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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon, Guardian \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: 18 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 15 Languages Abyssal, telepathy 120 ft. Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Magic Resistance . The demon has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The demon\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . The demon makes three attacks: one with its bite and two with it claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (3d6 + 4) slashing damage. \n'b' Flame Breath (Recharge 5-6) . The demon exhales fire in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' This entity resembles a large bipedal bear-like creature with upward curving horns, elongated fangs, and blackish-gray fur. Its hands end in eagle-like talons. \n'b' A guardian demon is summoned to the Material Plane by a spellcaster with the task of guarding an area or treasure. These demons vary in size and appearance, though most resemble large bears, wild cats, or apes with added demonic characteristics (horns, elongated fangs and nails, and so on). Despite its varying appearance and form, the guardian demon is a dangerous adversary. \n'b' A typical guardian demon stands 9 feet tall and weighs about 800 pounds. \n'b' A guardian demon only initiates combat if the area it is guarding is entered or the treasure it is watching over is disturbed. Though guardian demons can move both upright and on all fours, it always fights in a bipedal stance. When engaged in combat, it may move freely, but never leaves the area it is guarding. A guardian demon attacks using its breath weapon, bite, and claws. It defends the area it is tied to until either it or its opponents are dead.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Valkyrie \n'b' Medium celestial , neutral \n'b' Armor Class 18 (chain mail, shield) Hit Points 112 (15d8 + 45) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 16 (+3) INT: 12 (+1) WIS: 19 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +12, Dexterity +12, Constitution +11, Intelligence +5, Wisdom +8, Charisma +12 Skills Perception +8 Damage Resistances acid, cold, fire, lightning, thunder Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities frightened Senses truesight 60 ft., passive Perception 18 Languages Common, Dwarvish, Giant, and see Gift of Tongues Challenge 11 (7,200 XP) \n'b' Special Traits \n'b'\n'b' Asgardian Weapons . The valkyrie\xe2\x80\x99s weapon attacks are magical. When she hits with any weapon, it does an extra 11 (2d10) radiant damage (included in attacks listed below). \n'b' Cloak of Doom . Any living creature that starts its turn within 60 feet of a valkyrie senses her unsettling presence and must succeed on a DC 16 Charisma saving throw or be frightened for 1d4 rounds. Those who succeed are immune to the effect for 24 hours. The valkyrie can suppress this aura at will. \n'b' Gift of Tongues . Valkyries become fluent in any language they hear spoken for at least 1 minute, and they retain this knowledge forever. \n'b' Innate Spellcasting . The valkyrie\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : bane , bless , invisibility , sacred flame, spare the dying, speak with animals , thaumaturgy \n'b' 5/day each : gentle repose , healing word , warding bond \n'b' 3/day each : beacon of hope , mass healing word , revivify \n'b' 1/day each : commune, death ward , freedom of movement , geas \n'b'\n'b' Actions \n'b'\n'b' Longsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage if used with two hands, plus 11 (2d10) radiant damage. \n'b' Spear . Melee or Ranged Weapon Attack : +8 to hit, reach 10 ft. or range 20/60 ft., one target. Hit : 7 (1d6 + 4) piercing damage or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack , plus 11 (2d10) radiant damage. \n'b'\n'b' Legendary Actions \n'b' A valkyrie can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature\xc2\x92s turn. A valkyrie regains spent legendary actions at the start of her turn. \n'b'\n'b' Cast a Cantrip . The valkyrie casts one spell from her at will list. \n'b' Spear or Longsword Attack . The valkyrie makes one longsword or spear attack . \n'b' Harvest the Fallen (Costs 2 Actions) . A valkyrie can take the soul of a newly dead body and bind it into a weapon or shield. Only one soul can be bound to any object. Individuals whose souls are bound can\xe2\x80\x99t be raised by any means short of a wish or comparable magic. A valkyrie can likewise release any soul that has been bound by another valkyrie, or transfer a bound soul from one object to another. Once bound, the soul grants the item a +1 bonus for every 4 character levels of the soul (maximum of +3), and this replaces any other magic on the item. At the GM\xe2\x80\x99s discretion, part of this bonus can become an appropriate special quality (a fire giant\xe2\x80\x99s soul might create a flaming weapon, for example).'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Valkyrie \n'b' Medium celestial , neutral \n'b' Armor Class 20 (bernie and shield) Hit Points 102 (12d8 + 48) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 17 (+3) WIS: 20 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +9, Charisma +9 Skills Animal Handling +9, Arcana +7, Insight +9, Intimidation +9, Nature +7, Perception +9, Persuasion +9, Religion +7, Survival +9 Damage Immunities lightning, thunder Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened Senses darkvision 60 ft., passive Perception 19 Languages Celestial, Common Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Consume Life . As a bonus action, the valkyrie can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 16 Constitution saving throw against this magic or die. If the target dies, the valkyrie regains 10 (3d6) hit points . \n'b' Illumination . The valkyrie sheds bright light in a 10-foot radius and dim light for an additional 10 feet. \n'b' Innate Spellcasting . The valkyrie\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The valkyrie can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : command (as a 2nd-level spell), detect evil and good \n'b' 3/day each : bestow curse , call lightning , contagion \n'b' 1/day : control weather \n'b'\n'b' Magic Resistance . The valkyrie has advantage on saving throws against spells and other magical effects. \n'b' Mount . If the valkyrie isn\xe2\x80\x99t mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided the valkyrie and its mount are on the same plane of existence. When it teleports, the valkyrie appears astride the mount along with any equipment it is wearing or carrying. While mounted and not incapacitated, the valkyrie can\xe2\x80\x99t be surprised, and both it and its mount gain advantage on Dexterity saving throws. If the valkyrie is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well. \n'b' Pack Tactics . The valkyrie has advantage on an attack roll against a creature if at least one of the valkyrie\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Speak with Beasts and Plants . The valkyrie can communicate with beasts as if they and the valkyrie shared a language. \n'b' Actions \n'b' Multiattack . The valkyrie makes two melee attacks . It also uses Battlefield Inspiration. \n'b' +1 Rune Atgeir . Melee or Ranged Weapon Attack : +8 to hit, reach 5 ft. or 20/60 ft., one target. Hit : 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands. \n'b' Battlefield Inspiration . The valkyrie chooses up to three creatures it can see within 30 feet of it. Until the end of the valkyrie\xe2\x80\x99s next turn, each target can add a d4 to its attack rolls and saving throws. \n'b' About \n'b' This glowing female warrior rides forth on a flying steed, swooping up the souls of the worthy slain. \n'b' Valkyries appear in great battles and, if directed by Odin, can aid warriors in need. Valkyries are known to enter Midgard for a variety of purposes on missions for the Aesir, and more than one has fallen in love with a mortal, thereby giving up her celestial status. Valkyries wear byrnies and wield spears in battle, riding einhests to meet their foes. They are sometimes accompanied by vedfolnir on missions, and some even ride garms in combat. As warrior-maidens of Odin, they are invulnerable to lightning and thunder; the skies are their domain, and the weather bows to their will. Valkyries know the secrets of runes and use them to good effect; more than one mortal has learned a new rune at the feet of a valkyrie.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Valkyrie \n'b' Medium celestial , neutral \n'b' Armor Class 18 (chain mail, shield) Hit Points 150 (20d8 + 60) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 16 (+3) INT: 12 (+1) WIS: 19 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +11, Int +5, Wis +8, Cha +12 Skills Perception +8 Damage Resistances acid, cold, fire, lightning, thunder Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities frightened , poisoned Senses truesight 60 ft., passive Perception 18 Languages all, telepathy 60 ft. Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Valor . Friendly creatures wielding weapons within 30 feet of the valkyrie have advantage on weapon attack rolls and ability checks. At the start of each of its turns, the valkyrie can choose to exclude any number of friendly creatures from this aura (no action required). \n'b' Immortal Nature . The valkyrie doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Magic Resistance . The valkyrie has advantage on saving throws against spells and other magical effects. \n'b' Radiant Weapons . The valkyrie\xe2\x80\x99s weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 16 (3d10) radiant damage (included in the attack). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The valkyrie can use its Gaze of Doom. It then makes two Longsword attacks and one Spear attack , or it makes three Radiant Bolt attacks. \n'b' Longsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 16 (3d10) radiant damage. \n'b' Spear . Melee or Ranged Weapon Attack : +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack , plus 16 (3d10) radiant damage. \n'b' Radiant Bolt . Ranged Spell Attack : +8 to hit, range 120 ft., one target. Hit : 26 (4d10 + 4) radiant damage. \n'b' Gaze of Doom . The valkyrie\xe2\x80\x99s gaze foretells a doomed fate for one creature the valkyrie can see within 60 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be frightened 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' Healing Touch (4/Day) . The valkyrie touches another creature. The target magically regains 21 (6d6) hp and is freed from any curse, disease, poison, blindness, or deafness. \n'b'\n'b' REACTIONS \n'b'\n'b' Ascension . When a friendly creature the valkyrie can see and within its Aura of Valor is reduced to 0 hp while engaged in melee combat, the valkyrie can reincarnate the creature as a gladiator. If the gladiator reduces at least three creatures to 0 hp within 1 minute of its reincarnation, it transforms into an einherjar . The valkyrie can provide ascension to up to two creatures each hour with this reaction . \n'b'\n'b' ABOUT \n'b' These warrior women, armed with cruel-looking swords, sit astride massive winged wolves. Each of them is as beautiful, graceful, and fierce as a well-honed war axe. \n'b' Choosers of the Slain . Valkyries are sent by Odin to decide the course of battles and harvest the souls of brave fallen warriors. Riding winged wolves (use the statistics of a winter wolf with a flying speed of 80 feet and a neutral alignment), they visit battlefields to do their master\xe2\x80\x99s will, surrounded by crows and ravens. Valkyries remain hidden among the ravens during these missions, acting only when fate decrees. \n'b' Love Battle . Valkyries love battle and bloodshed, and their presence on the battlefield inspires warriors to great acts of valor and heroism. \n'b' Neutral Parties . Valkyries seldom interfere in mortal affairs, save to ensure the proper course of battles. When duty demands, as a punishment, or when they fall in love, a valkyrie may wander the mortal world.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Valkyrie \n'b'\n'b' Medium celestial , lawful neutral \n'b' Armor Class 19 (natural armor, shield) Hit Points 105 (14d8 + 42) Speed 30 ft., fly 90 ft.\n'b' STATS STR: 17 (+3) DEX: 18 (+4) CON: 16 (+3) INT: 13 (+1) WIS: 18 (+4) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +8, Charisma +9 Skills Insight +8, Perception +8 Damage Resistances acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, poison Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 60 ft., passive Perception 18 Languages celestial, common, telepathy 90 ft. Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Divine Weapons . The valkyrie\xe2\x80\x99s weapon attacks are magical. When the valkyrie hits with her spear, the weapon deals an additional 2d8 radiant damage (included in the attack). \n'b' Innate Spellcasting . The valkyrie\xe2\x80\x99s spellcasting ability is Charisma (spell save 17). The valkyrie can innately cast the following spells, requiring only verbal components:\n'b'\n'b' At Will : aid , deathwatch, gentle repose , tongues \n'b' 3/Day each : call lightning , death ward , geas , plane shift (self and mount only) \n'b' 1/Day each : heal , heroes\xe2\x80\x99 feast, planar ally \n'b'\n'b' Magic Resistance . The valkyrie has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The valkyrie makes two melee attacks . \n'b' Spear . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing plus 9 (2d8) radiant damage. \n'b' Thrown Spear . Ranged Weapon Attack : +8 to hit, range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing plus 9 (2d8) radiant damage. The spear returns at the end of the valkyrie\xe2\x80\x99s turn. \n'b' Choose the Slain . A valkyrie can draw the soul from a newly dead body and store it within her spear for transport to the soul\xe2\x80\x99s place of final rest. Once the soul resides in the valkyrie\xe2\x80\x99s spear, nothing short of a deity\xe2\x80\x99s direct intervention, including resurrection and wish , can return the deceased to life. The dead creature must be willing to have its soul taken. If the creature proves unwilling, this ability has no effect. \n'b' Reactions \n'b' Holy Zeal . The valkyrie can add her Charisma bonus to her armor class.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vallowex \n'b' Large aberration , chaotic neutral \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 123 (13d10 + 52) \n'b' Speed 30 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 18 (+4) INT: 5 (\xe2\x80\x933) WIS: 12 (+1) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +4 \n'b' Skills Perception +4, Stealth +6 \n'b' Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The vallowex can breathe air and water. \n'b' Aura of Thirst . At the start of each of the vallowex\xe2\x80\x99s turns, each creature within 30 feet of it must succeed on a DC 15 Constitution saving throw or have disadvantage on its next attack roll or ability check as a gnawing thirst distracts it. For each minute a creature stays in the vallowex\xe2\x80\x99s aura, it gains one level of exhaustion from dehydration. A level of exhaustion is removed if the creature uses an action to drink 1 pint of water. A vallowex is immune to its own Aura of Thirst as well as the auras of other vallowexes. \n'b' Underwater Camouflage . The vallowex has advantage on Dexterity ( Stealth ) checks made while underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The vallowex makes two attacks: one with its spiked tongue and one with its tail. \n'b' Spiked Tongue . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 14 (2d8 + 5) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained , and the vallowex can\xe2\x80\x99t use its spiked tongue against another target. \n'b' Tail . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage. \n'b' Swallow . The vallowex makes one spiked tongue attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. The swallowed target is blinded and restrained , it has total cover against attacks and other effects outside the vallowex, and it takes 10 (3d6) acid damage at the start of each of the vallowex\xe2\x80\x99s turns. The vallowex can have only one creature swallowed at a time. If the vallowex takes 15 damage or more on a single turn from the swallowed creature, the vallowex must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the vallowex. If the vallowex dies, the swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone . \n'b' Release Eggs (1/Week) . A vallowex can release a 40-foot-radius cloud of microscopic eggs into a body of water it touches. The eggs live for 1 hour. Any humanoid or beast that drinks the eggs must succeed on a DC 15 Constitution saving throw or be infected with a disease\xe2\x80\x94a vallowex tadpole. A host can carry only one vallowex tadpole to term at a time. While diseased, the host must make a DC 15 Constitution saving throw at the end of each long rest. On a failed save, the host\xe2\x80\x99s Strength score is reduced by 1d4. This reduction lasts until the host finishes a long rest after the disease is cured. If the host\xe2\x80\x99s Strength score is reduced to 0, the host dies, and a vallowex emerges from the corpse. If the host succeeds on three saving throws or the disease is magically cured, the unborn tadpole disintegrates. \n'b'\n'b' ABOUT \n'b' A creature with two legs and a flat tail emerges from the water. Its wide mouth opens, revealing a spiked tongue. \n'b' Luring with Thirst . The vallowex haunts woodland rivers, luring in prey with its thirst-inducing aura. When a creature stops to drink, the vallowex attacks and drags the creature into the water to feast. \n'b' Reproduce through Hosts . Vallowexes release eggs into potable water. After a creature drinks the eggs, a tadpole hatches in its stomach. The tadpole slowly consumes the host from the inside out, emerging as a vallowex when the host dies.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vampire Bat \n'b' Small beast , unaligned \n'b' Armor Class 12 Hit Points 22 (4d6 + 8) Speed 10 ft., fly 40 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 14 (+2) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +4 Skills Stealth +4 Senses blindsight 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Echolocation . The vampire bat can\xe2\x80\x99t use its blindsight while deafened. \n'b' Keen Hearing . The vampire bat has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Actions \n'b' Blood Drain . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (2d4) necrotic damage, and the vampire bat attaches to the target. While attached, the vampire bat doesn\xe2\x80\x99t attack. Instead, at the start of each of the vampire bat\xe2\x80\x99s turns, the target loses 5 (2d4) hit points due to blood loss. The vampire bat regains hit points equal to the hit points the target loses. The vampire bat can detach itself by spending 5 feet of its movement. It does so after it drains 15 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the vampire bat by succeeding on a DC 12 Strength check.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vampire, Pact \n'b' Medium undead , any evil \n'b' Armor Class 16 (natural armor) Hit Points 178 (17d8 + 102) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 16 (+3) CON: 22 (+6) INT: 17 (+3) WIS: 15 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con +11, Wis +7, Cha +10 Skills Perception +7, Persuasion +10, Stealth +8 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 17 Languages the languages it knew in life Challenge 15 (13,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Sense . The pact vampire can pinpoint the location of creatures that aren\xe2\x80\x99t Constructs or Undead within 60 feet of it and can sense the general direction of such creatures within 1 mile of it. \n'b' Legendary Resistance (3/Day) . If the pact vampire fails a saving throw, it can choose to succeed instead. \n'b' Poisonous Blood . A creature that hits the pact vampire with a melee attack while within 5 feet of it takes 7 (2d6) poison damage. \n'b' Regeneration . The pact vampire regains 25 hp at the start of its turn if it has at least 1 hp and isn\xe2\x80\x99t in sunlight. If the vampire takes radiant damage or damage from holy water, this trait doesn\xe2\x80\x99t function at the start of the vampire\xe2\x80\x99s next turn. \n'b' Undead Nature . The pact vampire doesn\xe2\x80\x99t require air. \n'b'\n'b' Vampire Weaknesses . The pact vampire has the following flaws: \n'b' Stake to the Heart . If a piercing weapon made of wood is driven into the vampire\xe2\x80\x99s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. \n'b' Sunlight Hypersensitivity . The vampire takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The pact vampire makes three Claw attacks. \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage plus 13 (3d8) poison damage. \n'b' Call Blood . The pact vampire draws the blood out of a bleeding creature\xe2\x80\x99s body, where it flows through the air into the vampire\xe2\x80\x99s mouth. One creature the vampire can see within 60 feet of it that doesn\xe2\x80\x99t have all its hp and isn\xe2\x80\x99t a Construct or Undead must succeed on a DC 18 Constitution saving throw or take 22 (4d10) necrotic damage, and its hp maximum is reduced by that amount. The vampire regains hp equal to half the damage dealt. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. \n'b' Charm . One Humanoid the vampire can see within 30 feet of it must succeed on a DC 18 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the vampire\xe2\x80\x99s verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on itself on a success. If the target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to this vampire\xe2\x80\x99s Charm for the next 24 hours. The vampire can have only one target charmed at a time. If it charms another, the effect on the previous target ends. \n'b' Children of the Lower Planes (1/Day) . The pact vampire magically calls 2d4 dretches, 1d4 imps, or 1 bearded devil. The called Fiends arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The Fiends remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The pact vampire 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 vampire regains spent legendary actions at the start of its turn. \n'b'\n'b' Move . The pact vampire moves up to its speed without provoking opportunity attacks. \n'b' Call Blood (Costs 2 Actions) . The pact vampire uses Call Blood. \n'b' Spread Poison (Costs 2 Actions) . The pact vampire\xe2\x80\x99s blood briefly turns into a mist around it. Each creature within 15 feet of the vampire must succeed on a DC 18 Constitution saving throw or take 14 (4d6) poison damage and be poisoned until the end of its next turn. