process, which takes eight hours. Afterward, a newborn hetzuud separates from its parents and takes 2 years to mature. To produce viable offspring, hetzuud must ensure considerable genetic diversity between participating parents and they can sense by touch if another member of their species would make a suitable mate. Producing more than one offspring per merge is considered taboo. \n'b' Hetzuuds have little parental instinct or loyalty beyond their natural impulse to preserve their race. They place their young in caves or enclosed areas safe from other predators, and then leave them to grow and mature unattended, feeding on whatever sustenance they can acquire. Elder hetzuud reclaim their young after they learn to mimic other creatures and objects, training them as workers, retainers, or soldiers. After a period of indentured servitude to pay for such training, young hetzuud eventually seek their own fortune, but always in close alliance with the collective society. \n'b' The governing leadership of hetzuud enclaves inevitably consists of long-lived elders grown to Huge size. They store and process information collected from other species and civilizations in an attempt to use such knowledge for the betterment of hetzuud society. When a momentous decision concerns the entire race, these elders merge together in an extremely rare act. The last such convocation occurred when the hetzuud decided to join the Ultari Hegemony. \n'b' A silvery puddle-like blob of malleable goo transforms into a new shape, its surface rapidly taking on detailed textures and color.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Urushi Constrictor \n'b' Large monstrosity , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 133 (14d10 + 56) \n'b' Speed 30 ft., climb 30 ft., swim 30 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 18 (+4) INT: 3 (\xe2\x80\x934) WIS: 10 (+0) CHA: 3 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 \n'b' Damage Vulnerabilities fire \n'b' Damage Immunities bludgeoning, poison \n'b' Condition Immunities poisoned , prone \n'b' Senses blindsight 10 ft., passive Perception 13 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 6 (2,300 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Jungle Camouflage . The constrictor has advantage on Dexterity ( Stealth ) checks made to hide in jungle terrain. \n'b' Poisonous Leaves . The skin of the constrictor is embedded with vines and poisonous leaves that burn on contact. A creature that isn\xe2\x80\x99t a Construct or Undead that touches the constrictor or hits it with a melee attack while within 5 feet of it takes 7 (2d6) poison damage. \n'b' Urushi Blight . A creature infected with this disease manifests symptoms within 1d4 hours, which includes the gradual spread of a painful, itching rash that develops into inflamed and blistered skin over the course of the first day. Until the disease is cured, the infected creature has disadvantage on Constitution saving throws made to maintain concentration on a spell, and it has disadvantage on Dexterity and Charisma saving throws and ability checks. At the end of each long rest, the infected creature must make a DC 15 Constitution saving throw. If it succeeds on two saving throws, it recovers from the disease. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The constrictor makes two Bite attacks or one Bite attack and one Poisonous Constriction attack . \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 10 ft., one creature. Hit : 14 (2d10 + 3) piercing damage. \n'b' Poisonous Constriction . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 12 (2d8 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained and takes 10 (3d6) poison damage at the start of each of its turns, and the snake can\xe2\x80\x99t use Poisonous Constriction on another target. Each time the target takes this poison damage, it must succeed on a DC 15 Constitution saving throw or contract the urushi blight disease (see the Urushi Blight trait). \n'b'\n'b' ABOUT \n'b' A constrictor snake enrobed in a sleeve of deadly leaves and vines slithers along the forest floor. \n'b' A melding of plant and beast, the urushi constrictor is driven by impulse and irritability. They were once pythons who coiled among the urushi vine, a parasitic plant that causes extreme rashes in most animals and humanoids that touch it. Eventually these pythons bonded with the vine, gaining a hazardous defense mechanism that augments their crushing hug. \n'b' Jungle Wanderers . Cursed by a constant itching, these snakes roam their territories, unable to maintain a lair for more than a few days. They can be tracked by the knowledgeable, for in their paths they leave seedlings of the urushi vines bonded to them. Great care must be taken when following such a path, as the swift-sprouting vines are just as toxic as the constrictor\xe2\x80\x99s noxious embrace.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angatra \n'b' Medium undead , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 85 (10d8 + 40) Speed 50 ft.