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing a pact vampire\xe2\x80\x99s lair is warped by its presence, which creates one or more of the following effects. \n'b'\n'b' Hemophilia . Creatures bleed more easily within 3 miles of the lair, causing even the slightest scratch to bleed a little longer than usual. \n'b' Overcast Skies . The area within 6 miles of the lair is perpetually overcast with bits of moonlight peeking through the thick clouds on nights important to the vampire or its patron. \n'b' Thinned Veil . The veil between the Material Plane within 1 mile of the lair and the vampire\xe2\x80\x99s patron\xe2\x80\x99s home plane is thinned. Conjuration spells that pull from the patron\xe2\x80\x99s home plane are more potent and last longer, and planar travel between the Material Plane and the patron\xe2\x80\x99s home plane is easier. If the pact vampire dies, these effects fade over the course of 1d10 days. \n'b'\n'b' ABOUT \n'b' Needing to be near civilization for ready access to the blood its patron craves, a pact vampire dwells in a city\xe2\x80\x99s catacombs, sewers, or other underground complex with easy access to the city\xe2\x80\x99s streets at night. Pact vampires often lead secret cults within the city, building its patron\xe2\x80\x99s followers while drinking in the blood of the victims the cult brings to it. Due to the pact vampire\xe2\x80\x99s more direct link to the patron than many warlocks, the lair takes on aspects of the patron and is subtly shaped by the patron\xe2\x80\x99s will, filling the lair with hellish heat, eldritch lights, sourceless screams, and similar effects pleasing to that particular patron. \n'b' Blood flows up the slain man\xe2\x80\x99s body, defying gravity as it makes its way into the skin and fanged maw of this wild-haired vampire. \n'b' Pact warlocks seek transformation into a vampire while blessed by a patron of blood, destruction, or undead. The pact vampire\xe2\x80\x99s thirst for blood is so all-consuming that it can draw the blood of others through the air to its open maw. \n'b' Blood Line . The patron\xe2\x80\x99s blessing frees the warlock from some of a vampire\xe2\x80\x99s weaknesses, but it also secures a magical line of blood and life energy between the warlock and the patron. This drives the warlock to wantonly shed and drink blood, fueling the patron with each drop. A pact vampire must feed blood to its patron weekly by shedding the blood of other creatures and absorbing that blood into its body. A pact vampire that forgets or refuses to shed blood for its patron begins to lose vitality, steadily becoming more gaunt until it withers into a mindless, skincovered skeleton under the patron\xe2\x80\x99s control. \n'b' Transformed Vampires . Not all pact vampires start as living warlocks. Some vampires choose to make a pact with a foul power to diminish some of its weaknesses and to gain more control over its own blood and the blood of others. Such vampires transform into pact vampires, giving up some of their autonomy for greater power and safety from running water and sunlight. Regardless of how it initially transformed, a pact vampire can\xe2\x80\x99t change its form like a standard vampire, relying on its followers and its patron\xe2\x80\x99s power to ensure its safe exit from dangerous situations. \n'b' Poisonous Blood . A pact vampire\xe2\x80\x99s blood is tainted by its enhanced magical connection to its patron, and when introduced to living creatures, the vampire\xe2\x80\x99s blood causes the creature\xe2\x80\x99s blood to flow more freely. Pact vampires coat their claws in this blood to better subdue and sup from bleeding victims. \n'b' Particularly brave alchemists have attempted to harvest pact vampire blood for use in treating diseases related to thick or sluggish blood, but few survive the attempt.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ancient Vampire \n'b' Family: Vampires \n'b' Medium undead (shapechanger), lawful evil \n'b' Armor Class 17 (natural armor), or 19 in abomination form Hit Points 285 (30d8 + 150) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 20 (+5) CON: 20 (+5) INT: 19 (+4) WIS: 22 (+6) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +12, Dex +12, Con +12, Cha +12 Skills Perception +13, Stealth +12 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 120 ft., passive perception 23 Languages the languages it knew in life Challenge 21 (33,000 XP) \n'b' Special Traits \n'b'\n'b' Shapechanger . If the ancient isn\xe2\x80\x99t in sunlight, it can use its action to polymorph into a Tiny bat , a Medium wolf, a Medium cloud of mist, a Large abomination, or back into its true form. While in bat form, the ancient can\xe2\x80\x99t speak, its walking speed is 5 feet, and it has a flying speed of 40 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in wolf form, the ancient can\xe2\x80\x99t speak and its walking speed is 40 feet. Its statistics, other than its speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the ancient can\xe2\x80\x99t take any actions , speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter other creature\xe2\x80\x99s spaces and stop there. In addition, it can pass through any space that air can pass through, without squeezing, but cannot pass through water. It is immune to all nonmagical damage, other than radiant damage from sunlight. While in abomination form, the ancient has advantage on Strength checks and saving throws, resistance to all damage types except fire, force, psychic, and radiant damage, as well as acid damage from holy water, and a fly speed of 40 feet. Anything it is wearing transforms with it, but nothing it is carrying does. \n'b' Legendary Resistance (3/Day) . If the ancient fails a saving throw, it can choose to succeed instead. \n'b' Misty Escape . When the ancient drops to 0 hit points while outside its resting place, it transforms into mist form instead of falling unconscious, provided that it isn\xe2\x80\x99t in sunlight or running water. If it can\xe2\x80\x99t transform, it is destroyed. While it has 0 hit points in mist form, it can\xe2\x80\x99t revert to vampire form, and it must reach its resting place within 1 hour, or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points , it regains 1 hit point. \n'b' Regeneration . The ancient regains 30 hit points at the start of its turn if it has at least 1 hit point, isn\xe2\x80\x99t in sunlight or running water or a piercing weapon made of wood isn\xc2\x92t embedded in its heart. If the ancient takes radiant damage, or damage from holy water, this trait doesn\xe2\x80\x99t function at the start of the ancient\xe2\x80\x99s next turn. \n'b' Vampire Weaknesses . The ancient has the following flaws:\n'b'\n'b'\n'b' Stake to the Heart . The ancient is paralyzed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. It remains paralyzed , and cannot regain hit points , until the stake is removed. \n'b' Sunlight Hypersensitivity . The ancient takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. \n'b' Spider Climb . The ancient 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 (Vampire or Abomination Form Only) . The ancient makes three attacks, only one of which can be a bite. \n'b' Unarmed Strike (Vampire Form Only) . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) bludgeoning damage. Instead of dealing damage, the ancient can choose to grapple the target (escape DC 20). \n'b' Bite ( Bat , Wolf, Abomination or Vampire Form Only) . Melee Weapon Attack : +12 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the ancient or one of the ancient\xc2\x92s allies, incapacitated, or restrained in bat or vampire form, or one target in abomination or wolf form. Hit : 8 (1d6 + 5) piercing damage, plus 14 (4d6) necrotic damage, or 14 (2d8 + 5) piercing damage, plus 21 (6d6) necrotic damage in abomination form. The target\xe2\x80\x99s hit point maximum is reduced by a number equal to the necrotic damage taken, and the ancient regains an equal number of hit points . This reduction lasts until the creature finishes a long rest . If the creature\xe2\x80\x99s hit point maximum is reduced to 0 by this effect, the creature dies. A humanoid slain this way, and then buried in the ground, rises the following night as a vampire spawn under the ancient\xe2\x80\x99s control. \n'b' Claws (Abomination Form Only) . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) slashing damage, and the target is grappled (escape DC 20). \n'b' Charm . The ancient targets one humanoid it can see within 30 feet of it. If the target can see the ancient, the target must succeed on a DC 18 Wisdom saving throw against this magic, or be charmed by the ancient. The charmed target regards the ancient as a trusted friend to be heeded and protected. Although the target isn\xe2\x80\x99t under the ancient\xc2\x92s control, it takes the ancient\xe2\x80\x99s requests or actions in the most favorable way it can, and it is a willing target for the ancient\xc2\x92s bite attack . Each time the ancient, or the ancient\xc2\x92s 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 ancient is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. \n'b' Summon Pack (1/Night) . The ancient magically calls 2d4 swarms of bats or rats, provided that the sun isn\xe2\x80\x99t up. While outdoors, the ancient can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the ancient and obeying its spoken commands. The beasts remain for 1 hour, until the ancient dies, or until the ancient dismisses them as a bonus action. \n'b'\n'b' Reactions \n'b'\n'b' Deflect Missile (Vampire Form Only) . In response to being hit by a ranged weapon attack , the ancient deflects the missile. The damage it takes from the attack is reduced by 3d10 + 5. If the damage is reduced to 0, the ancient catches the missile, if it\xe2\x80\x99s small enough to hold in one hand and the vampire has a hand free. If a missile the ancient caught this way is nonmagical, the ancient can then automatically break the missile, making it unusable. \n'b'\n'b' Legendary Actions \n'b' The ancient 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 ancient regains spent legendary actions at the start of its turn. \n'b'\n'b' Move . The ancient moves up to its speed, without provoking opportunity attacks. \n'b' Strike . The ancient makes an unarmed strike or claws attack . \n'b' Bite (Costs 2 Actions) . The ancient makes a bite attack . \n'b' Change (Costs 2 Actions) . The ancient uses its Shapechange ability. \n'b'\n'b' About \n'b' A vampire simply does not attain the great age necessary to be counted as truly ancient without a frightening combination of intelligence, cunning, and deadly skill. While they can appear as normal, living beings, as all vampires can, many choose to embrace their monstrous nature, appearing as an unholy fusion of human , bat , and demonic other.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vampire Lord \n'b' Family: Vampires \n'b' Medium undead , lawful evil \n'b' Armor Class 18 (plate) Hit Points 144 (17d8 + 68) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 17 (+3) WIS: 20 (+5) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +9, Wisdom +10, Intelligence +8, Charisma +9 Skills Perception +10, Stealth +9 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 120 ft., passive Perception 20 Languages Common, Celestial Challenge 15 (13,000 XP) \n'b' Special Traits \n'b'\n'b' Shapechanger . If the vampire lord isn\xe2\x80\x99t in sunlight or running water, he can use his action to polymorph into a Tiny bat or a Medium cloud of mist, or back into his true form. While in bat form, the vampire lord can\xe2\x80\x99t speak, his walking speed is 5 feet, and he has a flying speed of 30 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies. While in mist form, the vampire lord can\xe2\x80\x99t take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature\xe2\x80\x99s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and he can\xe2\x80\x99t pass through water. He has advantage on Strength , Dexterity , and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight. \n'b' Legendary Resistance (3/day) . If the vampire lord fails a saving throw, he can choose to succeed instead. \n'b' Misty Escape . When he drops to 0 hit points outside his resting place, the vampire lord transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn\xe2\x80\x99t in sunlight or running water. If he can\xe2\x80\x99t transform, he is destroyed. While he has 0 hit points in mist form, he can\xe2\x80\x99t revert to his vampire form, and he must reach his resting place within 2 hours or be destroyed. Once in his resting place, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his resting place with 0 hit points, he regains 1 hit point. \n'b' Regeneration . The vampire lord regains 20 hit points at the start of his turn if he has at least 1 hit point and isn\xe2\x80\x99t in sunlight or running water. If he takes radiant damage or damage from holy water, this trait doesn\xe2\x80\x99t function at the start of his next turn. \n'b' Spider Climb . The vampire lord can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Vampire Weaknesses . The vampire lord has the following flaws: Forbiddance . The vampire lord can\xe2\x80\x99t enter a residence without an invitation from one of the occupants. \n'b' Harmed by Running Water . The vampire lord takes 20 acid damage if he ends his turn in running water. \n'b' Stake to the Heart . If a piercing weapon made of wood is driven into the vampire lord\xe2\x80\x99s heart while he is incapacitated in his resting place, the vampire lord is paralyzed until the stake is removed. \n'b' Sunlight Hypersensitivity . The vampire lord takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks. \n'b' Spellcasting . The vampire lord is an 11th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). He can cast the following spells:\n'b'\n'b'\n'b' Cantrips (at will) : guidance , resistance , sacred flame , thaumaturgy \n'b' 1st level (4 slots) : bane , bless , cure wounds , detect magic , inflict wounds \n'b' 2nd level (3 slots) : blindness/deafness , enhance ability , hold person , silence , spiritual weapon \n'b' 3rd level (3 slots) : animate dead , bestow curse , dispel magic , spirit guardians \n'b' 4th level (3 slots) : divination , freedom of movement \n'b' 5th level (2 slots) : contagion , hallow , planar binding \n'b' 6th level (1 slots) : blade barrier , forbiddance \n'b'\n'b' Actions \n'b'\n'b' Multiattack (Vampire Form Only) . The vampire lord makes two attacks, only one of which can be a bite attack . \n'b' Unarmed Strike (Vampire Form Only) . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire lord can grapple the target (escape DC 18). \n'b' Bite (Bat or Vampire Form Only) . Melee Weapon Attack : +9 to hit, reach 5 ft., one willing creature that is grappled by the vampire lord, incapacitated, or restrained . Hit : 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire lord 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. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire lord\xe2\x80\x99s control. \n'b' Charm . The vampire lord targets one humanoid it can see within 30 feet of it. If the target can see the vampire lord, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by him. The charmed target regards the vampire lord as a trusted friend to be heeded and protected. Although the target isn\xe2\x80\x99t under the vampire lord\xe2\x80\x99s control, it takes the vampire\xe2\x80\x99s requests or actions in the most favorable way it can, and it is a willing target for the vampire lord\xe2\x80\x99s bite attack. Each time the vampire lord or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire lord is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. \n'b' Children of the Night (1/day) . The vampire lord magically calls 2d4 swarms of bats or rats, provided that the sun isn\xe2\x80\x99t up. While outdoors, the vampire lord can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying his spoken commands. The beasts remain for 1 hour, until the vampire lord dies, or until he dismisses them as a bonus action. \n'b'\n'b' Legendary Actions \n'b' A vampire lord 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 vampire lord regains spent legendary actions at the start of its turn. \n'b'\n'b' Move . The vampire lord moves up to his speed without provoking opportunity attacks. \n'b' Unarmed Strike . The vampire lord makes one unarmed strike. \n'b' Bite (Costs 2 Actions) . The vampire lord makes one bite attack .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vampire Lord \n'b' Family: Vampires \n'b' Medium undead (shapechanger), lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 209 (22d8 + 110) Speed 30 ft., fly 50 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +10, Wis +10, Cha +11 Skills Insight +10, Perception +10, Persuasion +11, Stealth +10 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 120 ft., passive Perception 20 Languages the languages it knew in life Challenge 18 (20,000 XP) \n'b' Special Traits \n'b'\n'b' Shapechanger . If the vampire isn\xe2\x80\x99t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can\xe2\x80\x99t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can\xe2\x80\x99t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature\xe2\x80\x99s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can\xe2\x80\x99t pass through water. It has advantage on Strength , Dexterity , and Constitution saving throws, and it is immune to all nonmagical damage, except, the damage it takes from sunlight. \n'b' Legendary Resistance (3/day) . If the vampire fails a saving throw, it can choose to succeed instead. \n'b' Misty Escape . When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious , provided that it isn\xe2\x80\x99t in sunlight or running water. If it can\xe2\x80\x99t transform, it is destroyed. While it has 0 hit points in mist form, it can\xe2\x80\x99t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points , it regains 1 hit point. \n'b' Regeneration . The vampire regains 25 hit points at the start of its turn if it has at least 1 hit point and isn\xe2\x80\x99t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn\xe2\x80\x99t function at the start of the vampire\xe2\x80\x99s next turn. \n'b' Spider Climb . The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Vampire Weaknesses . The vampire has the following flaws:\n'b'\n'b'\n'b' Forbiddance . The vampire can\xe2\x80\x99t enter a residence without an invitation from one of the occupants. \n'b' Harmed by Running Water . The vampire takes 20 acid damage if it ends its turn in running water. \n'b' Stake to the Heart . If a piercing weapon made of wood is driven into the vampire\xe2\x80\x99s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. \n'b' Sunlight Hypersensitivity . The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The vampire makes two attacks, only one of which can be a bite attack. \n'b' Unarmed Strike (Vampire Form Only) . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) bludgeoning damage. Instead of dealing damage the vampire can grapple the target (escape DC 20). \n'b' Greatsword . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Bite (Bat or Vampire Form Only) . Melee Weapon Attack : +11 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated , or restrained . Hit : 9 (1d8 + 5) piercing damage plus 17 (5d6) necrotic damage. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire 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. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire\xe2\x80\x99s control. \n'b' Charm . The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 18 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn\xe2\x80\x99t under the vampire\xe2\x80\x99s control, it takes the vampire\xe2\x80\x99s requests or actions in the most favorable way it can, and it is a willing target for the vampire\xe2\x80\x99s next bite attack . Each time the vampire or the vampire\xe2\x80\x99s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. \n'b' Children of the Night (1/day) . The vampire magically calls 3d4 swarms of bats, provided that the sun isn\xe2\x80\x99t up. While outdoors, the vampire can call 3d8 wolves instead. The called creatures arrive in two rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. \n'b'\n'b' Legendary Actions \n'b' 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. Spent legendary actions are regained at the start of each turn. \n'b'\n'b' Move . The vampire can move up to its speed without provoking opportunity attacks. \n'b' Unarmed Strike . The vampire makes one unarmed strike. \n'b' Bite (Costs 2 Actions) . The vampire makes one bite attack. \n'b'\n'b' About \n'b' The legendary vampire lord is one of the most powerful denizens of the city. This evil monster can even rule an entire city or kingdom. It will often have other vampires under its command as well as an army of vampire spawn and other undead. Like other vampires, it preys on the living. However, unlike other vampires it is able to fly in vampire form. Vampire lords also have unusual mounts like nightmares, wyverns, or even evil dragons. \n'b' Double Life . The vampire lord really lives two lives, it\xe2\x80\x99s a charming noble during the day and a hideous monster at night. This undead monster is often part of the elite in a large city. Sometimes it is a close advisor to the king or queen. There are tales of vampire lords remaining undetected for years and years, all the time living amongst the aristocracy. The vampire lord\xe2\x80\x99s manor or castle is often filled with trophies from its victims. These arrogant creatures often boast about their treasures to other nobles but don\xe2\x80\x99t reveal how they acquired them. \n'b' Legendary Lord . Only the bravest of heroes would face this dangerous foe. It creates multiple resting places by moving dirt from its grave. Some vampire lords have survived for hundreds of years. \n'b' Undead Nature . A vampire doesn\xe2\x80\x99t require air.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon, Hezrou \n'b' Family: Demons \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 136 (13d10 + 65) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 17 (+3) CON: 20 (+5) INT: 5 (-3) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Con +8, Wis +4 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages Abyssal, telepathy 120 ft. Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Magic Resistance : The hezrou has advantage on saving throws against spells and other magical effects. \n'b' Stench : Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou\xe2\x80\x99s stench for 24 hours. \n'b' Actions \n'b' Multiattack : The hezrou makes three attacks: one with its bite and two with its claws. \n'b' Bite : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) piercing damage. \n'b' Claw : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' About \n'b' This fiend\xe2\x80\x99s armored flesh is scaly and moist. Its large, toothy mouth gapes below a pair of hungry, reptilian eyes.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Bileborn \n'b'\n'b' Large undead , chaotic evil \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 110 (13d10 + 39) \n'b' Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 17 (+3) INT: 6 (-2) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances nonmagical weapons \n'b' Damage Immunities poison \n'b' Condition Immunities exhaustion , fright, poison, prone , unconsciousness \n'b' Skills Perception +3 \n'b' Senses darkvision 60 ft. \n'b' Languages Common \n'b' Challenge 6 (2,300 XP) \n'b' Actions \n'b'\n'b' Multiattack The bileborn makes four melee attacks , using any combination of Slam and Absorb. It can use its Babbling Scream in place of two melee attacks . \n'b' Slam Melee Weapon Attack : +7 to hit (reach 5 ft.; one creature). Hit: 1d8 + 4 bludgeoning damage. If two or more slam attacks hit the same creature in the bileborn\xe2\x80\x99s turn, the creature is grappled (escape DC 14). \n'b' Absorb Melee Weapon Attack : +7 to hit (reach 5 ft.; one creature already grappled by the bileborn). Hit: 2d6 + 4 piercing damage, and the creature is pulled into the bileborn\xe2\x80\x99s space and absorbed into the monster\xe2\x80\x99s body. An absorbed creature is blinded and restrained , and it takes 2d6 + 4 piercing damage at the start of the bileborn\xe2\x80\x99s turn. One Medium creature or two Small creatures can be inside the bileborn at one time. An absorbed creature is unaffected by anything happening outside the bileborn or by attacks from outside it. An absorbed creature can escape from the bileborn\xe2\x80\x99s body by using an action to make a successful DC 14 Str ( Athletics ) check, or it can get out after the bileborn\xe2\x80\x99s death by using 5 feet of movement. \n'b' Babbling Scream (recharge 5-6) Area Attack : The bileborn screams in incoherent babbles. All creatures within 60 feet that hear it must make a successful DC 13 Wisdom saving throw or be confused (as the confusion spell) for 1d4 rounds. \n'b' Coordinated Burst (1/day) As a bonus action , the bileborn synchronizes its flailing motion. Its speed increases to 60 feet, and it can make 8 slam attacks on its turn. This effect lasts until the end of the bileborn\xe2\x80\x99s current turn. \n'b'\n'b' Special Traits \n'b'\n'b' Many Arms Creatures have tactical disadvantage on attempts to escape from the bileborn\xe2\x80\x99s grapple. \n'b'\n'b' About \n'b' Environment Any land \n'b' Organization Solitary \n'b' This revolting creature appears to be formed of a tangle of limbs and pieces of rotting corpses that splay in all directions like some kind of demented sea urchin. The many appendages flail spastically as it moves with a disturbing, rolling motion. Barely discernible amid this tangle are a number of severed, rotting heads, their eyes open and watching, their lips wordlessly mouthing unheard imprecations. \n'b' The bileborn is an undead creature born of alchemical and necromantic experimentation. Its purpose and the identity of its creator are unknown, but the mistakes of this master have long since been paid for, as the original bileborn ultimately escaped and slew its creator, incorporating his body among the rest. \n'b' A bileborn seeks to increase its mass by absorbing creatures into its body. This does not increase the creature\xe2\x80\x99s size or change it in any fundamental way, but the crowd of body parts grows denser at its center. \n'b' Then at some indeterminate point, the creature reproduces by fission. The fused conglomeration of rotten body parts splits down the middle, forming two bileborns of equal size and power. These instinctively avoid each other as they go their own ways in search of victims to absorb. \n'b' These creatures are little more than horrid masses of dismembered and absorbed victims that somehow work in necromantic coordination and demonstrate considerable stealth and surprising speed for their size and composition. Despite their chaotic and jumbled appearances, their fleshy mass is physically tough, quickly using the dismembered parts of its interior to switch out damaged limbs on it exterior. The bulk of its absorbed brain tissue resides within the severed heads of the central mass of the creature, allowing it to function in a rational manner, though its purpose and goals are likely to be inscrutable to living, sane creatures. \n'b'\n'b' Additional Credit Jeffrey Swank, based on material by Richard Pett.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vampire Patrician \n'b' Family: Vampires \n'b' Medium undead , lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 119 (14d8 + 56) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 18 (+4) INT: 16 (+3) WIS: 13 (+1) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8, Wisdom +5, Charisma +9 Skills Deception +9, Intimidation +9, Perception +5, Persuasion +9 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 120 ft., passive Perception 15 Languages the languages it knew in life Challenge 10 (5,900 XP) \n'b' Special Traits \n'b'\n'b' Cruel Combatant . A melee weapon deals one extra die of its damage and an extra 3 (1d6) necrotic damage when the vampire patrician hits with it (included in the attack ). \n'b' Misty Escape . When it drops to 0 hp outside its resting place, the vampire patrician transforms into a cloud of mist instead of falling unconscious, provided that it isn\xe2\x80\x99t in sunlight or running water. If it can\xe2\x80\x99t transform, it is destroyed. While it has 0 hp in mist form, it can\xe2\x80\x99t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. While in mist form it can\xe2\x80\x99t take any actions , speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature\xe2\x80\x99s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can\xe2\x80\x99t pass through water. It has advantage on Strength , Dexterity , and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. Once in its resting place, it reverts to vampire form. It is then paralyzed until it regains at least 1 hp. After spending 1 hour in its resting place with 0 hp, it regains 1 hp. \n'b' Noble Resilience (Recharges after a Long Rest) . The vampire patrician can ignore the effects of sunlight for up to 1 minute. \n'b' Regeneration . The patrician regains 15 hp at the start of its turn if it has at least 1 hp and isn\xe2\x80\x99t in sunlight or running water. If it takes radiant damage or damage from holy water, this trait doesn\xe2\x80\x99t function at the start of its next turn. \n'b' Spider Climb . The vampire patrician can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Undead Nature . The vampire patrician doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Vampire Weaknesses . The vampire patrician has the following flaws:\n'b'\n'b'\n'b' Forbiddance . The patrician can\xe2\x80\x99t enter a residence without an invitation from one of the occupants. \n'b' Harmed by Running Water . The patrician takes 20 acid damage if it ends its turn in running water. \n'b' Stake to the Heart . If a piercing weapon made of wood is driven into the patrician\xe2\x80\x99s heart while the patrician is incapacitated in its resting place, the patrician is paralyzed until the stake is removed. \n'b' Sunlight Hypersensitivity . The patrician takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The vampire patrician can use its Bone-Chilling Gaze. It then makes two attacks, only one of which can be a bite attack . \n'b' Rapier . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 13 (2d8 + 4) piercing damage plus 3 (1d6) necrotic damage. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire patrician, incapacitated, or restrained . Hit : 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target\xe2\x80\x99s hp maximum is reduced by an amount equal to the necrotic damage taken, and the patrician regains hp equal to that amount. The reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hp maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire patrician\xe2\x80\x99s control. \n'b' Bone-Chilling Gaze . The vampire patrician targets one humanoid it can see within 30 feet. If the target can see the patrician, the target must succeed on a DC 17 Charisma saving throw or become paralyzed with fear until the end of its next turn. \n'b' Release the Hounds! (1/day) . The vampire patrician calls 4d6 hunting hounds (use mastiff statistics) to its side. While outdoors, the vampire patrician can call 4d6 hunting raptors (use blood hawk statistics) instead. These creatures arrive in 1d4 rounds, helping the patrician and obeying its spoken commands. The beasts remain for 1 hour, until the patrician dies, or until the patrician dismisses them as a bonus action. \n'b'\n'b' ABOUT \n'b' Handsome and youthful-looking with blond hair, slightly pointed ears, and piercing blue eyes, this vampire has a definite air of arrogance as he regards everything around him with barely concealed contempt. \n'b' Vampire patricians are weaker than their vampire kin but are far superior to the spawn their kin create. What they lack in power, they more than make up for in sheer cruelty. \n'b' Iron-Fisted Rulers . Vampire patricians govern a small town or village for their undead overlord. Seeking to impress those above them, they keep the downtrodden peasantry in a state of perpetual dread with public floggings, executions, and sacrifices on the altars of the Blood Goddess and hunting expeditions in which the patrician and guests pursue hapless peasants through the woods. \n'b' Brooding Presence . Vampire patricians make their homes in small castles or large manor houses, often on a steep hill that looms over their territory. Their subterranean resting places are well guarded by vampire spawn and mindless undead. The area around a vampire patrician\xe2\x80\x99s home is partially corrupted by its unnatural presence, creating the following effects: plants within 1,000 feet of its home warp to become more beautiful and deadly versions of their base form, secreting poison or releasing sweet-smelling, toxic pollen; and sounds are more muted, making conversation harder to overhear and screams for help almost inaudible over distances.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vampire Sorceress \n'b' Family: Vampires \n'b' Medium undead (shapechanger) , lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 144 (17d8 + 68) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 17 (+3) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Wis +7, Cha +9 Skills Perception +7, Stealth +9 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 120 ft., passive Perception 17 Languages Common Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spellcasting . The vampire sorceress is an 18th-level spellcaster. her spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The vampire sorceress can cast disguise self and invisibility at will and has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : fire bolt, light , mage hand , prestidigitation , shocking grasp \n'b' 1st level (4 slots) : detect magic , identify , mage armor *, magic missile \n'b' 2nd level (3 slots) : detect thoughts , mirror image , misty step \n'b' 3rd level (3 slots) : counterspell, fly , lightning bolt \n'b' 4th level (3 slots) : banishment , fire shield , stoneskin * \n'b' 5th level (3 slots) : cone of cold , scrying , wall of force \n'b' 6th level (1 slot) : globe of invulnerability \n'b' 7th level (1 slot) : teleport \n'b' 8th level (1 slot) : mind blank * \n'b' 9th level (1 slot) : time stop \n'b'\n'b' Shapechanger . If the vampire sorceress isn\xe2\x80\x99t in sunlight or running water, she can use her action to polymorph into a Tiny bat or a Medium cloud of mist, or back into her true form. While in bat form, the vampire sorceress can\xe2\x80\x99t speak, her walking speed is 5 feet, and she has a flying speed of 30 feet. her statistics, other than her size and speed, are unchanged. Anything she is wearing transforms with it, but nothing she is carrying does. she reverts to her true form if she dies. While in mist form, the vampire sorceress can\xe2\x80\x99t take any actions , speak, or manipulate objects. she is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature\xe2\x80\x99s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and she can\xe2\x80\x99t pass through water. she has advantage on Strength , Dexterity , and Constitution saving throws, and she is immune to all nonmagical damage, except the damage she takes from sunlight. \n'b' Legendary Resistance (3/Day) . If the vampire sorceress fails a saving throw, she can choose to succeed instead. \n'b' Misty Escape . When she drops to 0 hit points outside her resting place, the vampire sorceress transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious , provided that she isn\xe2\x80\x99t in sunlight or running water. If she can\xe2\x80\x99t transform, she is destroyed. While the vampire sorceress has 0 hit points in mist form, she can\xe2\x80\x99t revert to her vampire form, and she must reach her resting place within 2 hours or be destroyed. Once in her resting place, she reverts to her vampire form. She is then paralyzed until she regains at least 1 hit point. After spending 1 hour in her resting place with 0 hit points , the vampire sorceress regains 1 hit point. \n'b' Regeneration . The vampire sorceress regains 20 hit points at the start of her turn if she has at least 1 hit point and isn\xe2\x80\x99t in sunlight or running water. If Dhaderra takes radiant damage or damage from holy water, this trait doesn\xe2\x80\x99t function at the start of Dhaderra\xe2\x80\x99s next turn. \n'b' Spider Climb . The vampire sorceress can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Vampire Weaknesses . The vampire sorceress has the following flaws:\n'b'\n'b'\n'b' Forbiddance . The vampire sorceress can\xe2\x80\x99t enter a residence without an invitation from one of the occupants. \n'b' Harmed by Running Water . The vampire sorceress takes 20 acid damage if she ends her turn in running water. \n'b' Stake to the Heart . If a piercing weapon made of wood is driven into the vampire sorceress\xe2\x80\x99s heart while Dhaderra is incapacitated in her resting place, Dhaderra is paralyzed until the stake is removed. \n'b' Sunlight Hypersensitivity . The vampire sorceress takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks. \n'b'\n'b' *The vampire sorceress casts these spells on itself before combat. \n'b' ACTIONS \n'b'\n'b' Multiattack. (Vampire Form Only) . The vampire sorceress makes two attacks, only one of which can be a bite attack . \n'b' Unarmed Strike (Vampire Form Only) . Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, Dhaderra can grapple the target (escape DC 18). \n'b' Bite. (Bat or Vampire Form Only) . Melee Weapon Attack :+9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Dhaderra, incapacitated , or restrained . Hit : 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Dhaderra regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces her hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Dhaderra\xe2\x80\x99s control. \n'b' Charm . The vampire sorceress targets one humanoid she can see within 30 feet of it. If the target can see Dhaderra, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by Dhaderra. The charmed target regards Dhaderra as a trusted friend to be heeded and protected. Although the target isn\xe2\x80\x99t under Dhaderra\xe2\x80\x99s control, she takes Dhaderra\xe2\x80\x99s requests or actions in the most favorable way she can, and she is a willing target for Dhaderra\xe2\x80\x99s bite attack . Each time Dhaderra or Dhaderra\xe2\x80\x99s companions do anything harmful to the target, she can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Dhaderra is destroyed, is on a different plane of existence than the target, or she takes a bonus action to end the effect. \n'b' Children of the Night (1/Day) . The vampire sorceress magically calls 2d4 swarms of bats or rats (swarm of bats, swarm of rats), provided that the sun isn\xe2\x80\x99t up. While outdoors, Dhaderra can call 3d6 wolves (wolf) instead. The called creatures arrive in 1d4 rounds, acting as allies of Dhaderra and obeying her spoken commands. The beasts remain for 1 hour, until Dhaderra dies, or until Dhaderra dismisses them as a bonus action. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The vampire sorceress 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 vampire sorceress regains spent legendary actions at the start of her turn. \n'b'\n'b' Move . The vampire sorceress moves up to her speed without provoking opportunity attacks. \n'b' Unarmed Strike . The vampire sorceress makes one unarmed strike. \n'b' Bite. (Costs 2 Actions) . The vampire sorceress makes one bite attack . \n'b' Cast a Spell. (Costs 0-3 Actions) . The vampire sorceress casts a spell. she costs 1 legendary action per spell level (cantrips are free)'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vampire Spawn \n'b' Family: Vampires \n'b' Medium undead , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 82 (11d8 + 33) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 11 (+0) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Wis +3 Skills Perception +3, Stealth +6 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 13 Languages the languages it knew in life Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Regeneration : The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn\xe2\x80\x99t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn\xe2\x80\x99t function at the start of the vampire\xe2\x80\x99s next turn. \n'b' Spider Climb : The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Vampire Weaknesses : The vampire has the following flaws: \n'b' Forbiddance : The vampire can\xe2\x80\x99t enter a residence without an invitation from one of the occupants. \n'b' Harmed by Running Water : The vampire takes 20 acid damage when it ends its turn in running water. \n'b' Stake to the Heart : The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. \n'b' Sunlight Hypersensitivity : The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. \n'b' Actions \n'b' Multiattack : The vampire makes two attacks, only one of which can be a bite attack. \n'b' Claws : Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13). \n'b' Bite : Melee Weapon Attack : +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained . Hit : 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire 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' About \n'b' This pale-skinned humanoid stares unblinkingly, as if controlled by a mind other than its own.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vampire Vine \n'b' Family: Vampires \n'b' Large plant , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 112 (15d10 + 30) Speed 15 ft., climb 30 ft.\n'b' STATS STR: 13 (+1) DEX: 19 (+4) CON: 14 (+2) INT: 4 (-3) WIS: 11 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +7 Damage Vulnerabilities fire Damage Resistances necrotic Condition Immunities blinded , charmed , deafened, paralyzed , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Blood Frenzy . The vampire vine has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all of its hit points . \n'b' False Appearance . While the vampire vine remains motionless, it is indistinguishable from a vine covered in crimson flowers. \n'b' Actions \n'b' Multiattack . The vampire vine makes two Thorned Tendril attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 15) and begins to suffocate. \n'b' Thorned Tendril . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 7 (2d6) necrotic damage. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire vine 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' Pointed Leaves . Ranged Weapon Attack : +7 to hit, range 60 ft., one target. Hit : 8 (2d4 + 3) piercing damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vampire Warlock \n'b' Family: Vampires \n'b' Medium undead (shapechanger), lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 144 (17d8 + 68) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 17 (+3) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Wis +7, Cha +9 Skills Perception +7, Stealth +9 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 120 ft., passive Perception 17 Languages the languages it knew in life Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shapechanger : If the vampire warlock isn\xe2\x80\x99t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire warlock can\xe2\x80\x99t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire warlock can\xe2\x80\x99t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature\xe2\x80\x99s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can\xe2\x80\x99t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. \n'b' Legendary Resistance (3/Day) : If the vampire warlock fails a saving throw, it can choose to succeed instead. \n'b' Misty Escape : When it drops to 0 hit points outside its resting place, the vampire warlock transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn\xe2\x80\x99t in sunlight or running water. If it can\xe2\x80\x99t transform, it is destroyed. While it has 0 hit points in mist form, it can\xe2\x80\x99t revert to its vampire warlock form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire warlock form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. \n'b' Regeneration : The vampire warlock regains 20 hit points at the start of its turn if it has at least 1 hit point and isn\xe2\x80\x99t in sunlight or running water. If the vampire warlock takes radiant damage or damage from holy water, this trait doesn\xe2\x80\x99t function at the start of the vampire warlock\xe2\x80\x99s next turn. \n'b' Spider Climb : The vampire warlock can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Vampire Weaknesses : The vampire warlock has the following flaws:\n'b'\n'b'\n'b' Stake to the Heart : If a piercing weapon made of wood is driven into the vampire warlock\xe2\x80\x99s heart while the vampire warlock is incapacitated in its resting place, the vampire warlock is paralyzed until the stake is removed. \n'b' Sunlight Hypersensitivity : The vampire warlock takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. \n'b'\n'b' Innate Spellcasting . The vampire warlock\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : darkness , dominate person , invisibility , misty step \n'b' 1/day each : arms of hadar, disguise self , dissonant whispers, detect thoughts , hold monster \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack (Vampire Form Only) : The vampire warlock makes two attacks, only one of which can be a bite attack. \n'b' Unarmed Strike (Vampire Form Only) : Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire warlock can grapple the target (escape DC 18). \n'b' Bite (Bat or Vampire Form Only) : Melee Weapon Attack : +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire warlock, incapacitated, or restrained . Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire warlock 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. A humanoid slain in this way and then buried in the ground rises the following night as a vampire warlock spawn under the vampire warlock\xe2\x80\x99s control. \n'b' Bloody Arms . The vampire warlock saturates itself in its own blood, causing 20 poison damage to itself. For 1 minute, its armor class increases to 20 and its unarmed strike and bite attacks do an additional 7 (2d6) poison damage. \n'b' Call the Blood . The vampire warlock targets one humanoid it can see within 60 feet. The target must be injured (has fewer than its normal maximum hit points ). The target\xe2\x80\x99s blood is drawn out of the body and streams through the air to the vampire warlock. The target takes 25 (6d6 + 4) necrotic damage and its hit point maximum is reduced by an equal amount until the target finishes a long rest ; a successful DC 17 Constitution saving throw prevents both effects. The vampire warlock regains hit points equal to half the damage dealt. \n'b' Blood Puppet . The vampire warlock targets one humanoid it can see within 30 feet. The target must succeed on a DC 17 Wisdom saving throw or be dominated by the vampire warlock as if it were the target of a dominate person spell. The target repeats the saving throw each time the vampire warlock or the vampire\xe2\x80\x99s companions do anything harmful to it, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire warlock is destroyed, is on a different plane of existence than the target, or uses a bonus action to end the effect; the vampire warlock doesn\xe2\x80\x99t need to concentrate on maintaining the effect. \n'b' Children of Hell (1/Day) . The vampire warlock magically calls 2d4 imps or 1 shadow. The called creatures arrive in 1d4 rounds, acting as allies of the vampire warlock and obeying its spoken commands, and remain for 1 hour, until the vampire warlock dies, or until the vampire warlock dismisses them as a bonus action. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The vampire warlock 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 vampire warlock regains spent legendary actions at the start of its turn. \n'b'\n'b' Misty Step . The vampire warlock uses misty step . \n'b' Unarmed Strike . The vampire warlock makes one unarmed strike. \n'b' Call the Blood (Costs 2 Actions) . The vampire warlock uses call the blood. \n'b'\n'b' ABOUT \n'b' A vampire warlock warlock has made a pact with a foul power to diminish some of its weaknesses and to gain more control over its own blood and the blood of others. Its thirst becomes so all-consuming that the vampire warlock warlock can draw the blood of others through the air to its open maw. \n'b' A vampire warlock warlock isn\xe2\x80\x99t subject to the Forbiddance or Harmed by Running Water weaknesses of standard vampire warlocks, and it takes only 10 radiant damage from direct sunlight instead of 20.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vampire Warlord \n'b' Family: Vampires \n'b' Medium undead , lawful evil \n'b' Armor Class 18 (plate) Hit Points 144 (17d8 + 68) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 17 (+3) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +9, Wisdom +7, Charisma +9 Skills Perception +7, Stealth +9 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 120 ft., passive Perception 17 Languages Common, Celestial Challenge 15 (13,000 XP) \n'b' Special Traits \n'b'\n'b' Shapechanger . If the vampire warlord isn\xe2\x80\x99t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire warlord can\xe2\x80\x99t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire warlord can\xe2\x80\x99t take any actions , speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature\xe2\x80\x99s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can\xc2\x92t pass through water. It has advantage on Strength , Dexterity , and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. \n'b' Legendary Resistance (3/day) . If the vampire warlord fails a saving throw, it can choose to succeed instead. \n'b' Misty Escape . When it drops to 0 hit points outside its resting place, the vampire warlord transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn\xe2\x80\x99t in sunlight or running water. If it can\xe2\x80\x99t transform, it is destroyed. While it has 0 hit points in mist form, it can\xe2\x80\x99t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points , it regains 1 hit point. \n'b' Regeneration . The vampire warlord regains 20 hit points at the start of its turn if it has at least 1 hit point and isn\xe2\x80\x99t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn\xe2\x80\x99t function at the start of the vampire\xe2\x80\x99s next turn. \n'b' Spider Climb . The vampire warlord can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Vampire Weaknesses . The vampire warlord has the following flaws: \n'b'\n'b' Forbiddance . The vampire can\xe2\x80\x99t enter a residence without an invitation from one of the occupants. \n'b' Harmed by Running Water . The vampire takes 20 acid damage if it ends its turn in running water. \n'b' Stake to the Heart . If a piercing weapon made of wood is driven into the vampire\xe2\x80\x99s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. \n'b' Sunlight Hypersensitivity . The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. \n'b'\n'b' Actions \n'b'\n'b' Multiattack (Vampire Form Only) . The vampire warlord makes three attacks, only one of which can be a bite attack . \n'b' Maul (Vampire Form Only) . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Bite (Bat or Vampire Form Only) . Melee Weapon Attack : +9 to hit, reach 5 ft., one willing creature that is grappled by the vampire, incapacitated, or restrained . Hit : 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target\xc2\x92s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire warlord 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. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire\xe2\x80\x99s control. \n'b' Charm . The vampire warlord targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn\xe2\x80\x99t under the vampire\xe2\x80\x99s control, it takes the vampire\xe2\x80\x99s requests or actions in the most favorable way it can, and it is a willing target for the vampire\xe2\x80\x99s bite attack . Each time the vampire or the vampire\xe2\x80\x99s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire warlord is destroyed, is on a different plane of existence than the target or takes a bonus action to end the effect. \n'b' Malevolent Children of the Night (1/day) . The vampire warlord magically calls 4d4 swarms of bats or rats, provided that the sun isn\xe2\x80\x99t up. While outdoors, the vampire can call 3d6 worgs instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. \n'b'\n'b' Legendary Actions \n'b' The vampire warlord 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 vampire regains spent legendary actions at the start of its turn. \n'b'\n'b' Move . The vampire warlord moves up to its speed without provoking opportunity attacks. \n'b' Melee Attack . The vampire warlord makes one with its maul. \n'b' Bite (Costs 2 Actions) . The vampire warlord makes one bite attack .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vampire, Common \n'b' Family: Vampires \n'b' Medium undead (shapechanger), lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 144 (17d8 + 68) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 17 (+3) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Wis +7, Cha +9 Skills Perception +7, Stealth +9 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 120 ft., passive Perception 17 Languages the languages it knew in life Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Shapechanger : If the vampire isn\xe2\x80\x99t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can\xe2\x80\x99t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can\xe2\x80\x99t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature\xe2\x80\x99s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can\xe2\x80\x99t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. \n'b' Legendary Resistance (3/Day) : If the vampire fails a saving throw, it can choose to succeed instead. \n'b' Misty Escape : When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn\xe2\x80\x99t in sunlight or running water. If it can\xe2\x80\x99t transform, it is destroyed. While it has 0 hit points in mist form, it can\xe2\x80\x99t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. \n'b' Regeneration : The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn\xe2\x80\x99t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn\xe2\x80\x99t function at the start of the vampire\xe2\x80\x99s next turn. \n'b' Spider Climb : The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Vampire Weaknesses : The vampire has the following flaws: \n'b' Forbiddance : The vampire can\xe2\x80\x99t enter a residence without an invitation from one of the occupants. \n'b' Harmed by Running Water : The vampire takes 20 acid damage if it ends its turn in running water. \n'b' Stake to the Heart : If a piercing weapon made of wood is driven into the vampire\xe2\x80\x99s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. \n'b' Sunlight Hypersensitivity : The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. \n'b' Actions \n'b' Multiattack (Vampire Form Only) : The vampire makes two attacks, only one of which can be a bite attack. \n'b' Unarmed Strike (Vampire Form Only) : Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18). \n'b' Bite (Bat or Vampire Form Only) : Melee Weapon Attack : +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained . Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire 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. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire\xe2\x80\x99s control. \n'b' Charm : The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn\xe2\x80\x99t under the vampire\xe2\x80\x99s control, it takes the vampire\xe2\x80\x99s requests or actions in the most favorable way it can, and it is a willing target for the vampire\xe2\x80\x99s bite attack. Each time the vampire or the vampire\xe2\x80\x99s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. \n'b' Children of the Night (1/Day) : The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn\xe2\x80\x99t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. \n'b' Legendary Actions \n'b' The vampire 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 vampire regains spent legendary actions at the start of its turn. \n'b' Move : The vampire moves up to its speed without provoking opportunity attacks. \n'b' Unarmed Strike : The vampire makes one unarmed strike. \n'b' Bite (Costs 2 Actions) : The vampire makes one bite attack. \n'b' About \n'b' This alluring, raven-haired beauty casually wipes a trickle of blood from a pale cheek, then smiles to reveal needle-sharp fangs.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vampire, Nosferatu \n'b' Family: Vampires \n'b' Medium undead , chaotic evil \n'b' Armor Class 19 (Natural Armor) Hit Points 76 (17d8) Speed 30 Ft., Climb 30 Ft.\n'b' STATS STR: 16 (+3) DEX: 20 (+5) CON: 10 (+0) INT: 18 (+4) WIS: 16 (+3) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses Deception +3, History +8, Insight +7, Intimidation +3, Investigation +8, Perception +6, Stealth +9 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Vulnerabilities psychic Senses darkvision 60 ft., passive Perception 16 Languages Common Proficiency Bonus +4 Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Frenzy . The nosferatu has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hit points . \n'b' Undead Nature . The nosferatu doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Innate Spellcasting . The nosferatu\xe2\x80\x99s innate spellcasting ability is Intelligence . It can innately cast mage hand at will (the hand is invisible ), requiring no components. \n'b' Keen Smell . The nosferatu has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Legendary Resistance (3/Day) . If the nosferatu fails a saving throw, it can choose to succeed instead. Nosferatu Weaknesses. The nosferatu has the following flaws: \n'b' Beauty Attraction . The nosferatu must make a DC 15 Wisdom saving throw upon feeding on a good-aligned humanoid with a Charisma of 18 or higher. If it fails, it is magically charmed for 1 day. While charmed , the nosferatu is incapacitated and has a speed of 0. The effect ends for the nosferatu if it takes any damage or if someone else uses an action to shake it out of its stupor. If the nosferatu successfully saves against the effect, or if the effect on it ends, it is immune to Beauty Attraction for the next 24 hours. \n'b' Sunlight Hypersensitivity . The nosferatu takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. \n'b' Pack Tactics . The nosferatu has advantage on an attack roll against a creature if at least one of the nosferatu\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Silent . The nosferatu makes no sound, regardless of the surface it is moving across. It also has advantage on Dexterity ( Stealth ) checks that rely on moving silently. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The nosferatu makes two attacks, only one of which can be a bite attack . \n'b' Claws . Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 9 (1d8 + 5) slashing damage. Instead of dealing damage, the nosferatu can grapple the target (escape DC 17). \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the nosferatu, incapacitated , or restrained . Hit : 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic damage. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the nosferatu 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. If the necrotic damage reduces the target to 0 hit points , the target is stable but poisoned for 1 hour, even after regaining hit points , and is paralyzed while poisoned in this way. \n'b' Plague Mist (1/Day) . The nosferatu releases a plague in a mist that bursts out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 12 Constitution saving throw. On a successful save, the creature can\xe2\x80\x99t be infected by the mist for 24 hours. On a failed save, the creature is infected with the plague. The plague infects the creature, killing the creature in a number of hours equal to 1d12+the creature\xe2\x80\x99s Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. Creatures immune to the poisoned condition are immune to this disease. \n'b' Psychic Lure . The nosferatu psychically calls to a target. Every humanoid and giant within 300 feet of the nosferatu must succeed on a DC 15 Wisdom saving throw or be charmed until the psychic lure ends. The nosferatu must take a bonus action on its subsequent turns to continue its lure. It can stop the lure at any time. The lure ends if the nosferatu is incapacitated . While charmed by the nosferatu, a target is incapacitated and ignores the lure of other nosferatu. If the charmed target is more than 5 feet away from the nosferatu, the target must move on its turn toward the nosferatu by the most direct route. It doesn\xe2\x80\x99t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the nosferatu, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature\xe2\x80\x99s saving throw is successful, the effect ends on it. A target that successfully saves is immune to this nosferatu\xe2\x80\x99s lure for the next 24 hours. \n'b' Sleep Gaze . The nosferatu gazes at one creature it can see within 30 feet of it. The target must make a DC 15 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this nosferatu\xe2\x80\x99s gaze for the next 24 hours. Undead and creatures immune to being charmed aren\xe2\x80\x99t affected by it. \n'b' Summon Rats (1/Day) . The nosferatu magically calls 2d4 swarms of rats, provided that the sun isn\xe2\x80\x99t up. The rats arrive in 1d4 rounds, acting as allies of the nosferatu and obeying its spoken commands. The rats remain for 1 hour, until the nosferatu dies, or until the nosferatu dismisses them as a bonus action.. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The nosferatu 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 nosferatu regains spent legendary actions at the start of its turn. \n'b'\n'b' Move . The nosferatu moves up to its speed without provoking opportunity attacks. \n'b' Unarmed Strike . The nosferatu makes one unarmed strike. \n'b' Bite (Costs 2 Actions) . The nosferatu makes one bite attack . \n'b'\n'b' ABOUT \n'b' This bald rat-like figure stalks forward silently with malign intent. \n'b' The first nosferatu were inspired by Count Orlok, but there have been many more since his debut. Nosferatu are utterly silent and attack in packs; whether that was due to the original Count or a result of the legend that has since sprung up around him is a question for scholars. \n'b' Nosferatus are powerful opponents in their own right, but even more dangerous if undetected. A nosferatu will spread a plague through its mist and rats, preying on any attractive humanoids it can find. It captures its prey by its lure, using its sleep gaze to knock them out and then drain their blood.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vampire, Priestess \n'b' Family: Vampires \n'b' Pale-faced with long dark hair and a lascivious, predatory look on her face, this vampire priestess wears the crimson robes of the Red Sisters. She wields a scourge covered in vicious barbs, and a human skull stained ochre hangs on a chain from her hip. \n'b' Medium undead , lawful evil \n'b' Armor Class 16 (chain mail) Hit Points 105 (14d8 + 42) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 16 (+3) INT: 13 (+1) WIS: 20 (+5) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Wisdom +8, Charisma +5 Skills Religion +4, Perception +8 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed Senses darkvision 60 ft., passive Perception 18 Languages the languages it knew in life Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Misty Escape . When she drops to 0 hp outside her resting place, the vampire priestess transforms into a cloud of mist instead of falling unconscious, provided that she isn\xe2\x80\x99t in running water. If she can\xe2\x80\x99t transform, she is destroyed. While she has 0 hp in mist form, she can\xe2\x80\x99t revert to her priestess form, and she must reach her resting place within 2 hours or be destroyed. While in mist form she can\xe2\x80\x99t take any actions , speak, or manipulate objects. She is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature\xe2\x80\x99s space and stop there. In addition, if air can pass through a space, she can do so without squeezing, and she can\xe2\x80\x99t pass through water. She has advantage on Strength , Dexterity , and Constitution saving throws, and she is immune to all nonmagical damage, except the damage she takes from sunlight. Once in her resting place, she reverts to her priestess form. She is then paralyzed until she regains at least 1 hp . After spending 1 hour in her resting place with 0 hp , she regains 1 hp . \n'b' Regeneration . The vampire priestess regains 15 hp at the start of her turn if she has at least 1 hp and isn\xe2\x80\x99t in sunlight or running water. If the priestess takes radiant damage or damage from holy water, this trait doesn\xe2\x80\x99t function at the start of her next turn. \n'b' Spellcasting . The vampire priestess is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She has the following cleric spells prepared:\n'b'\n'b' Cantrips (at will) : light , guidance , poison spray, thaumaturgy \n'b' 1st level (4 slots) : bane , command , inflict wounds , ray of sickness \n'b' 2nd level (3 slots) : blindness/deafness , silence , spiritual weapon \n'b' 3rd level (3 slots) : bestow curse , dispel magic , spirit guardians \n'b' 4th level (3 slots) : banishment , freedom of movement \n'b' 5th level (1 slot) : contagion , flame strike \n'b'\n'b' Undead Nature . The vampire priestess doesn\xe2\x80\x99t require air. \n'b' Vampire Weaknesses . The priestess has the following flaws:\n'b'\n'b' Forbiddance . The priestess can\xe2\x80\x99t enter a residence without an invitation from one of the occupants. \n'b' Harmed by Running Water . The priestess takes 20 acid damage if she ends her turn in running water. \n'b' Stake to the Heart . If a piercing weapon made of wood is driven into the priestess\xe2\x80\x99 heart while she is incapacitated in her resting place, the she is paralyzed until the stake is removed. \n'b' Sunlight Hypersensitivity . The priestess takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The vampire priestess can use her Bewitching Gaze. She then makes two attacks, only one of which can be a bite attack . \n'b' Scourge . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage, and the creature must succeed on a DC 16 Constitution saving throw or bleed profusely from the wound. A bleeding creature takes 7 (2d6) slashing damage at the start of each of its turns. A creature can take an action to stanch the wound with a successful DC 12 Wisdom ( Medicine ) check. The wound also closes if the target receives magical healing . \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire priestess, incapacitated, or restrained . Hit : 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target\xe2\x80\x99s hp maximum is reduced by an amount equal to the necrotic damage taken, and the priestess regains hp equal to that amount. The reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hp maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the priestess\xe2\x80\x99 control. \n'b' Bewitching Gaze . The vampire priestess targets one humanoid she can see within 30 feet. If the target can see her, the target must succeed on a DC 16 Wisdom saving throw or be charmed by the priestess for 1 minute. While charmed , the creature is incapacitated and has a speed of 0. Each time the vampire priestess or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on a success. The target can also repeat the saving throw if another creature uses an action to shake the target out of its stupor. \n'b'\n'b' About \n'b' Sires and Slaves . A powerful strain of vampirism, shroud-eaters have a greater degree of free will from their sires, though they are bound by what is called the \xe2\x80\x9cTree of Chains,\xe2\x80\x9d a pyramid of control with a free-willed vampire at the summit and all those beneath it compelled to obedience. They cannot plot against or defy their sires, but otherwise they can create their own shroud-eaters beholden to them. Wise vampire hunters know to employ the speak with dead spell on a slain shroud-eater to discover its sire, following the Tree of Chains as far as they are able. \n'b' Misleading Lore . Shroud-eaters can tolerate quite a bit of sunlight, and, as they grow older, they may withstand it for a longer time, though they still suffer from it and rarely venture out in the day unless forced to do so. Over time, shroud-eaters also learn to alter the memories of the living and to erase traces of their deeds from the minds of witnesses. A subtle shroud-eater may go undetected for ages. \n'b' Signs of Their Presence . Unlike other vampires , shroud-eaters cannot be destroyed with a simple wooden stake. The stake must use wood of a white oak or white ash tree. Discovery of burnt groves of these trees serves as a sign that a shroud-eater may live in the area.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Cats, Great (Ocelot) \n'b' Small beast , unaligned \n'b' Armor Class 12 Hit Points 5 (1d6 + 2) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 14 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Athletics +3, Perception +3, Stealth +6 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ambush . If an ocelot hits a creature with a claw attack , and the creature is surprised, the ocelot may use a bonus action to make a bite attack . \n'b' Keen Smell . The ocelot has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Stealthy . An ocelot adds double its proficiency bonus on Dexterity ( Stealth ) checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' Claw . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) slashing damage. \n'b'\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.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon, Hundred-Eyed \n'b' Family: Demons \n'b' Huge fiend , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 207 (18d12 + 90) Speed 50 ft., burrow 20 ft., climb 20 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 21 (+5) INT: 3 (-4) WIS: 18 (+4) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Damage Resistances bludgeoning, piercing and slashing damage from nonmagical attacks, thunder Condition Immunities charmed , poisoned Skills Perception +8 Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 18 Languages \xe2\x80\x93 Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Enhanced Perception . Hundred-eyed demons are highly sensitive to motion and tremors. They have advantage on all Wisdom ( Perception ) checks due to their multiple eyes and their other enhanced senses. \n'b' Sustenance-free . Hundred-eyed demons do not need to eat, sleep or breathe. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 32 (6d8 + 5) piercing damage plus 13 (3d8) poison damage. The target must succeed on a DC 17 Constitution saving throw or be poisoned for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. In addition, the creature is grappled (escape DC 17). The hundred-eyed demon cannot make bite attacks when it has a grappled target, but it can continue to inflict 13 (3d8) poison damage on its turn upon its grappled target. \n'b'\n'b' ABOUT \n'b' The hundred-eyed demon is a massive armored centipede with a thick carapace studded with dozens of tiny black eyes. Its mandibles clack with deadly intent. Sleepless, mindless, and infinitely patient, hundred-eyed demons lurk in silent darkness awaiting intruders, then attack from the shadows. Their senses are incredibly acute, allowing them to detect vibrations and movement from a great distance and quickly pinpoint the source of the disturbance.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vampire, Psychic \n'b' Family: Vampires \n'b' Medium undead , lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 144 (17d8 + 68) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 23 (+6) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Wis +7, Cha +9 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities psychic Senses darkvision 120 ft., passive Perception 12 Languages the languages it knew in life Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the vampire fails a saving throw, it can choose to succeed instead. \n'b' Levitate . As a bonus action, the vampire can rise or descend vertically up to 20 feet and can remain suspended there. This trait works like the levitate spell, except there is no duration, and the vampire doesn\xe2\x80\x99t need to concentrate to continue levitating each round. \n'b' Regeneration . The vampire regains 20 hp at the start of its turn if it has at least 1 hp and isn\xe2\x80\x99t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn\xe2\x80\x99t function at the start of its next turn. \n'b' Spider Climb . The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Vampire Weaknesses . The vampire has the following flaws: Forbiddance . The vampire can\xe2\x80\x99t enter a residence without an invitation from one of the occupants. \n'b' Harmed by Running Water . The vampire takes 20 acid damage if it ends its turn in running water. \n'b' Stake to the Heart . If a piercing weapon made of wood is driven into the vampire\xe2\x80\x99s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. \n'b' Sunlight Hypersensitivity . The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The psychic vampire can use Imprison Mind. It then makes two attacks, only one of which can be a psychic assault. \n'b' Unarmed Strike . Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18). \n'b' Imprison Mind . The vampire chooses one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw or be incapacitated for 1 minute. While incapacitated , its speed is reduced to 0 and its mind is overwhelmed with a flood of its own insecurities, shortcomings and inability to accomplish its goals. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The target can also repeat the saving throw if another creature uses an action to shake the target out of its stupor. \n'b' Psychic Assault . The vampire chooses one creature it can see within 30 feet of it. The target must succeed on a DC 17 Intelligence saving throw or take 18 (4d8) psychic damage and suffer memory loss, and the vampire regains hp equal to the psychic damage dealt. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire\xe2\x80\x99s control. The target\xe2\x80\x99s memory loss can manifest in a variety of ways. Roll a d4 and consult the table below. If the target is already affected by one of these options, roll again, unless otherwise noted. The memory loss lasts until it is cured by a greater restoration spell or similar magic. \n'b'\n'b' d4 \n'b' Memory Loss \n'b'\n'b' 1 \n'b' The target forgets how to use a particular skill or tool. It has disadvantage on one random skill or tool proficiency. If the target is already affected by this memory loss, randomly choose an additional skill or tool proficiency to also be affected. \n'b'\n'b' 2 \n'b' The target forgets one of its current allies and now views the ally as hostile. If the target is already affected by this memory loss, choose an additional ally. \n'b'\n'b' 3 \n'b' The target forgets key aspects of fighting and has disadvantage on its first attack roll each turn. \n'b'\n'b' 4 \n'b' The target forgets how to defend itself properly, and the first attack roll against it each turn has advantage. \n'b'\n'b' ABOUT \n'b' Knowledge Keepers (1/Day) . The vampire magically calls 2d4 swarms of ravens or 1d4 giant ravens (use giant vulture statistics). \n'b' The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The creatures remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. If using the Creature Codex, the vampire can call 2d4 inklings or 1 swarm of paper golems instead. \n'b' LEGENDARY ACTIONS \n'b' The psychic vampire 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 vampire regains spent legendary actions at the start of its turn. \n'b'\n'b' Move . The vampire moves up to its speed without provoking opportunity attacks. If it uses this legendary action while levitating, the vampire can move up to half its speed horizontally instead. \n'b' Unarmed Strike . The vampire makes one unarmed strike. \n'b' Psychic Pulse (Costs 3 Actions) . The vampire releases a powerful wave of psychic energy. Each creature within 20 feet of the vampire must succeed on a DC 17 Intelligence saving throw or be stunned until the end of its next turn. \n'b'\n'b' Lair \n'b' Psychic vampires choose lairs similar to the lairs of standard vampires , but psychic vampire lairs often include grand libraries, majestic ballrooms, or other rooms related to the cerebral pastime the vampire enjoyed in life. \n'b' REGIONAL EFFECTS \n'b' The region surrounding a psychic vampire\xe2\x80\x99s lair is warped by the creature\xe2\x80\x99s unnatural presence, creating any of the following effects: \n'b'\n'b' There\xe2\x80\x99s a noticeable increase in the populations of owls, ravens, and snakes within 5 miles of the lair. \n'b' Beasts with an Intelligence of 4 or lower are clever and more likely to avoid being caught in traps within 3 miles of the lair. \n'b' Humanoids with an Intelligence of 8 or higher within 1 mile of the lair experience mild headaches if they don\xe2\x80\x99t learn or experience something new every 24 hours. If the vampire is destroyed, these effects fade over the course of 1d10 days.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Bilemaw Ghoul \n'b' Medium undead , chaotic evil \n'b' Armor Class 13 Hit Points 90 (12d8 + 36) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 16 (+3) CON: 16 (+3) INT: 8 (-1) WIS: 14 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses blind, tremorsense 30 ft., passive Perception 12 Languages Common, Undercommon Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Keen Smell . The bilemaw has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 10 (2d6 + 3) piercing damage, plus 9 (2d8) poison damage. If the target is a creature, it is grappled . Until this grapple ends, the target is restrained and the bilemaw can\xe2\x80\x99t use its bite against another target. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage. If the target is a creature other than an elf or undead , it must succeed on a DC 14 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' Bile (Recharge 5-6) . The bilemaw spews black bile in a 20-foot cone. Creatures in the area must make a DC 14 Constitution saving throw, taking 27 (6d8) poison damage and becoming poisoned for 1 minute on a failed save. On a success, the creature takes half as much damage and isn\xc2\x92t poisoned . While poisoned in this way, a creature has disadvantage on saving throws against being paralyzed . \n'b' About \n'b' An amalgam of traits from various sources, bilemaw ghouls constrict live prey with their prehensile tongues while toxins in their saliva wear away at their defenses.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vampire, Thrall \n'b' Family: Vampires \n'b' Medium humanoid (any race), any non -good alignment \n'b' Armor Class 12 Hit Points 52 (8d8 + 16) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 14 (+2) 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 Dexterity +4, Constitution +4 Senses darkvision 30 ft., passive Perception 11 Languages any one language (usually Common) Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blood-Bound . If the thrall has not consumed 1 ounce of blood from a vampire within the past week, it is poisoned for 1 week and it loses darkvision and its Keen Senses, Limited Regeneration, Spider Climb , and Sunlight Sensitivity traits until it consumes 1 ounce of vampire blood. \n'b' Keen Senses . The thrall has advantage on Wisdom ( Perception ) checks that rely on sight, hearing, or smell. \n'b' Limited Regeneration . The thrall regains 2 hp at the start of its turn if it has at least 1 hp and isn\xe2\x80\x99t in sunlight. If the thrall takes radiant damage, this trait doesn\xe2\x80\x99t function at the start of the thrall\xe2\x80\x99s next turn. \n'b' Spider Climb . The thrall can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Sunlight Sensitivity . While in sunlight, the thrall has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The vampire thrall makes two longsword attacks. \n'b' Longsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage or 7 (1d10 + 2) slashing damage if used with two hands. \n'b'\n'b' ABOUT \n'b' Servants and lackeys of vampires , vampire thralls receive blood from their masters\xe2\x80\x99 veins periodically, granting them a number of benefits so long as they continue to receive their masters\xe2\x80\x99 blood. \n'b' Vampire thralls are not themselves undead, though many are hopeful they soon will be. Ingesting humanoid blood is in no way beneficial to a thrall, but this fact has not prevented many from trying.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vampire, Umbral \n'b' Family: Vampires \n'b' Medium undead , chaotic evil \n'b' Armor Class 14 Hit Points 84 (13d8 + 26) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 18 (+4) CON: 15 (+2) INT: 14 (+2) WIS: 14 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Cha +7 Skills Perception +5, Stealth +7 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 15 Languages Common, Umbral, Void Speech Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal Movement . The umbral vampire 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' Sunlight Sensitivity . While in sunlight, the umbral vampire has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. \n'b' Undead Nature . The umbral vampire doesn\xe2\x80\x99t require air. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The umbral vampire can use its Umbral Grasp. It then makes two Shadow Touch attacks. \n'b' Shadow Touch . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 17 (3d8 + 4) necrotic damage, and the target\xe2\x80\x99s 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. A non-evil Humanoid slain by this attack rises 24 hours later as a shadow under the vampire\xe2\x80\x99s control, unless the Humanoid is restored to life. The vampire can have no more than five shadows under its control at one time. \n'b' Umbral Grasp . The umbral vampire sends a giant hand of shadow to grab one creature it can see that is in dim light or darkness within 30 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be restrained by wisps of magical shadow for 1 minute. While restrained , the target takes 9 (2d8) necrotic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The umbral vampire can have no more than two creatures restrained by its Umbral Grasp at a time. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Shadow Stealth . While in dim light or darkness , the umbral vampire takes the Hide action. \n'b'\n'b' ABOUT \n'b' This deathly pale, gaunt human has stringy hair and wears scant rags. Misty strands of darkness leak from its empty eye sockets, yawning nasal cavity, and mouth. \n'b' Cursed Origin . Legends speak of an ancient city whose origins are lost to the ages, where a cabal of wizards with the power to manipulate the flow of time made its citizens immortal. When the wizards fell and no longer held back the ravages of time, the citizens aged centuries in moments. Instead of dying, the wretches lingered on in their dark realm. \n'b' Bound to Darkness . All umbral vampires originate in the City Fallen into Shadow , and under most circumstances, they\xe2\x80\x99re encountered only in that forsaken place. Despite the terrors it holds, adventurers continue to seek the city, chasing legends of potent artifacts and boundless treasure accumulated during its golden age. Occasionally, an umbral vampire slips into the mortal world, where it hides in a place seldom or never touched by sunlight and emerges at night to search for victims.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vampiric Knight \n'b' Family: Vampires \n'b' Medium undead , neutral evil \n'b' Armor Class 20 (plate, shield) Hit Points 127 (15d8 + 60) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 18 (+4) INT: 13 (+1) WIS: 17 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Constitution +8, Wisdom +7 Skills Athletics +9, Perception +7 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 17 Languages the languages it knew in life Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Regeneration . The vampiric knight regains 20 hp at the start of its turn if it has at least 1 hp and isn\xe2\x80\x99t in running water. If it takes radiant damage or damage from holy water, this trait doesn\xe2\x80\x99t function at the start of the vampiric knight\xe2\x80\x99s next turn. \n'b' Vampire Weaknesses . The vampiric knight has the following flaws:\n'b'\n'b' Forbiddance . The vampiric knight can\xe2\x80\x99t enter a residence without an invitation from one of the occupants. \n'b' Harmed by Running Water . The vampiric knight takes 20 acid damage if it ends its turn in running water. \n'b' Stake to the Heart . If a piercing weapon made of wood is driven into the vampiric knight\xe2\x80\x99s heart while the knight is incapacitated in its resting place, the vampiric knight is paralyzed until the stake is removed. \n'b'\n'b' Undead Nature . The vampiric knight doesn\xe2\x80\x99t require air. \n'b' Actions \n'b' Multiattack . The vampiric knight makes two impaling longsword attacks. \n'b' Impaling Longsword . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) slashing damage, or 10 (1d10 +5) slashing damage if used with two hands, plus 9 (2d8) necrotic damage. The vampiric knight impales the target on its longsword, grappling the target if it is a Medium or smaller creature (escape DC 17). Until the grapple ends, the target is restrained , takes 9 (2d8) necrotic damage at the start of each of its turns, and the vampiric knight can\xe2\x80\x99t make longsword attacks against other targets. \n'b' Channel Corruption (Recharge 5-6) . Each living creature within 20 feet of the vampiric knight must make a DC 17 Constitution saving throw, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one. \n'b' Reactions \n'b' Shield . When a creature makes an attack against an allied vampire, the knight can grant the vampire a +3 bonus to its AC if the knight is within 5 feet of the vampire. \n'b'\n'b' About \n'b' The figure looks like any other knight in black plate armor until its ebon longsword strikes true, draining the life force of those it hits. \n'b' Born in Despair . A vampiric knight is created when a holy knight is brought low on the field of battle by a vampire. Rather than taking on the traits of a normal vampire, the knight turns into a unique creature, destined to serve its murderer for eternity. \n'b' Unaffected by Sunlight . The process of a vampiric knight\xe2\x80\x99s rebirth makes it immune to the effects of sunlight, unlike a normal vampire. This makes the knight a valued servant, capable of delivering messages-or death-at any moment.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vampiric Warrior \n'b' Family: Vampires \n'b' Medium undead , neutral evil \n'b' Armor Class 18 (plate) Hit Points 102 (12d8 + 48) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 19 (+4) INT: 11 (+0) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +7, Wisdom +3 Skills Athletics +7, Perception +3 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities exhaustion , frightened Senses darkvision 60 ft., passive Perception 13 Languages any languages it knew in life Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Regeneration . The vampiric warrior regains 10 hit points at the start of its turn if it has at least 1 hit point and isn\xe2\x80\x99t in sunlight or running water. If the vampiric warrior takes radiant damage or damage from holy water, this trait doesn\xe2\x80\x99t function at the start of the vampiric warrior\xe2\x80\x99s next turn. \n'b' Turning Defiance . The vampiric warrior and any zombies or skeletons within 15 feet of it have advantage on saving throws against effects that turn undead. \n'b' Vampire Weaknesses . The vampiric knight has the following flaws:\n'b'\n'b'\n'b' Forbiddance . The vampiric warrior can\xe2\x80\x99t enter a residence without an invitation from one of the occupants. \n'b' Harmed by Running Water . The vampiric knight takes 20 acid damage when it ends its turn in running water. \n'b' Stake to the Heart . The vampiric knight is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. \n'b' Sunlight Hypersensitivity . The vampiric warrior takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. \n'b'\n'b' Undead Nature . A vampiric warrior doesn\xe2\x80\x99t require air. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The vampiric warrior makes four Greatsword attacks. \n'b' Greatsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Heavy Crossbow . Ranged Weapon Attack : +5 to hit, range 100/400 ft., one target. Hit : 7 (1d10 + 2) piercing damage. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampiric warrior, incapacitated, or restrained . Hit : 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampiric warrior 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 h it point maximum to 0. \n'b'\n'b' Reactions \n'b'\n'b' Parry . The vampiric warrior adds 2 to its AC against one melee attack that would hit it. To do so, the vampiric warrior must see the attacker and be wielding a melee weapon.