\n'b' STATS STR: 14 (+2) DEX: 20 (+5) CON: 18 (+4) INT: 8 (-1) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +8 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 60 ft., passive Perception 14 Languages the languages it knew in life Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Agonizing Gaze . When a creature that can see the angatra\xe2\x80\x99s eyes starts its turn within 30 feet of the angatra, the angatra can force it to make a DC 13 Charisma saving throw if the angatra isn\xe2\x80\x99t incapacitated and can see the creature. On a failed saving throw, the creature\xe2\x80\x99s pain threshold lowers, and it becomes vulnerable to all damage types until the end of its next turn. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the angatra until the start of its next turn, when it can avert its eyes again. If the creature looks at the angatra in the meantime, it must immediately make the save. \n'b' Ancestral Wrath . The angatra immediately recognizes any individual descended from its tribe. It has advantage on attack rolls against such creatures, and those creatures have disadvantage on saving throws against the angatra\xe2\x80\x99s traits and attacks. \n'b' Undead Nature . The angatra doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The angatra makes two Claw attacks. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 14 (2d8 + 5) piercing damage, and the creature must succeed on a DC 15 Constitution saving throw or be paralyzed by pain until the end of its next turn. \n'b'\n'b' ABOUT \n'b' The withered creature wrapped in gore-stained rags pulls back a tattered hood to reveal glowing eyes hungry with bloodlust. \n'b' In certain tribes, the breaking of local taboos invites terrible retribution from ancestral spirits, especially if the transgressor was a tribal leader or elder. The transgressor is cursed and cast out from the tribe, then it is hunted and executed. \n'b' Bound Remains Entombed . The body is wrapped head to toe in lamba cloth to soothe the spirit and to bind it within the mortal husk, then sealed in a tomb far from traditional burial grounds so none may disturb it and its unclean spirit does not taint the blessed dead. \n'b' Slow Ritual Cleansing . Each such body is visited every ten years as the tribe performs the famadihana ritual, replacing the lamba bindings and soothing the suffering of the ancestors. Over generations, this ritual expiates their guilt, until at last the once-accursed ancestor is admitted through the gates of the afterlife. If a spirit\xe2\x80\x99s descendants abandon their task, or if the sealed tomb is violated, the accursed soul becomes an angatra. \n'b' Angry Spirit . The creature\xe2\x80\x99s form becomes animated by a powerful and malicious ancestor spirit, undergoing a horrible metamorphosis within its decaying cocoon. Its fingernails grow into scabrous claws, its skin becomes hard and leathery, and its withered form is imbued with unnatural speed and agility. Within days, the angatra gathers strength and tears its bindings into rags. It seeks out its descendants to share the torment and wrath it endured while its spirit lingered.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ushabti \n'b' Medium construct , lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 32 (5d8 + 10) Speed 20 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 14 (+2) INT: 6 (-2) WIS: 8 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire or thunder Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened, exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Cursed Resolve . If the ushabti starts its turn within 30 feet of one or more mummies, it regains a number of hit points equal to the highest Charisma modifier of the mummies. \n'b' False Appearance . While the ushabti remains motionless, it is indistinguishable from a normal wooden or clay statue. \n'b'\n'b' Actions \n'b'\n'b' Ritual Blade . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage. If the ushabti is within 60 feet of a mummy , this attack deals an extra 3 (1d6) necrotic damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ushabti \n'b' Medium construct , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 119 (14d8 + 56) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 20 (+5) CON: 18 (+4) INT: 6 (-2) WIS: 11 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +3, Cha +1 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The ushabti doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the ushabti is motionless, it is indistinguishable from a normal funerary statue. \n'b' Immutable Form . The ushabti is immune to spells and effects that would alter its form. \n'b' Magic Resistance . The ushabti has advantage on saving throws against spells and other magical effects. \n'b' Necrotic Weapons . The ushabti\xe2\x80\x99s weapon attacks are magical. When the ushabti hits with any weapon, the weapon deals an extra 3d8 necrotic damage (included in the attack). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ushabti makes two Nabboot attacks. \n'b' Nabboot . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage plus 13 (3d8) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with tomb taint. The cursed target\xe2\x80\x99s speed is halved, and its hp maximum decreases by 3 (1d6) for every 24 hours that elapse. If the curse reduces the target\xe2\x80\x99s hp maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or comparable magic. \n'b' Serpentine Armlets (1/Day) . The ushabti commands its armlets to drop to the floor and transform into two giant, poisonous snakes. The snakes act as allies of the ushabti and obey its spoken commands. The snakes remain for 1 hour, until the ushabti dies, or until the ushabti dismisses one or both of them as a bonus action. When the snakes disappear, they become wisps of smoke and reform as armlets around the ushabti\xe2\x80\x99s arms. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Telekinesis . One creature the ushabti can see within 60 feet of it must succeed on a DC 16 Strength saving throw or the ushabti moves the creature up to 30 feet in any direction (including upward). The target is restrained until the start of the ushabti\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' The eye sockets in a large, ornate death mask suddenly ignite with a golden radiance. With the creak of long-unused limbs, this towering figure in ancient armor raises a khopesh and scepter once more. \n'b' Tomb Servants . Ushabtis were placed in ancient tombs as servants for the tomb\xe2\x80\x99s chief occupants in the afterlife. They are long-lasting constructs that can tend to physical work and maintenance inside sealed tombs where flesh-and-blood laborers couldn\xe2\x80\x99t survive. \n'b' Slaughter Tomb Robbers . Ushabtis are most commonly encountered in their roles as guardians-a function they fulfill very effectively. An ushabti is sometimes obvious from the blood of its victims, staining its form. Some tombs are littered with bones of tomb robbers an ushabti has dispatched. \n'b' Khopesh and Scepter . Most ushabtis have human faces and proportions, with features resembling a death mask. When at rest, they stand or lie with arms folded across their chests, clutching their scepter and khopesh. Many variations have been found, however, including some that are completely inhuman, animal-headed, or that have abstract or fanciful designs such as a sun sphere head or a body made entirely of papyrus scrolls.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ushabti Royal Guard \n'b' Large construct , unaligned \n'b' Armor Class 19 (natural armor) Hit Points 168 (16d10 + 80) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 16 (+3) CON: 20 (+5) INT: 11 (+0) WIS: 19 (+4) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +9, Cha +4 Skills Arcana +5, History +5, Perception +9 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 19 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 14 (11,500 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The ushabti doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the ushabti is motionless, it is indistinguishable from a normal funerary statue. \n'b' Healing Leech . If a creature within 30 feet of the ushabti regains hp from a spell or magical effect, the creature regains only half the amount and the ushabti regains the other half. \n'b' Immutable Form . The ushabti is immune to any spell or effect that would alter its form. \n'b' Legendary Resistance (3/Day) . If the ushabti fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The ushabti has advantage on saving throws against spells and other magical effects. \n'b' Necrotic Weapons . The ushabti\xe2\x80\x99s weapon attacks are magical. When the ushabti hits with any weapon, the weapon deals an extra 2d8 necrotic damage (included in the attack). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ushabti can use its Breath-Stealing Presence. It then makes two Khopesh attacks and one Medjai\xe2\x80\x99s Scepter attack . \n'b' Khopesh . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage plus 9 (2d8) necrotic damage. \n'b' Medjai\xe2\x80\x99s Scepter . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) necrotic damage. \n'b' Breath-Stealing Presence . Each creature of the ushabti\xe2\x80\x99s choice within 30 feet of the ushabti and aware of it must succeed on a DC 18 Constitution saving throw or take 9 (2d8) necrotic damage and be unable to speak or breathe for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the ushabti\xe2\x80\x99s Breath Stealing Presence for the next 24 hours. \n'b' Enervating Surge (Recharge 5\xe2\x80\x936) . The ushabti emits waves of necrotic energy. Each creature within 30 feet of the ushabti must make a DC 18 Constitution saving throw, taking 49 (11d8) necrotic damage on a failed save, or half as much damage on a successful one. A creature that can\xe2\x80\x99t breathe because of the ushabti\xe2\x80\x99s Breath Stealing Presence has disadvantage on the saving throw. If the saving throw fails by 5 or more, the creature also suffers one level of exhaustion . A Humanoid slain by this effect rises 1d4 hours later as a mummy under the ushabti\xe2\x80\x99s control, unless the Humanoid is restored to life or its body is destroyed. The ushabti can have no more than five mummies under its control at one time. \n'b'\n'b' REACTIONS \n'b'\n'b' Sudden Strike . When a creature more than 5 feet away from the ushabti moves to a space within 5 feet of the ushabti, the ushabti can make one Khopesh attack against it. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The ushabti 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 ushabti regains spent legendary actions at the start of its turn. \n'b'\n'b' Move . The ushabti moves up to its speed without provoking opportunity attacks. \n'b' Medjai\xe2\x80\x99s Scepter (Costs 2 Actions) . The ushabti makes one Medjai\xe2\x80\x99s Scepter attack . \n'b' Telekinesis (Costs 2 Actions) . Up to two creatures the ushabti can see within 60 feet of it must succeed on a DC 18 Strength saving throw or the ushabti moves the creature up to 30 feet in any direction (including upward). A moved target is then restrained until the start of the ushabti\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' The eye sockets in a large, ornate death mask suddenly ignite with a golden radiance. With the creak of long-unused limbs, this towering figure in ancient armor raises a khopesh and scepter once more. \n'b' Tomb Servants . Ushabtis were placed in ancient tombs as servants for the tomb\xe2\x80\x99s chief occupants in the afterlife. They are long-lasting constructs that can tend to physical work and maintenance inside sealed tombs where flesh-and-blood laborers couldn\xe2\x80\x99t survive. \n'b' Slaughter Tomb Robbers . Ushabtis are most commonly encountered in their roles as guardians-a function they fulfill very effectively. An ushabti is sometimes obvious from the blood of its victims, staining its form. Some tombs are littered with bones of tomb robbers an ushabti has dispatched. \n'b' Khopesh and Scepter . Most ushabtis have human faces and proportions, with features resembling a death mask. When at rest, they stand or lie with arms folded across their chests, clutching their scepter and khopesh. Many variations have been found, however, including some that are completely inhuman, animal-headed, or that have abstract or fanciful designs such as a sun sphere head or a body made entirely of papyrus scrolls.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ushabti, Corrupted \n'b' Medium undead , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 97 (15d8 + 30) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 15 (+2) INT: 6 (\xe2\x80\x932) WIS: 10 (+0) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +3, Cha +0 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , stunned Senses darkvision 60 ft., passive Perception 10 Languages understands Common but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Necrotic Weapons . The ushabti\xe2\x80\x99s weapon attacks are magical. When the ushabti hits with any weapon, the weapon deals an extra 2d6 necrotic damage (included in the attack ). \n'b' Regeneration . The ushabti regains 5 hp at the start of its turn if it has at least 1 hp . \n'b' Swarm Body . The corrupted ushabti is a spirit inhabiting a colony of scarabs around a Humanoid skeleton within funerary wrappings. It can move through any opening large enough for a Tiny scarab and Humanoid bones, and it can\xe2\x80\x99t regain hp or gain temporary hp , except for its Regeneration trait. In addition, a creature that hits the ushabti with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage as a dozen Tiny scarabs skitter out and bite the attacker. \n'b' Undead Nature . The ushabti doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The makes two Ceremonial Greatsword attacks. \n'b' Ceremonial Greatsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 3) slashing damage plus 7 (2d6) necrotic damage. \n'b' Vomit Swarm (Recharge 5\xe2\x80\x936) . The corrupted ushabti exhales scarabs in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 25 (10d4) piercing damage and is covered in scarabs. On a success, a creature takes half the damage and isn\xe2\x80\x99t covered in scarabs. A creature covered in scarabs takes 2 (1d4) piercing damage at the start of each of its turns. A creature, including the covered creature, can take its action to brush the scarabs off the covered creature by succeeding on a DC 15 Dexterity check. \n'b'\n'b' ABOUT \n'b' The eye sockets of the funerary figure\xe2\x80\x99s ornate death mask suddenly ignite with a golden radiance. With the creak of long-unused limbs, this towering figure in ancient armor raises its weapons once more. \n'b' Ushabtis are placed in tombs as servants in the afterlife for those buried there\xe2\x80\x94as both a laborer in the kingdom of the dead and a guardian in the kingdom of the living. These sentinels