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vampiric Vanguard \n'b' Medium undead , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 127 (15d8 + 60) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 11 (+0) WIS: 10 (+0) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Wis +3 Skills Athletics +7, Acrobatics +6, Perception +3 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 13 Languages the languages it knew in life Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Bloodthirsty . When the vampiric vanguard is below half its hp maximum, it has advantage on all melee attack rolls against creatures that aren\xe2\x80\x99t Constructs or Undead. \n'b' Spider Climb . The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Undead Nature . The vampiric vanguard doesn\xe2\x80\x99t require air. \n'b' Vampire Weaknesses . The vampire has the following flaws:\n'b'\n'b'\n'b' Forbiddance . The vampire can\xe2\x80\x99t enter a residence without an invitation from one of the occupants. \n'b' Harmed by Running Water . The vampire takes 20 acid damage when it ends its turn in running water. \n'b' Tragic Champions . Vampire lords often transform vanquished paladins and other protectors of light into vampiric vanguards, reveling in the horrid juxtaposition between life and undeath while utilizing their warriors\xe2\x80\x99 spirit. \n'b' Bloodthirsty Regeneration . The vanguard\xe2\x80\x99s unique transformation grants it powerful jaws and claws that are longer than most vampires . Vanguards put these to good use because, unlike other vampires , they cannot regenerate wounds without drinking blood or eating flesh. The vanguards survive their own wounds only if they fight and devour their opponents. \n'b' Stake to the Heart . The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. \n'b' Sunlight Hypersensitivity . The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The vampire vanguard makes one Bite attack and two Claw attacks. If the vanguard hits one target with both Claw attacks, the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) slashing damage, and the vampire regains hp equal to that amount. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 13 (2d8 + 4) piercing damage plus 7 (2d6) necrotic damage. The target\xe2\x80\x99s hp maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp 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'\n'b' BONUS ACTIONS \n'b'\n'b' Fleet of Foot . The vampire takes the Dash action. \n'b'\n'b' ABOUT \n'b' Vampire lords animate many undead creatures to serve their various needs. Skeletons and zombies serve as frontline troops for their armies, while vampire spawn serve as devoted aide-de-camps who carry out orders unerringly. Vampiric vanguards make excellent shock troops and line breakers, destroying the flesh and spirit of their foes with enormous claws.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vangal\xe2\x80\x99s Chosen \n'b' Medium humanoid (titanspawn), neutral\n'b' STATS STR: 11 (+0) DEX: 10 (+0) CON: 12 (+1) INT: 10 (+0) WIS: 13 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 10 Hit Points 11 (2d8 + 2) Speed 30 ft. Saving Throws Constitution +3 Skills Deception +1, Insight +3, Intimidation +3, Perception +3, Persuasion +3 Senses passive Perception 13 Languages same as humans in the region Challenge 1 (200 XP) \n'b' Special Traits \n'b' Effusion . A creature that does damage to a Vangal\xe2\x80\x99s chosen must make a DC 11 Dexterity saving throw or suffer 2 (1d4) acid damage from erupting boils or pustules on the chosen\xe2\x80\x99s body. \n'b' Actions \n'b' Quarterstaff . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d6) bludgeoning damage or 4 (1d8) bludgeoning damage if wielded with both hands. \n'b' Unclean Touch . The chosen touches a creature within 5 feet of it. That creature must succeed at a DC 11 Constitution saving throw or contract a disease of the GM\xe2\x80\x99s choice. (Chern\xe2\x80\x99s disease is never transmitted this way.) Heralds of Vangal. The marked are typically sent forth as envoys to lords, kingdoms and enemies upon whom Vangal\xe2\x80\x99s forces intend to make war (or sent to spread disease among intended targets to weaken them). Nations that defy the followers of Vangal often kill chosen on sight and burn their remains. Lands that seek peaceful negotiations (or that cannot hope to resist the war god\xe2\x80\x99s host) begrudgingly allow these afflicted people freedom within their borders. \n'b' Tactics \n'b' Vangal\xe2\x80\x99s chosen are typically cowardly and well aware of their lack of physical prowess. They try to avoid conflict if possible, resorting to self-defense or, if necessary, revealing the horrors of their tormented bodies in hopes of frightening belligerents away. If they must (or if commanded to), chosen will release infections upon others \xe2\x80\x93 sometimes specific targets.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vangsluagh \n'b' Medium aberration , chaotic evil \n'b' Armor Class 13 \n'b' Hit Points 85 (10d8 + 40) \n'b' Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 18 (+4) INT: 10 (+0) WIS: 10 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities thunder \n'b' Condition Immunities deafened \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages Void Speech \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Constant Racket . The vangsluagh has disadvantage on Dexterity ( Stealth ) checks. \n'b' Distracting Cacophony . The vangsluagh constantly emits a din of bleats, trills, and trumpets. A creature that casts a spell while it is within 30 feet of the vangsluagh must make a DC 13 Intelligence , Wisdom , or Charisma saving throw. (The type of saving throw required is dependent on the spellcasting creature\xe2\x80\x99s spellcasting ability score.) On a failed save, the spell isn\xe2\x80\x99t cast, and the spell slot isn\xe2\x80\x99t expended. In addition, a creature that starts its turn within 30 feet of the vangsluagh and is maintaining concentration on a spell must succeed on a DC 13 Constitution saving throw or it loses concentration on the spell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The vangsluagh makes two tentacle lash attacks. \n'b' Tentacle Lash . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage. \n'b' Sonic Bullet . Ranged Spell Attack : +5 to hit, range 120 ft., one target. Hit : 10 (3d6) thunder damage, and the target must make a DC 13 Constitution saving throw or be deafened until the end of its next turn. \n'b' Agonizing Trill (Recharge After a Short or Long Rest) . The vangsluagh increases the pitch of its cacophony to deadly levels. Each creature within 30 feet of the vangsluagh must make a DC 13 Constitution saving throw. On a failure, a creature takes 10 (3d6) thunder damage and is stunned for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t stunned . 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' ABOUT \n'b' A writhing mass of hundreds of rubbery, blue-grey tentacles rises from a human sized pair of legs ending in elephantine feet. Each tentacle ends in an eerily human -looking mouth. \n'b' Damned Pipers . Vangsluagh create a din everywhere they go; the mouths on their tentacles perpetually scream, whistle, bleat, growl, and cry. Even in instances where a vangsluagh may want a quiet entrance or stealthy ambush, their own bodies betray them. Stories have emerged from their magic-blasted homeland of vangsluagh that are capable of silencing the noise surrounding them. \n'b' Defilers of Beauty . Vangsluagh despise pretty things, be they creature, object, or structure. Given the opportunity, a vangsluagh prefers spending its time smashing beautiful things to bits. The absence of beauty doesn\xe2\x80\x99t always calm these creatures, however. They target living creatures as a priority in such occurrences.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vapor Lynx \n'b' Large monstrosity , chaotic neutral \n'b' Armor Class 14 Hit Points 127 (15d10 + 45) Speed 50 ft., climb 30 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 16 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +7 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Languages Common, Sylvan Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Fog Flow . While in fog or mist, the vapor lynx can move through a space as narrow at 1 inch wide without squeezing, provided the fog or mist is flowing through the space. \n'b' Hazesight . The vapor lynx can see through areas obscured by fog, mist, and steam without penalty. \n'b' Swamp Walk . Difficult terrain composed of mud, shallow water, and water plants doesn\xe2\x80\x99t cost the vapor lynx extra movement. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The vapor lynx makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Poison Breath (Recharge 5\xe2\x80\x936) . The vapor lynx exhales poisonous fog in a 20-foot radius centered on itself. The fog spreads around corners, and its area is heavily obscured. Each creature in the area must make a DC 14 Constitution saving throw. On a failure, a creature takes 28 (8d6) poison damage and is poisoned until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned . The fog lasts for 1 minute. A creature that starts its turn in the fog or enters the fog for the first time on a turn must succeed on a DC 14 Constitution saving throw or be poisoned until the end of its next turn. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Fog Step . The vapor lynx teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. The origin and destination spaces must contain fog. \n'b'\n'b' ABOUT \n'b' The great cat pads along noiselessly, while tendrils of smoke drift off its sleek, gray coat, leaving misty whorls in its wake. Its lips curl up into a fang-revealing smile as its body fades into fog. \n'b' Split the Herd . Vapor lynxes are capricious hunters. \n'b' Devious, manipulative, and mischievous, they toy with their prey before killing it. They rarely enjoy a stand-up fight, instead coalescing in and out of the fog to harass victims and cut large groups into smaller, more manageable morsels. \n'b' Dreary Marshlands . Their tactics have earned vapor lynxes a nasty reputation and the occasional bounty on their heads. Additionally, their magical nature makes them valuable to practitioners of the magical arts, and their beautiful, thick coats tempt many a furrier into hunts they may not be prepared to handle. For these reasons, vapor lynxes avoid civilization, fearing organized reprisal. Instead, they haunt marshes and swamps, where natural fog makes hunting easier. If an intelligent humanoid passes their way, they are happy for a change in diet. \n'b' Chatty with Dinner . Although reclusive, vapor lynxes are intelligent, speaking both Common and Sylvan. They are particularly prideful and take joy in bantering with potential meals to belittle and frighten them. Survivors of vapor lynx encounters invariably mention their needling and self-aggrandizement.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon, Hydrodemon \n'b' Family: Demons \n'b' Large fiend (demon), neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 85 (9d10 + 36) Speed 30 ft., fly 40 ft., swim 60 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 8 (-1) WIS: 11 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +7 Skills Perception +6 Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 16 Languages Abyssal Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The hydrodemon can breathe air and water. \n'b' Magic Resistance . The hydrodemon has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The hydrodemon\xe2\x80\x99s weapon attacks are magical. \n'b' Innate Spellcasting . The hydrodemon\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : darkness , detect magic , water walk \n'b' 2/day each : dimension door , teleport \n'b' 1/day : hallow \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hydrodemon makes one Bite attack and two Claws attacks. The demon can use its Sleep Spittle instead of using its Bite. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained and the demon can\xe2\x80\x99t bite another target. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Sleep Spittle . One target within 60 feet must succeed on a DC 15 Wisdom saving throw or fall unconscious for one minute. The sleeping target can be awakened if someone uses an action to shake or slap the sleeper awake, and the target wakes if it takes damage. \n'b' Summon (1/day) . The demon chooses what to summon and attempts a magical summoning. A hydrodemon has a 30% chance of summoning a hydrodemon. 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 one minute, until it or its summoner dies, or until its summoner dismisses it as an action. \n'b'\n'b' ABOUT \n'b' Hydrodemons are natives of the River Styx and are the only creatures known to possess a natural resistance to the river\xe2\x80\x99s deleterious effects. They are truly massive, standing 10 feet tall at the shoulder, and weigh 4,000 pounds or more. Their green, warty skin serves as an excellent protection, and their sickly yellow eyes take in the world with a baleful malevolence. On the attack, they prefer to glide at their foes and then spit at them. Their spittle causes drowsiness and sleep. \n'b' This massive frog-like creature stands nearly 10 feet tall. Its flesh is warty and dark green and its eyes are sickly yellow. It has large flaps of skin under its arms that seemingly function as wings.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vargouille \n'b' Tiny fiend , chaotic evil \n'b' Armor Class 12 (natural armor) Hit Points 13 (3d4 + 6) Speed 5 ft., 30 ft.\n'b' STATS STR: 6 (+0) DEX: 14 (+2) CON: 14 (+2) INT: 4 (-3) WIS: 7 (-2) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands Abyssal and Infernal, and any languages it new before becoming a fiend, but is unable to speak Challenge 1 (200 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage plus 10 (3d6) poison damage. \n'b' Demon\xe2\x80\x99s Kiss . If an incapacitated target is within five feet of the vargouille, the vargouille can kiss that creature, which must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma at the end of each hour, as its facial features take on a fiendish aspect. The curse is held at bay by direct sunlight or the daylight spell. Once the cursed target\xe2\x80\x99s Charisma drops to 2, it suffers an excruciating, violent death as its head tears away from its body to become a new vargouille. The curse can be ended only by a remove curse or greater restoration spell. The physical changes are undone when the curse ends through these means. \n'b' Stunning Shriek . The vargouille unleashes a piercing shriek. Creatures within 30 feet of the vargouille that hear the shriek must succeed on a DC 12 Wisdom saving throw or be frightened and stunned until the end of the vargouille\xe2\x80\x99s next turn. While frightened in this way, a target is stunned . If the creature\xe2\x80\x99s saving throw is successful, then it is immune to the vargouille\xe2\x80\x99s shrieks for the next hour. \n'b'\n'b' ABOUT \n'b' A vargouille is a hideous, disgusting, and vile creature that is little more than a severed head with bat wings. The creature is slightly larger than a human head with a foot-long wingspan. These creatures from the Abyss flap through the air in search of prey to infect with potent diseases that perpetuate their abominable kind. They delight in causing pain and live to bestow a demonic curse on their victims. Those so cursed develop demonic features, and soon die as their head rips itself away from their body and unfurls its own bat wings.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vargulf \n'b' Large beast (canine), neutral \n'b' Armor Class 13 (natural armor) \n'b' Hit points 26 (4d10 + 4) \n'b' Speed 50 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 13 (+1) INT: 7 (-2) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 \n'b' Senses passive Perception 13 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Keen Hearing and Smell . The vargulf has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. Pack Tactics. The vargulf has advantage on an attack roll against a creature if at least one of the vargulf\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . Running Leap. With a 10-foot running start, the vargulf can long jump up to 25 feet \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . \n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, the vargulf can bark a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it is a member of the vargulf\xe2\x80\x99s pack. A creature can benefit from only one Leadership die at a time. This effect ends if the vargulf is incapacitated . \n'b'\n'b' About \n'b' This wolf\xe2\x80\x99s gaze glitters with intelligence. \n'b' Vargulves are wolves that possess the minds of men. They are able to avoid traps, plan tactics, and hold grudges. Vargulves inevitably rise to become alpha leader of their packs, although a few become outcasts because of their strange ways.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Billy The Kid \n'b' Medium humanoid , chaotic neutral gunfighter (drifter) 8 \n'b' Armor Class 16 (agile defense) Hit Points 60 (8d10+16) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 14 (+2) INT: 12 (+1) WIS: 9 (\xe2\x80\x931) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Cha +5 Skills Animal Handling +2, Perception +2, Stealth +7, Sleight of Hand +7, Survival +2; disguise kit +4, gun kit +4, thieves\xe2\x80\x99 tools +7 Senses passive Perception 12 Languages English Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fighting Style: Point-Blank Shooter . Billy does not have disadvantage on attack rolls when he is within 5 feet of a hostile creature who can see him and who isn\xe2\x80\x99t incapacitated . \n'b' Flushed Shot . Billy\xe2\x80\x99s ranged weapon attacks ignore half and three-quarters cover . \n'b' Lay of the Land . Billy doubles his proficiency bonus when making Intelligence or Wisdom checks relating to the outdoors. While traveling through the wilderness for an hour or more, he gains the following benefits:\n'b'\n'b'\n'b' Difficult terrain doesn\xe2\x80\x99t slow his group\xe2\x80\x99s travel. \n'b' Billy\xe2\x80\x99s group can\xe2\x80\x99t become lost except by magical means. \n'b' Even when Billy is engaged in another activity while traveling (such as foraging, navigation, or tracking), he remains alert to danger. \n'b' If he is traveling alone, Billy can move stealthily at a normal pace. \n'b' When Billy forages, he finds twice as much food as he normally would. \n'b' While tracking other creatures, Billy also learns their exact number, their sizes, and how long ago they passed through the area. \n'b'\n'b' FEATS \n'b'\n'b' Superb Aim . Billy doesn\xe2\x80\x99t have disadvantage when attacking at long range. When Billy makes his first ranged weapon attack in a turn, he can choose to take a \xe2\x80\x935 penalty to his ranged weapon attack rolls in exchange for a +10 bonus to ranged weapon damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Extra Attack . Billy attacks twice when he takes the Attack action. If he has a second revolver, he uses his bonus action to fire it (and does not gain his Dexterity bonus to damage). \n'b' Dagger . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d4+4) piercing damage. \n'b' Revolver . Ranged Weapon Attack : +7 to hit, range 40/120 ft., one target. Hit : 13 (2d8+4) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Fast Draw . As a reaction when a creature attacks Billy, he can make a ranged weapon attack against that creature. This attack occurs before the attacking creature\xe2\x80\x99s. Additionally, once per round Billy can draw and stow one or two firearms without requiring any action. \n'b' Reputation (2/Long Rest) . As a reaction when a creature Billy can see makes an ability check, attack roll, or saving throw, he can impose disadvantage on that roll as the power of his reputation shakes its resolve. \n'b'\n'b' ABOUT \n'b' Billy the Kid a.k.a. Henry Mccarty a.k.a. William H. Bonney was born sometime in 1859 in New York city, moving with his mother to Indianapolis where she met and married William Henry Harrison Antrim. Together they moved down to Kansas, then Santa Fe in the New Mexico territory where she died shortly thereafter of tuberculosis. Only 15 years old, in exchange for room and board he lived with Sarah Brown until made to leave for stealing food all of 10 days later. Then came his first real crime: stealing clothing and a pair of pistols from a chinese laundry alongside George Schaefer\xe2\x80\x94he broke out of jail 2 days later, becoming a fugitive and living with his stepfather before stealing from him and making for the Arizona Territory. \n'b' Henry Mccarty (he was still using his birth name at this point) was a gambling ranch hand, working with a Scottish criminal and U.S. Cavalry private to steal horses from the local soldiers. It was here he got the \xe2\x80\x98Kid\xe2\x80\x99 part of his nickname, so-called for his \xe2\x80\x9cyouth, slight build, clean-shaven appearance, and personality.\xe2\x80\x9d In the village of Bonita in 1877, Mccarty got into an argument with a blacksmith. Things got heated, a fight broke out, and in the end the smithy was shot, dying the next day. \n'b' Mccarty fled, was captured, and escaped again on a stolen horse, making for the New Mexico Territory. Unfortunately this time the steed was taken by Apaches and Mccarty had to walk to Fort Stanton, staying with a friend named John Jones and brought back into good health by the fellow\xe2\x80\x99s mother. \n'b' Next he joined up with rustlers stealing cattle from John Chisum in Lincoln County. The second part of his nickname began this year as he started calling himself William H. Bonney. During the Lincoln County War he was charged with three murders, and over the course of the rest of his outlaw career he was thought to have killed another eight men, and more impressively, broken out of prison another half dozen times. \n'b' Several men claimed to be Billy the Kid, and although The Authentic Life of Billy the Kid was published the next year the popularity of his legend took its time taking root. \n'b' Background : Urchin. Billy and his allies (while outside of combat) move at double their normal speed when traveling between two locations in the same city.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vedfolnir \n'b' Tiny celestial , neutral \n'b' Armor Class 14 (natural armor) Hit Points 14 (4d4 + 4) Speed 10 ft., fly 60 ft.\n'b' STATS STR: 8 (-1) DEX: 18 (+4) CON: 13 (+1) INT: 11 (+0) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Insight +5, Investigation +2, Perception +5 Senses truesight 120 ft., passive Perception 15 Languages Celestial, Common Challenge 1 (200 XP) \n'b' Special Traits \n'b' Familiar . The vedfolnir can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the vedfolnir bonds with a different creature or until the bonded creature dies. While the two are bonded, the master can sense what the vedfolnir senses as long as they are within 1 mile of each other. While bonded, the vedfolnir and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet. \n'b' Keen Sight . The vedfolnir has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Mimicry . The vedfolnir can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom ( Insight ) check. \n'b' Actions \n'b' Talons . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) slashing damage. \n'b' About \n'b' This bird peers at you curiously. \n'b' Vedfolnir are bird-spirits that act as the eyes and ears of their masters. They can manifest as eagles, hawks, or ravens but their function is the same: to spy and report on all they survey. Vedfolnir are nosey creatures, fond of landing on rooftops and window sills to observe whatever catches their fancy; as a result, what a vedfolnir learns isn\xe2\x80\x99t always of immediate value. Still, they are eager to share what they learn with their companions and are restless when between scouting missions. Vedfolnir often bond with much larger winged beasts, like hraesvelger; Odin is known to bestow a vedfolnir on those he deems worthy of his favor.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Veenlijk \n'b' Medium undead , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 112 (15d8 + 45) Speed 25 ft., swim 25 ft.\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 16 (+3) INT: 14 (+2) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Religion +5, Perception +6, Stealth +4 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities exhaustion , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 16 Languages any languages it knew in life Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Breathsense . The veenlijk can magically pinpoint the locations of breathing creatures within 30 feet of it. \n'b' Innate Spellcasting . The veenlijk\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 14). The veenlijk can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 1/day each : fog cloud , hallucinatory terrain \n'b'\n'b' Peat-Fire Immolation . The veenlijk\xe2\x80\x99s body is highly flammable, and when ignited it becomes a smoky conflagration. When the veenlijk takes fire or radiant damage, it catches fire unless it is already on fire. While on fire, it takes 9 (2d8) fire damage at the start of each of its turns. When it takes this damage, each creature within 5 feet of it takes the same amount of fire damage. Additionally, the area within 10 feet of the veenlijk is heavily obscured. A creature can use an action to extinguish the fire. The fire is also extinguished if the veenlijk is submerged in liquid. \n'b' Swamp Dweller . The veenlijk ignores difficult terrain caused by swamp features. Additionally, the veenlijk has advantage on Dexterity ( Stealth ) checks while in swamps. \n'b' Undead Nature . The veenlijk doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The veenlijk makes two seize attacks. The veenlijk can replace one of those attacks with Out of the Mists. \n'b' Seize . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target can\xe2\x80\x99t breathe or speak, and the veenlijk can\xe2\x80\x99t seize a different creature. \n'b' Out of the Mists . If the veenlijk is in an area obscured by mist or smoke, it moves up to its speed and makes a seize attack with advantage. \n'b'\n'b' ABOUT \n'b' Certain bog-dwelling druids reverentially tell stories of primordial veenlijken, whom they regard as supernatural manifestations of the cycle of life and death in a swamp. \n'b' The most ardent devotees of such radical beliefs dwell on the outskirts of veenlijken hunting grounds, luring travelers and adventurers into the swamp and personally abetting the primordial veenlijk\xe2\x80\x99s wicked ceremonies. \n'b' A veenlijk comes into being when a humanoid is strangled to death and its corpse is disposed of in a swamp. The victim\xe2\x80\x99s spirit, which is too anguished to move on, and its body, preserved by the swamp\xe2\x80\x99s acids, harden into an undead creature whose sole motive is to haunt its sodden domain. \n'b' Some veenlijken are the result of murder or foul play, while others rise in the wake of sacrificial rites to swamp-dwelling gods and other occult powers. When the veenlijk rises, it may at first seek to avenge its death, hunting down anyone it deems complicit in its terrible fate. Dim-witted by death, however, most veenlijken end up indiscriminately targeting anyone who happens to cross their path. Particularly old or cunning veenlijken purposefully set up environmental traps, using magic to conceal quicksand and other hazards that might aid in their ambushes. \n'b' The most sinister veenlijken truly embrace their undeath, believing themselves destined to be the unholy protectors of their boggy demesnes. Such a veenlijk might lead its own elaborate rituals centered on human sacrifice-unholy rites modeled after its own undead genesis.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vegemen Commoner \n'b' Family: Vegemen \n'b' Small plant , neutral \n'b' Armor Class 16 (Spine armor) Hit Points 9 (2d6 + 2) Speed 30 ft.\n'b' STATS STR: 7 (-2) DEX: 14 (+2) CON: 13 (+1) INT: 6 (-2) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 Damage Resistances lightning, piercing Senses darkvision 60 ft. Languages Vegepygmy Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Camouflage . The vegemen has advantage on Dexterity ( Stealth ) checks it makes in any terrain with ample obscuring plant life. \n'b' Regeneration . The vegemen regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn\xe2\x80\x99t function at the start of the vegeman\xe2\x80\x99s next turn. The vegemen dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Sling . Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vegemen Spellcaster \n'b' Small plant , neutral \n'b' Armor Class 16 (spine armor) Hit Points 23 (5d6 + 2) Speed 30 ft.\n'b' STATS STR: 7 (-2) DEX: 14 (+2) CON: 13 (+1) INT: 13 (+1) WIS: 13 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 Damage Resistances lightning, piercing Senses darkvision 60 ft. Languages Vegepygmy Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Camouflage . The vegemen has advantage on Dexterity ( Stealth ) checks it makes in any terrain with ample obscuring plant life. \n'b' Regeneration . The vegemen regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn\xe2\x80\x99t function at the start of the vegeman\xe2\x80\x99s next turn. The vegemen dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Spellcasting . The brain gorger is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (save DC 13, +3 to hit with spell attacks). The vegemen has the following spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : shape water, mold earth, gust \n'b' 1st level (2 slots) : entangle \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Sling . Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Velachif \n'b' Small beast , unaligned \n'b' Armor Class 12 \n'b' Hit Points 13 (3d6+3) \n'b' Speed 25 ft., swim 25 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 12 (+1) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses tremorsense 60 ft., passive Perception 10 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Poisonous . A creature hitting the velachif with a bite attack takes 5 (2d4) poison damage. \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 and 5 (2d4) poison damage. \n'b'\n'b' ABOUT \n'b' Central and South America and the Caribbean are the home to a wide variety of venomous and constrictor snakes. In addition to the titanic and truly monstrous menaces described elsewhere in this book and the mundane reptiles commonly known on Earth, however, there are a variety of unusual serpents drawn from myth and legend. \n'b' Chimalcoatl . Also called the \xe2\x80\x9cshield snake,\xe2\x80\x9d this thick, 8-foot-long gray and red serpent is unique for the broad, fleshy oval section on its back that resembles nothing so much as a round shield. This oval section has a flexible bony skeleton undergirding it and a vividly colored iridescent pattern that shifts and changes as the chimalcoatl moves. Its appearance is seen as an omen, with the changing patterns on its back indicating whether it brings weal or woe, prosperity and good fortune or death and war. \n'b' Tililcoatl . These curious snakes have dark black to purple scales, but their most distinguishing feature is that their body forks after about 2 feet of length into two separate tails, each another 2 to 3 feet in length. One of its tails contains its stomach and digestion and the other a venom sac which holds a potent toxin it stores and can spit at its enemies. \n'b' Velachif . This bright golden snake is only 3 feet long but is both poisonous and venomous. Its bite can be deadly to small creatures. Its flesh is considered a fine delicacy, but proper preparation is essential to remove the poison sacs that line each flank. An intact velachif can be sold for 5 to 50 gp to the right buyer. Xicalcoatl: This strange serpent is only 2-3 feet long, with scales of brown, bronze, and black with variegated scales on its belly. Its strangest feature, however, is a rounded protuberance they develop in adulthood that looks like a jicara, a drinking gourd or cup, with a smooth surface and the appearance of painted designs and patterns. The xicalcoatl can release pheromones that simulate the scent of brewed coffee or cocoa, and they lie in wait either in the grass or floating just below the surface of a pool, using the jicara as a lure. Creatures curious to see or fascinated by the aroma may be drawn into the water, at which point the xicalcoatl surges through the water at great speed creating a vortex that drags its victim into the water, drowning it.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vemacar, Adult \n'b' Family: Vemacar \n'b' Large ravager (devastation), chaotic evil or unaligned \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 127 (17d10 + 34); Wound Threshold 32 \n'b' Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 15 (+2) INT: 8 (-1) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Dex +6 \n'b' Skills Athletics +8, Perception +7 \n'b' Damage Vulnerabilities psychic, thunder \n'b' Damage Resistances poison; bludgeoning, piercing and slashing from non-magical attacks \n'b' Condition Immunities blinded , charmed , frightened , numbed, poisoned , restrained \n'b' Senses blindsight 60 ft., passive Perception 17 \n'b' Languages Phantasm \n'b' Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Corrosive Fluids . After dealing a Wound or a critical hit to the adult vemacar, the melee weapon or ammunition used is covered in corrosive fluids. Any non-magical weapon or armor under this effect, and which is not protected by an appropriate forging technique (such as dwarven forging), becomes fragile (see Adventurers, Equipment, Armory: Damaged Weapons and Armor). \n'b' Posthumous Explosion . When the adult vemacar dies, it lets out a death rattle, recognizable by ravagers within 300 feet of it, before disappearing in an explosion of corrupted energy. Each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 16 (3d10) necrotic damage on a failure, or half as much damage on a success. If a target takes damage this way, apply the Corrosive Fluids effect to its armor. \n'b' Regenerate . The adult vemacar regains 10 hit points at the start of its turn if it has at least 1 hit point. If the adult vemacar takes fire damage, this trait doesn\xe2\x80\x99t function at the start of the adult vemacar\xe2\x80\x99s next turn. \n'b' Standing Leap . The adult vemacar\xe2\x80\x99s long jump is up to 30 feet, and its high jump is up to 15 feet, with or without a running start. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The adult vemacar makes three frenzied strike attacks. If two attacks hit the same target, that target is grappled (escape DC 16). Until this grapple ends, the adult vemacar can make one Decaying Bite attack against the target as a bonus action. \n'b' Decaying Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing or slashing damage. \n'b' Frenzied Strike . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) piercing or slashing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Cunning Action . The adult vemacar can take the Dash , Disengage , or Hide action. \n'b' Death Rattle . The adult vemacar lets out a shrill cry. Each creature within 60 feet or less of it must make a DC 12 Wisdom saving throw. On a failure, the creature is frightened for 1 minute and takes 4 (1d8) psychic damage at the start of each of its turns while frightened . The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' REACTIONS \n'b'\n'b' Adaptative Armor . When the adult vemacar takes damage, it gains resistance against damage of the same type until the end of its next turn. This reaction cannot be used against psychic and thunder damage. \n'b'\n'b' ABOUT \n'b' The vemacar, or Cankerous hunter, is a fearsome-looking ravager combining speed, power, and imposing size . Its hide is as hard as plate armor. Its hind legs are reminiscent of an ox, with two large, bony spikes growing at the hips. Its vaguely humanoid forearms seem too long and possess an extra elbow. Its hands bear long, sharp claws. The chest of the vemacar is open and shows its spread ribs, between which pockets of corrupted fluid are found. Long, pointy teeth line the top and bottom parts of its maw, and it also has a trailing tail. The vemacar is blind, but it can easily detect the noise made by its prey thanks to its bony crest. This ravager is as sensitive to sound as it is vulnerable to it. \n'b' The vemacar has three stages of growth: young, adult, and ancient. A young vemacar is born from a Cankerous nest after a year of gestation in an opalescent cocoon. \n'b' It quickly leaves the nest to hunt in the Netherworld. It can then follow various paths, which can merge or not: \n'b' Scout hunter . This vemacar looks for tracks indicating a humanoid presence and methodically eliminates them. It can also discover maelossas and report their presence to its peers using the Phantasm network. There are no reports of ancient vemacars acting as scout hunters. When a Cankerous prince gathers legions, the vemacar uses its field experience to harass opposing troops in quick, targeted attacks. \n'b' Defender hunter . This vemacar binds itself to a nest (the one of its birth or another) that was recently created and is lacking protectors. There it stays forever, hunting in the vicinity to feed the beating growth. In the ancient stage, it almost never leaves the nest.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vemacar, Ancient \n'b' Family: Vemacar \n'b' Huge ravager (devastation), chaotic evil or unaligned \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 190 (20d12 + 60); Wound Threshold 48 \n'b' Speed 50 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 17 (+3) INT: 8 (-1) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Dex +9, Con +9 \n'b' Skills Acrobatics +9, Athletics +11, Perception +9 \n'b' Damage Vulnerabilities psychic, thunder \n'b' Damage Resistances poison; bludgeoning, piercing and slashing from non-magical attacks \n'b' Condition Immunities blinded , charmed , frightened , numbed, poisoned , restrained \n'b' Senses blindsight 60 ft., passive Perception 19 \n'b' Languages Phantasm \n'b' Challenge 18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Corrosive Fluids . After dealing a Wound or a critical hit to the ancient vemacar, the melee weapon or ammunition used is covered in corrosive fluids. Any non-magical weapon or armor under this effect, and which is not protected by an appropriate forging technique (such as dwarven forging), becomes fragile (see Adventurers, Equipment, Armory: Damaged Weapons and Armor). \n'b' Posthumous Explosion . When the ancient vemacar dies, it lets out a death rattle, recognizable by ravagers within 300 feet of it, before disappearing in an explosion of corrupted energy. Each creature within 10 feet of it must make a DC 17 Dexterity saving throw, taking 16 (3d10) necrotic damage on a failure, or half as much damage on a success. If a target takes damage this way, apply the Corrosive Fluids effect to its armor. \n'b' Regenerate . The ancient vemacar regains 15 hit points at the start of its turn if it has at least 1 hit point. If the ancient vemacar takes fire damage, this trait doesn\xe2\x80\x99t function at the start of the ancient vemacar\xe2\x80\x99s next turn. \n'b' Standing Leap . The ancient vemacar\xe2\x80\x99s long jump is up to 40 feet, and its high jump is up to 15 feet, with or without a running start. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ancient vemacar makes three Frenzied Strike attacks. If two attacks hit the same target, that target is grappled (escape DC 19). Until this grapple ends, the ancient vemacar can make one Decaying Bite attack against the target as a bonus action. \n'b' Decaying Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) piercing or slashing damage. \n'b' Frenzied Strike . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) piercing or slashing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Cunning Action . The ancient vemacar can take the Dash , Disengage , or Hide action. \n'b' Death Rattle . The ancient vemacar lets out shrill cry. Each creature within 60 feet or less of it must make a DC 14 Wisdom saving throw. On a failure, the creature is frightened for 1 minute and takes 5 (1d10) psychic damage at the start of each of its turns while frightened . The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' REACTIONS \n'b'\n'b' Adaptative Armor . When the ancient vemacar takes damage, it gains resistance against damage of the same type until the end of its next turn. This reaction cannot be used against psychic and thunder damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The ancient vemacar 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 ancient vemacar regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The ancient vemacar makes a Wisdom ( Perception ) check. \n'b' Strike Attack . The ancient vemacar makes a Frenzied Strike attack . \n'b' Aggressive Leap (Costs 2 Actions) . The ancient vemacar makes a long or high jump to land on a target within 40 feet of it. That target must succeed on a DC 17 Strength saving throw or be knocked prone . If the creature is prone , the ancient vemacar can immediately make a decaying bite attack against it. \n'b' Decaying Bite (Costs 2 Actions) . The ancient vemacar uses its decaying bite. \n'b'\n'b' ABOUT \n'b' The vemacar, or Cankerous hunter, is a fearsome-looking ravager combining speed, power, and imposing size . Its hide is as hard as plate armor. Its hind legs are reminiscent of an ox, with two large, bony spikes growing at the hips. Its vaguely humanoid forearms seem too long and possess an extra elbow. Its hands bear long, sharp claws. The chest of the vemacar is open and shows its spread ribs, between which pockets of corrupted fluid are found. Long, pointy teeth line the top and bottom parts of its maw, and it also has a trailing tail. The vemacar is blind, but it can easily detect the noise made by its prey thanks to its bony crest. This ravager is as sensitive to sound as it is vulnerable to it. \n'b' The vemacar has three stages of growth: young, adult, and ancient. A young vemacar is born from a Cankerous nest after a year of gestation in an opalescent cocoon. \n'b' It quickly leaves the nest to hunt in the Netherworld. It can then follow various paths, which can merge or not: \n'b' Scout hunter . This vemacar looks for tracks indicating a humanoid presence and methodically eliminates them. It can also discover maelossas and report their presence to its peers using the Phantasm network. There are no reports of ancient vemacars acting as scout hunters. When a Cankerous prince gathers legions, the vemacar uses its field experience to harass opposing troops in quick, targeted attacks. \n'b' Defender hunter . This vemacar binds itself to a nest (the one of its birth or another) that was recently created and is lacking protectors. There it stays forever, hunting in the vicinity to feed the beating growth. In the ancient stage, it almost never leaves the nest.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon, Ikle \n'b' Family: Demons \n'b' Small fiend , chaotic evil \n'b' Armor Class 11 (description) Hit Points 7 (2d6) Speed 20 ft.\n'b' STATS STR: 7 (-2) DEX: 13 (+1) CON: 10 (+0) INT: 10 (+0) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities cold, Necrotic, Poison Condition Immunities charmed , Exhausted, Grappled , Paralyzed , Petrified , poisoned , Prone , Restrained Damage Resistances acid, fire, Lightning, thunder; bludgeoning, piercing, and Slashing from non-magical weapons Senses darkvision 30 ft., passive Perception 10 Languages Common Challenge \xc2\xbc (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal Movement . The Ikle 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' Turnable . Although not technically undead, the Ikle is connected to the negative energy plane and can be turned as if it were undead. They can also be damaged by holy water as if they were undead. \n'b'\n'b' ACTIONS \n'b'\n'b' Engulf . The Ikle targets one opponent and attempts to engulf their face. The target is allowed to make a Dexterity save (DC 13) to avoid it. If the save succeeds, there is no effect. If the save fails, the Ikle covers the target\xe2\x80\x99s face and enters its breathing passages, suffocating the victim and draining the life from them. The victim takes 7 (2d6) necrotic damage immediately and is considered grappled . Any target who remains grappled at the beginning of the Ikle\xe2\x80\x99s turn automatically takes an additional 7 (2d6) necrotic damage. As an action, the victim can attempt to escape the creature\xe2\x80\x99s grasp (DC 13). \n'b'\n'b' ABOUT \n'b' Ikle demons have no particular shape or form. Upon first glance, they look like a wisp of dark smoke cast, though a more careful observation reveals the vague shape of a man or woman\xe2\x80\x99s face, captured with a look of extreme fear. This terror is so written into the parchment of their expression that it leaves the viewer cold. The smell like burnt tar, so that anyone within a few feet is left with an acidic taste in his or her mouths. \n'b' Unworthy Spirits . These small creatures come from the negative planes. They are the evil spirits of petty criminals cursed to spend eternity in the shadows. They are numerous and found almost anywhere. Ikle demons are terrified of everything around them and seek only to hide from any light. However, if suddenly unearthed or exposed in some ways they do attack.