tend to the physical work and maintenance required after death that is beyond the abilities of those of flesh and blood. Dressed in ceremonial regalia, they are sometimes mistaken for living beings by those who would intrude upon their domain, but careful examination reveals faintly glowing hieroglyphs graven into their garments and bodies. \n'b' Tomb Guardians . Ushabtis are most commonly encountered as guardians\xe2\x80\x94a function they fulfill effectively, fiercely attacking anything that threatens their sworn charge. An ushabti is sometimes obvious from the blood of its victims staining its form. Some ceaselessly babble ancient scriptures or invocations to the gods of death. Tombs are often littered with bones of tomb robbers an ushabti has dispatched. \n'b' Serene Repose . Most ushabtis have human faces and proportions, with features resembling a death mask. When at rest, they stand or lie with arms folded across their chests, clutching their ceremonial weapons. Many variations have been found, however, including some that are animal-headed, completely monstrous, or have abstract or fanciful designs, such as a sun-sphere head or a body made of papyrus scrolls. \n'b' Sacrificial Corruptions . Some dark practitioners use sacrifices\xe2\x80\x94willing or not\xe2\x80\x94as undying servants of their godkings and god-queens. Generals, trusted advisors, and close allies have willingly accompanied their dying lords into the afterlife through this horrifying transformation. The sacrifices are tightly bound in linens and sealed within a sarcophagus among a swarm of flesh-eating scarabs that, over a period of days to weeks, fully consume their bodies. The servant\xe2\x80\x99s devotion to their task and the anguish of their passing transforms the scarab colony and animates the funerary wrappings to carry on with the sacred duty. Most view this as a corruption of the process for creating ushabtis, reducing the time and cost of construction with blood and resulting in a weaker, uncontrollable guardian. \n'b' Though a corrupted ushabti fulfills its duties to protect its dead charges, it views living creatures as meals for the scarab colony within its wrappings, regardless of that creature\xe2\x80\x99s identity.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Vaettr, Fjallvaettir \n'b' Family: Vaettir \n'b' Tiny fey (shapechanger), lawful neutral \n'b' Armor Class 15 (natural armor) Hit Points 14 (4d4 + 4) Speed 20 ft.\n'b' STATS STR: 5 (-3) DEX: 20 (+5) CON: 13 (+1) INT: 14 (+2) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +4, Deception +5, Insight +3, Nature +4, Perception +3, Stealth +7, Survival +3 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages Common, Sylvan Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Ambusher . In the first round of a combat, the fjaellvaettr has advantage on attack rolls against any creature it surprised. \n'b' Amphibious . The fjaellvaettr can breathe air and water. \n'b' Innate Spellcasting . The fjaellvaettr\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 10). It can innately cast a number of spells, requiring no material components:\n'b'\n'b'\n'b' 1/day each : dancing lights , hallucinatory terrain , mage hand , major image , minor illusion , mirror image , polymorph , suggestion \n'b'\n'b' Magic Resistance . The fjaellvaettr has advantage on saving throws against spells and other magical effects. \n'b' Shapechanger . The fjaellvaettr can use its action to polymorph into a beast form that resembles a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Speak with Frogs and Toads . The fjaellvaettr can communicate simple concepts to frogs and toads when it speaks in sylvan. \n'b' Swamp Camouflage . The fjaellvaettr has advantage on Dexterity ( Stealth ) checks made to hide in swampy terrain. \n'b' Standing Leap . The fjaellvaettr\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' Superior Invisibility . As a bonus action, the fjaellvaettr can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the fjaellvaettr wears or carries is invisible with it. \n'b'\n'b' Actions \n'b'\n'b' Eye Poke . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 8 (1d6 + 5) piercing damage, and if the creature can see the fjaellvaettr, it must make a DC 15 Dexterity saving throw. If the saving throw fails by 5 or more, the creature loses one eye. If the creature has just one eye remaining, it has disadvantage on Wisdom ( Perception ) checks and ranged attack rolls. If it has no eyes remaining, it is permanently blind. Permanent blindness lasts until the creature\xe2\x80\x99s sight is restored by the lesser restoration spell or other magic. Otherwise, a creature that fails the save begins is temporarily blinded in one eye until the end of its turn. The blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the fjaellvaettr until the start of its next turn, when it can avert its eyes again. \n'b'\n'b' About \n'b' This mountain fey normally appears as a little wizened old man with a long white beard, but can transform into a toad. They are masters of illusions and are hoarders of gold. \n'b' They are also known to poke out the eyes of those who cross them. \n'b' Fjallvaettir are people of their word; legend has it that a woman who helped a toad discovered later it was a fjallvaettir and had wealth beyond her wildest dreams \xe2\x80\xa6 so long as she kept what she saw a secret. The day she slipped up, mentioning her encounter, the fjallvaettir appeared and poked her eyes out as punishment.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Vaettr, Sjovaettir \n'b' Family: Vaettir \n'b' Huge fey (shapechanger), neutral \n'b' Armor Class 14 (natural armor) Hit Points 66 (7d12 + 21) Speed 10 ft., swim 50 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 16 (+3) INT: 12 (+1) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +3, Deception +6, Perception +3, Performance +6 Senses passive Perception 13 Languages Aquan, Common Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The sjovaettr can breathe air and water. \n'b' Emissary of the Sea . The sjovaettr can communicate simple ideas with amphibious and water-breathing beasts. They understand the meaning of its words, but it cannot understand them in return. \n'b' Innate Spellcasting . The sjovaettr\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 14, +4 to hit with spell attacks). It can cast the following spell, requiring only verbal components:\n'b'\n'b'\n'b' 1/day : augury , control weather , fog cloud \n'b'\n'b' Portent (3/day) . When the sjovaettr or a creature it can see makes an attack roll, a saving throw, or an ability check, the sjovaettr can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check. \n'b' Shapechanger . The sjovaettr can use its action to polymorph into a Medium humanoid or back into its true form, which is a fishhumanoid hybrid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' Actions \n'b'\n'b' Constrict . Melee Weapon Attack : +6 to hit, reach 10 ft., one creature. Hit : 13 (2d8 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 14) and pulled 5 feet toward the sjovaettr. Until this grapple ends, the target is restrained , the sjovaettr tries to drown it, and the sjovaettr can\xe2\x80\x99t constrict another target. \n'b' Drowning Hypnosis . The sjovaettr chooses one humanoid it can see within 150 feet of it. If the target can see the sjovaettr, the target must succeed on a DC 11 Wisdom saving throw or be magically charmed while the sjovaettr maintains concentration, up to 10 minutes (as if concentrating on a spell). The charmed target is incapacitated, and instead of holding its breath underwater, it tries to breathe normally and immediately runs out of breath, unless it can breathe water. If the charmed target is more than 5 feet away from the sjovaettr, the target must move on its turn toward the sjovaettr by the most direct route, trying to get within 5 feet. It doesn\xe2\x80\x99t avoid opportunity attacks. Before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the sjovaettr or drowning, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this sjovaettr\xe2\x80\x99s hypnosis for the next 24 hours. \n'b'\n'b' About \n'b' These beautiful merfolk are creatures of the sea and generally benevolent, but not to be trusted. They are sought after for their ability to foretell events of great importance. \n'b' They are fond of shapechanging into their humanoid forms, driving milk-white cattle over the dunes, or in early summer sea mists. Those who find them alluring and make the mistake of following a sjovaettir back into the water find that the beautiful maiden they thought was just wet and shivering from the cold can breathe water \xe2\x80\xa6 and they can\xe2\x80\x99t.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Vaettr, Skogvaettir \n'b' Family: Vaettir \n'b' Medium fey (shapechanger), neutral \n'b' Armor Class 11 (16 with barkskin ) Hit Points 22 (5d8) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 11 (+0) INT: 14 (+2) WIS: 15 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +4, Nature +4, Perception +4, Performance +6, Persuasion +6, Stealth +3, Survival +4 Condition Immunities charmed Senses darkvision 60 ft., passive Perception 14 Languages Elvish, Sylvan Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The skogvaettr\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15). The skogvaettr can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : druidcraft \n'b' 3/day each : bless , entangle , hunter\xe2\x80\x99s mark \n'b' 1/day each : barkskin , irresistible dance , pass without trace \n'b'\n'b' Magic Resistance . The skogvaettr has advantage on saving throws against spells and other magical effects. \n'b' Speak with Beasts and Plants . The skogvaettr can communicate with beasts and plants as if they shared a language. \n'b'\n'b' Actions \n'b'\n'b' Cow Tail . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 8 (1d6 + 5) bludgeoning and the target must make a DC 10 Constitution saving throw or be deafened for 1 minute. The target can make a Constitution save at the end of each of its turns to end the effect. \n'b' Draining Kiss . The skogvaettr kisses a creature charmed by it or a willing creature. The target must make a DC 10 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. \n'b' Fey Charm . The skogvaettr targets one humanoid that she can see within 30 feet of her. If the target can see the skogvaettr, it must succeed on a DC 15 Wisdom saving throw or be magically charmed . The charmed creature regards the skogvaettr as a trusted friend to be heeded and protected. Although the target isn\xe2\x80\x99t under the skogvaettr\xe2\x80\x99s control, it takes the skogvaettr\xe2\x80\x99s requests or actions in the most favorable way it can. Each time the skogvaettr or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the skogvaettr dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target\xe2\x80\x99s saving throw is successful, the target is immune to the skogvaettr\xe2\x80\x99s Fey Charm for the next 24 hours. The skogvaettr can have no more than one humanoid and up to three beasts charmed at a time. \n'b' Illusory Appearance . The skogvaettr covers herself and anything she is wearing or carrying with a magical illusion that makes her look like a beautiful creature of her general size and humanoid shape. The effect ends if the skogvaettr takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the skogvaettr could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence ( Investigation ) check to discern that the skogvaettr is disguised. \n'b'\n'b' About \n'b' Skogvaettir are beautiful to a fault, with one exception, they have a cow tail. Most hide these traits under skirts or other clothing, although it\xe2\x80\x99s not impossible for them to be spotted by astute observers. Even then, skogvaettir are benevolent protectors for those who show them the appropriate deference, and terrible to cross; skogvaettir are strong enough to bend horseshoes with their bare hands. \n'b' Skogvaettir have an insatiable lust for companionship and are known to kidnap those who catch their fancy. \n'b' As forest spirits, skogvaettir have difficulty hiding their true natures. Anyone who pays careful attention will note that she appears as a hollowed-out log from behind (should her illusion fail her).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'V\xc3\xa6ttir \n'b' Family: Vaettir \n'b' Medium undead , lawful evil \n'b' Armor Class 15 (chain shirt) Hit Points 97 (13d8 + 39) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Wis +3 Damage Immunities necrotic, poison Condition Immunities charmed , frightened , poisoned Senses truesight 30 ft., darkvision 60 ft., passive Perception 11 Languages the languages it knew in life Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Grave Goods Sense . The v\xc3\xa6ttir can pinpoint the location of creatures wearing or carrying one of the v\xc3\xa6ttir\xe2\x80\x99s personal items or grave goods within 60 feet of it, and the v\xc3\xa6ttir can sense the general direction of its personal items and grave goods within 1 mile of it. \n'b' Rejuvenation . A destroyed v\xc3\xa6ttir gains a new body in 24 hours, regaining all its hp and becoming active again. The new body forms in a random unoccupied space within 100 feet of where it fell. This trait doesn\xe2\x80\x99t function if the v\xc3\xa6ttir is put to rest (typically by returning its remains to its burial mound). \n'b' Sunlight Sensitivity . While in sunlight, the v\xc3\xa6ttir has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. \n'b' Undead Nature . The v\xc3\xa6ttir doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The v\xc3\xa6ttir can use its Disorienting Gaze. It then makes two V\xc3\xa6ttir\xe2\x80\x99s Greataxe or Necrotic Bolt attacks. \n'b' V\xc3\xa6ttir\xe2\x80\x99s Greataxe . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (1d12 + 5) slashing damage plus 4 (1d8) necrotic damage. \n'b' Necrotic Bolt . Ranged Spell Attack : +4 to hit, range 120 ft., one target. Hit : 15 (3d8 + 2) necrotic damage. \n'b' Disorienting Gaze . The v\xc3\xa6ttir locks eyes with one creature it can see within 30 feet of it. The target must succeed on a DC 15 Charisma saving throw or be incapacitated for 1 minute. While incapacitated , the creature moves in a random direction when it moves. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the v\xc3\xa6ttir\xe2\x80\x99s Disorienting Gaze for the next 24 hours. \n'b' Corpse Breath (Recharge 5\xe2\x80\x936) . The v\xc3\xa6ttir spews forth a 15?foot cone of putrid gas. Each creature in the area must make a DC 15 Constitution saving throw. On a failure, a creature takes 21 (6d6) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned . A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' The creature\xe2\x80\x99s blue-black skin is stretched taut over its bones, and its lips are drawn back in a cruel grimace. It holds a bronze axe high over its head, and its eyes glow an icy blue. \n'b' Servants of the Land . Servants of the land, v\xc3\xa6ttir haunt those who disrespect the wild or ancient laws and traditions.\xc2\xa0Regardless of where they\xe2\x80\x99re found, v\xc3\xa6ttir always wear ancient mail and carry bronze axes. \n'b' Jealous and Wrathful . A wrathful v\xc3\xa6ttir rises from its burial mound when its grave goods are stolen or when it is disrespected. V\xc3\xa6ttir jealously guard both honor and treasures, and they may be relentless enemies over matters as small as an accidental word or a single coin. \n'b' Dangerous Helpers . V\xc3\xa6ttirs will answer a summons for aid by descendants or nearby villages. Summoned v\xc3\xa6ttir wander into longhouses or taverns and sit down beside those who call them, ready to serve. However, there\xe2\x80\x99s always a price, and a v\xc3\xa6ttir\xe2\x80\x99s help is often more than bargained for.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Valkruung \n'b' Tiny monstrosity , chaotic neutral \n'b' Armor Class 13 \n'b' Hit Points 22 (4d6 + 8) \n'b' Speed 25 ft., climb 20 ft.\n'b' STATS STR: 8 (\xe2\x80\x931) DEX: 16 (+3) CON: 14 (+2) INT: 5 (\xe2\x80\x933) WIS: 12 (+1) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Sleight of Hand +5, Stealth +5 \n'b' Senses darkvision 60 ft., passive Perception 11 \n'b' Languages Common, Goblin \n'b' Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Prehensile Tendrils . The valkruung has 10 shiny blue-gray tendrils that constantly grab at things in the environment. Each tendril can pick up or hold a Tiny object, such as a coin or piece of jewelry, that isn\xe2\x80\x99t being worn or carried. If it uses all 10 of its tendrils, the valkruung can carry a single Small object, such as a backpack. The valkruung can use its tendrils to interact with objects, but it can\xe2\x80\x99t use them to wield a weapon. It has advantage on Dexterity ( Sleight of Hand ) checks when using its tendrils and can use its tendrils to disarm opponents (see the Disarming Tendrils reaction ). \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target suffers an itchy rash, and, at the start of each of its turns, it must succeed on a DC 13 Wisdom saving or spend its action furiously scratching the rash. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' REACTIONS \n'b'\n'b' Disarming Tendrils . When a creature the valkruung can see targets it with a melee weapon attack , the attacker must succeed on a DC 13 Dexterity saving throw or its weapon is knocked out of its grasp into a random unoccupied space within 5 feet of the attacker. The valkruung can\xe2\x80\x99t use this reaction against attackers wielding a heavy or two-handed weapon. \n'b'\n'b' ABOUT \n'b' Standing only a few feet tall, this odd simian creature has charcoal-colored skin and glowing eyes. Thin, blue-gray tendrils cover almost every inch of its body, and it smells faintly of burnt honey. \n'b' Incorrigible Kleptomaniacs . Few creatures cause as much annoyance to shopkeepers, merchants, and farmers as the valkruung, a tiny monkey-like creature covered in grasping tendrils that lurks atop roofs and clambers through trees, looking for food and objects to steal. Attracted to anything that glitters, jangles, or just plain smells nice, the valkruung steals anything regardless of its actual worth. Valkruungs snatch purses from unsuspecting passersby and fruit and bread from vendors to take back to their lairs. They steal objects they don\xe2\x80\x99t need and refuse to return them, running off while snickering wildly. \n'b' Shrines of Riches . Anything a valkruung steals and doesn\xe2\x80\x99t eat is placed in a central location in its nest, often around an existing statue, altar, or other large object. Eventually, this object becomes covered in a variety of clutter, some of which may be valuable. A valkruung treats all of its objects equally and attacks anyone who tries to take something from the pile. \n'b' Den of Thieves . Valkruungs are social creatures and live in groups of ten to twenty. The job of child-rearing is shared by all members of the group equally, and young valkruungs spend the first parts of their lives carried around on various adults\xe2\x80\x99 backs, where the adults\xe2\x80\x99 tendrils keep them safe. Valkruungs are more intelligent than they appear and have a rudimentary grasp of language, typically insults that have been hurled their way.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bilby \n'b' Tiny beast , unaligned \n'b' Armor Class 10 \n'b' Hit Points 2 (1d4) \n'b' Speed 30 ft., burrow 5 ft.\n'b' STATS STR: 6 (-2) DEX: 10 (+0) CON: 10 (+0) INT: 2 (-4) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shadow Camouflage . The bilby has advantage on Dexterity ( Stealth ) checks made while in dim light or darkness . \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b'\n'b' ABOUT \n'b' Often called rabbit-eared bandicoots, bilbies are rarely seen directly. They are commonly treated as a pest by Underworld and desert travelers as they enjoy rummaging in unattended packs and tents for food.'}