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vemacar, Young \n'b' Family: Vemacar \n'b' Large ravager (devastation), chaotic evil or unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 82 (11d10 + 22); Wound Threshold 21 \n'b' Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 15 (+2) INT: 8 (-1) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6 \n'b' Damage Vulnerabilities psychic, thunder \n'b' Damage Resistances poison \n'b' Condition Immunities blinded , charmed , frightened , numbed, poisoned , restrained \n'b' Senses blindsight 60 ft., passive Perception 13 \n'b' Languages Phantasm \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Corrosive Fluids . After dealing a Wound or a critical hit to the young vemacar, the melee weapon or ammunition used is covered in corrosive fluids. Any non-magical weapon or armor under this effect, and which is not protected by an appropriate forging technique (such as dwarven forging), becomes fragile (see Adventurers, Equipment, Armory: Damaged Weapons and Armor). \n'b' Posthumous Explosion . When the young vemacar dies, it lets out a death rattle, recognizable by ravagers within 300 feet of it, before disappearing in an explosion of corrupted energy. Each creature within 5 feet of it must make a DC 13 Dexterity saving throw, taking 11 (2d10) necrotic damage on a failure, or half as much damage on a success. If a target takes damage this way, apply the Corrosive Fluids effect to its armor. \n'b' Regenerate . The young vemacar regains 5 hit points at the start of its turn if it has at least 1 hit point. If the young vemacar takes fire damage, this trait doesn\xe2\x80\x99t function at the start of the young vemacar\xe2\x80\x99s next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The young vemacar makes two Frenzied Strike attacks. If two attacks hit the same target, that target is grappled (escape DC 14). Until this grapple ends, the young vemacar can make one Decaying Bite attack against the target as a bonus action. \n'b' Decaying Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) piercing or slashing damage. \n'b' Frenzied Strike . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 10 (2d6 + 3) piercing or slashing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Cunning Action . The young vemacar can take the Dash , Disengage , or Hide action. \n'b' Death Rattle . The young vemacar lets out a shrill cry. Each creature within 60 feet must make a DC 11 Wisdom saving throw. On a failure, the creature is frightened for 1 minute and takes 3 (1d6) psychic damage at the start of each of its turns while frightened . The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' REACTIONS \n'b'\n'b' Adaptative Armor . When the young vemacar takes damage, it gains resistance against damage of the same type until the end of its next turn. This reaction cannot be used against psychic and thunder damage. \n'b'\n'b' ABOUT \n'b' The vemacar, or Cankerous hunter, is a fearsome-looking ravager combining speed, power, and imposing size . Its hide is as hard as plate armor. Its hind legs are reminiscent of an ox, with two large, bony spikes growing at the hips. Its vaguely humanoid forearms seem too long and possess an extra elbow. Its hands bear long, sharp claws. The chest of the vemacar is open and shows its spread ribs, between which pockets of corrupted fluid are found. Long, pointy teeth line the top and bottom parts of its maw, and it also has a trailing tail. The vemacar is blind, but it can easily detect the noise made by its prey thanks to its bony crest. This ravager is as sensitive to sound as it is vulnerable to it. \n'b' The vemacar has three stages of growth: young, adult, and ancient. A young vemacar is born from a Cankerous nest after a year of gestation in an opalescent cocoon. \n'b' It quickly leaves the nest to hunt in the Netherworld. It can then follow various paths, which can merge or not: \n'b' Scout hunter . This vemacar looks for tracks indicating a humanoid presence and methodically eliminates them. It can also discover maelossas and report their presence to its peers using the Phantasm network. There are no reports of ancient vemacars acting as scout hunters. When a Cankerous prince gathers legions, the vemacar uses its field experience to harass opposing troops in quick, targeted attacks. \n'b' Defender hunter . This vemacar binds itself to a nest (the one of its birth or another) that was recently created and is lacking protectors. There it stays forever, hunting in the vicinity to feed the beating growth. In the ancient stage, it almost never leaves the nest.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vengaurak \n'b' Large monstrosity (titanspawn), chaotic evil\n'b' STATS STR: 18 (+4) DEX: 8 (-1) CON: 21 (+5) INT: 3 (-4) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 (natural armor) Hit Points 136 (13d10 + 65) Speed 30 ft., burrow 20 ft. Skills Perception +3 Senses darkvision 90 ft., sense faith 60 ft., tremorsense 60 ft., passive Perception 13 Languages Titan Speech (can\xe2\x80\x99t speak) Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Aggressive . As a bonus action, the vengaurak can move up to its speed toward a hostile creature that it can see. \n'b' Sense Faith . The vengaurak can automatically sense and discern the location of any celestial, fiend, or creature capable of casting cleric or paladin spells within 60 feet. \n'b' Actions \n'b' Multiattack . The vengaurak makes one bite attack and one constrict attack. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage plus 4 (1d8) acid damage. \n'b' Constrict . Melee Weapon Attack : +7 to hit, reach 5 ft., one Medium or smaller creature. Hit : 11 (2d6 + 4) bludgeoning damage plus 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 15) if the vengaurak isn\xe2\x80\x99t already constricting a creature, and the target is restrained until this grapple ends. \n'b' Tactics \n'b' Vengaurak are single-minded in combat; they do not see enemies, but only things to be eaten. They will attack the nearest creature, concentrating on it until it is slain and then begin to feed, attacking others only if they interrupt its meal. Once fed, it moves onto another target, as they are always hungry. \n'b' A vengaurak is a repulsive, terrifying creature the size of a large draft horse that reeks of carrion and blood. A twisted hybrid of beetle, mantis, maggot, and serpent, it moves like a snake on its long, articulated body. \n'b' Burrowing Horrors . Though they are not particularly intelligent, vengaurak often ambush their prey, sometimes unintentionally. When moving into a new area, they burrow extensive underground tunnels, and if they then detect prey with their tremorsense, they burst up from below, often surprising those above them. They are even known to erupt into city streets, unerringly discovering and devouring any who choose to hide rather than flee. \n'b' Hatred of the Gods . When a worshiper of the gods is among their possible prey, vengaurak tend to seek that victim out first. They also fight fiercely and savagely against anything that would seek to stop their passage or keep them from their prey, being swayed by hatred of restraint. Once set on a target, a vengaurak rarely ceases pursuit unless another tasty morsel tries to bar its path.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vengeful Sentry \n'b' Medium undead , lawful neutral\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 16 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 (natural armor) Hit Points 120 (16d8 + 48) Speed 30 ft., fly 50 ft. Damage Vulnerabilities radiant Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned , stunned, unconscious Senses darkvision 120 ft., passive Perception 12 Languages Dwarvish, Ledean Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Avoidance . If the vengeful sentry 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 it fails. \n'b' Rejuvenation . When the vengeful sentry is defeated, it is not truly destroyed. After one week, the vengeful sentry reforms at Irontooth Pass in the Kelder Mountains and regains all its hit points . Before it reforms, a wish spell can be used to force the sentry permanently into the afterlife. \n'b' Shadow Stealth . While in dim light or darkness, the vengeful sentry can take the Hide action as a bonus action. \n'b' Swarm Form (Recharge 4-6) . The vengeful sentry uses a bonus action and takes the form of a shadowy swarm of crows, rapidly shifting and moving, causing attack rolls against it to have disadvantage. It returns to its normal form at the beginning of its next turn. \n'b' Undead Nature . A vengeful sentry doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Multiattack . The vengeful sentry makes three slam attacks. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 10 ft., one creature. Hit : 6 (1d6 + 3) piercing damage plus 10 (2d6 + 3) necrotic damage. \n'b' Tactics \n'b' The vengeful sentry will choose a combat location that makes good use of its ability to hide in shadows and fly. It then begins to harass the party, taking its time and being willing to retreat if necessary, only to return once it has a tactical advantage. Once it has marked outsiders for death, it is relentless. \n'b' Watchful crows are always found wherever the vengeful sentry resides. The vengeful sentry can even assume the shape of a shadowy mass of crows while flying and even during combat. \n'b' Description \n'b' The vengeful sentry appears as dwarf shrouded in black, with a visage entirely obscured in shadow. Its appearance is most often preceded by a gathering of crows. Those who draw near the quietly perched birds find that they begin to caw more and more loudly, until they take wing and circle in agitated patterns around the unwanted visitors, heralding the arrival of the sentry, who silently steps into view from a nearby shadow.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Bilwis \n'b' The vague outline of a person wavers to and fro, mirage-like, formed from grass and weeds seemingly caught on a breeze with hair of blowing corn silk. \n'b' Medium elemental , chaotic evil \n'b' Armor Class 13 Hit Points 49 (11d8) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 10 (+0) INT: 10 (+0) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances lightning, thunder Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 11 Languages Auran Challenge 1 (200 XP) \n'b' Special Traits \n'b' Air Form . The bilwis can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. \n'b' Actions \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage. \n'b' Bilwis Whirlwind (Recharge 5-6) . Each creature in the bilwis\xe2\x80\x99 space and within 5 feet of it must make a DC 12 Strength saving throw. On a failure, a target takes 14 (4d6) bludgeoning damage and is knocked prone . On a success, a target takes half the bludgeoning damage and isn\xe2\x80\x99t knocked prone . \n'b' About \n'b' Summoned Saboteur . The bilwis is an elemental creature. \n'b' Usually summoned on behalf of another to ruin an enemy\xe2\x80\x99s crops, the bilwis hides in the fields until harvest draws near then rips through the crops, devouring and scattering the yield. \n'b' False Undead . The form of a bilwis leads to them being misidentified as a ghost of some kind, and they are often referred to as a \xe2\x80\x9cfield ghost.\xe2\x80\x9d Though remedies for a haunting fail to drive them away, the remedies do sometimes add the undead to the list of local maladies when graves are disturbed unnecessarily. \n'b' Shrouded in Superstition . Many farmers believe that if they plant and plow their fields from the outside inward, the bilwis won\xe2\x80\x99t be able to find its way in to damage their crops. The bilwis are also blamed for the spread of various illnesses but have no such ability. \n'b' Elemental Nature . The bilwis doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vengeful Spirit, Beheaded \n'b' Medium undead , any \n'b' Armor Class 15 (Angry Defiance) Hit Points 54 (12d8) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 7 (-2) DEX: 13 (+1) CON: 11 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +2, Cha +6 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 10 Languages the languages it knew in life Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Angry Defiance . The vengeful spirit adds its Charisma modifier to its AC (included above). \n'b' Incorporeal Movement . The vengeful spirit 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 vengeful spirit doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Essence of Rage . Melee or Ranged Spell Attack : +6 to hit, reach 5 ft. or range 30 ft., one creature. Hit : 22 (4d8 + 4) psychic damage, and the target must succeed on a DC 14 Charisma saving throw or be enraged until the end of its next turn. While enraged, the target has advantage on melee attack rolls and must move to and attack the nearest creature other than the spirit. In addition, attack rolls against the enraged target have advantage. \n'b' Decapitation (1/Day) . The vengeful spirit makes a quick, cutting gesture at one creature it can see within 30 feet of it that has a head and that is below half its hp maximum. The target must make a DC 14 Constitution saving throw, taking 28 (8d6) slashing damage on a failed save, or half as much damage on a successful one. A target that fails the saving throw also has one of its heads cut off. The creature dies if it can\xe2\x80\x99t survive without the lost head. \n'b'\n'b' ABOUT \n'b' The statistics presented here are for a beheaded vengeful spirit.\xc2\xa0Other types of vengeful spirits use these statistics, except as defined below. \n'b' Immolated . This spirit was burned at the stake, perished in a building set alight by angry villagers, or similarly killed by fire.\xc2\xa0An immolated vengeful spirit has immunity to fire damage, and its Decapitation action is renamed to Conflagration.\xc2\xa0Conflagration can target any creature, and it deals fire damage instead of slashing damage. In addition, a target that fails the saving throw is ignited, instead of losing its head, and takes 5 (1d10) fire damage at the start of each of its turns until another creature takes an action to douse the fire. \n'b' Strangled . This spirit was the victim of strangulation or an ill-performed hanging. Its Decapitation action is renamed to Asphyxiation. Asphyxiation can target only a creature that needs to breathe, and it deals bludgeoning damage instead of slashing damage. In addition, a target that fails the saving throw is suffocating, instead of losing its head, until the spirit dies or until lifted by the remove curse or dispel magic (DC 13) spell.\xc2\xa0The ghostly humanoid floats through the air, its head hovering several inches above its severed neck. \n'b' A vengeful spirit is created when a strong-willed humanoid with magical talent is killed by relatively mundane means wielded by angry or fearful people. The victim\xe2\x80\x99s angry spirit returns, looking for retribution against those involved in its death\xe2\x80\x94whether that death was wrongful murder or justified execution. These spirits inflict punishment on the living with the rage that animates them, and they mete out their revenge in poetic fashion. \n'b' Varied Vengeance . A vengeful spirit is defined by its means of death. Regardless of the cause of death, each vengeful spirit seeks to have its killer or killers die in like fashion.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Venomous Snakedead \n'b' Medium undead , neutral evil \n'b' Armor Class 12 Hit Points 37 (5d8 + 15) Speed 20 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 16 (+3) INT: 3 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities paralyzed , poisoned Senses darkvision 30 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Undead Nature . The snakedead doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 6 (1d8 + 2) piercing damage plus 3 (1d6) poison damage. \n'b' Uncoil Neck . The snakedead uncoils its neck, increasing the range of its bite to 15 feet, and makes a bite attack with disadvantage. After the attack , the snakedead\xe2\x80\x99s neck becomes coiled again. \n'b'\n'b' ABOUT \n'b' Venomous snakedead are more common in places where snakes are held in high regard and humanoids are not. \n'b' Underground cities, desert temples, and jungle towers might all host these foul creatures, whether as sadists\xe2\x80\x99 slaves, pharaohs\xe2\x80\x99 servants, or wizards\xe2\x80\x99 guardians. \n'b' Venomous snakedead are horrific creatures created through vile arcane means during which the sacrificial victim-always a sentient, humanoid creature-is bitten numerous times by poisonous snakes. All the while, dark incantations are chanted and snake blood is poured onto the sacrifice\xe2\x80\x99s lacerations. These rites strip the creature of its sentience and transform it into a mindless abomination. \n'b' A venomous snakedead retains its humanoid body but shows clear signs of its fate. Its body is covered in bite marks and its veins swell with stagnant black, green, and purple fluids. The eyes of a venomous snakedead have a similarly black, green, or purple hue to them. Its mouth sports fangs dripping with venom, but most telling of all is the creature\xe2\x80\x99s sinewy neck, lengthened in the process of the creation rites and imbued with necromantic strength. While a venomous snakedead is a mindless creature and, as such, does not have a sense of society, the arcane magic used to create it binds the creature to others of its kind. If its creator is killed or willingly releases the venomous snakedead, it will naturally be drawn to other snakedead. It is not unheard of for venomous snakedead to gather in large groups or even hordes, and witnesses of such phenomena speak of the beings\xe2\x80\x99 hivemind-like behavior and the display of their own unique profane rituals. What, exactly, these rituals accomplish is anyone\xe2\x80\x99s guess. \n'b' It is said that venomous snakedead were first created by a coven of witches serving strange serpentine demons. The witches sought to create a creature in their patrons\xe2\x80\x99 image, a creature that would do the witches\xe2\x80\x99 bidding in the mortal realm. They were more successful than they had dared hope, for the snakedead shared a mystical connection not only with the divine, but with other snakedead. Realizing the untapped potential of this link between snakedead to spread their demonic overlords\xe2\x80\x99 message, the witches spread the means of creating snakedead to other wizards and necromancers throughout the land, allowing their snakedead creations to gather together and wreak death upon the world.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Veritigibbet \n'b' Small fey , chaotic neutral \n'b' Armor Class 14 Hit Points 63 (14d6 + 14) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 9 (\xe2\x80\x931) DEX: 19 (+4) CON: 12 (+1) INT: 14 (+2) WIS: 11 (+0) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons Condition Immunities charmed , frightened Senses passive Perception 10 Languages Common, Elvish, Sylvan Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Fortissimo Fibber . The veritigibbet can\xe2\x80\x99t be magically silenced or forced to tell the truth by any means, and it knows if it hears a lie. \n'b' Ventriloquist . The veritigibbet can make its voice sound as though it originates from any point it can see within 60 feet of it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The veritigibbet makes two Repartee attacks. \n'b' Repartee . Melee or Ranged Spell Attack : +6 to hit, reach 5 ft. or range 60 ft., one target. Hit : 14 (3d6 + 4) psychic damage. \n'b' Blather . The veritigibbet asks a question of a creature it can see within 30 feet of it. The target must make a DC 14 Wisdom saving throw. On a failure, the target must either answer the question truthfully and completely or have disadvantage on all attack rolls, saving throws, and ability checks for the next 1 hour, cumulatively increasing in duration each time the target fails the saving throw and chooses to take disadvantage. If the target chooses to answer the question, it can\xe2\x80\x99t dissemble or omit information relevant to the question being answered. On a success, the veritigibbet takes 3 (1d6) psychic damage. Creatures that are immune to being charmed aren\xe2\x80\x99t affected by this action. \n'b' Veiled Escape (1/Day) . The veritigibbet teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see, becoming invisible when it arrives at the destination. \n'b'\n'b' REACTIONS \n'b'\n'b' Liar, Liar . When a creature lies while within 30 feet of the veritigibbet, that creature must succeed on a DC 14 Dexterity saving throw or take 3 (1d6) fire damage and it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns. \n'b'\n'b' ABOUT \n'b' This creature\xe2\x80\x99s most prominent feature is its oversized head\xe2\x80\x94and when paired with its thin neck and narrow frame, it looks like a pumpkin threatening to break off a fragile vine. Its gaunt body is masked in well?tailored finery, and its immense mouth is curled up in a mocking sneer. The jewel-feathered wings protruding from its temples flap madly to keep it aloft. \n'b' Veritigibbets can be found in all the lands of the fey, asking probing (and often embarrassing) questions of every creature they meet. An encounter with one of the creatures often begins innocently enough, with the veritigibbet paying a compliment and asking a simple question or two, such as asking for a name or occupation, or commenting on the weather. However, veritigibbets are deeply interested in the secret lives of other creatures, and their questions get personal very quickly. Creatures that don\xe2\x80\x99t mind impertinent questions can do very well in conversation with a veritigibbet, as the chatty creatures often sprinkle the conversation with bits they\xe2\x80\x99ve learned from others. \n'b' Sly Snoops . The rulers of the fey find veritigibbets to be adequate inquisitors and spy-catchers and they bond as many of the creatures to their causes as possible. Veritigibbets who have been bonded to a fey lord earn a modicum more respect than their unaligned peers, but most fey treat veritigibbets with grudging respect at best. Most fey find them to be loathsome tattlers and gossips.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Verivore, Faithkeeper \n'b' Family: Verivore \n'b' Huge aberration \n'b' Armor Class 21 (natural armor) Hit Points 252 (24d12 + 96) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 11 (+0) CON: 18 (+4) INT: 12 (+1) WIS: 19 (+4) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Con + 8, Wis +8 Skills Perception +8 Senses Darkvision 120 ft., Passive Perception 14 Languages Deep Speech, Telepathy 120 ft. Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Memory Sense . Verivores make an opposed Perception check against an Intelligence saving throw to view any memories (last 24 hours) for any target in visual range. \n'b' Orbs of Verity . Verivores generate one Orb of Verity, from the tendrils of their cranial cavity for each use of their psychic theft ability. \n'b'\n'b' ACTIONS \n'b'\n'b' Arcanovore . Faithkeepers gain resistance to any spell that can be cast by a creature it currently has an Orb of Verity from. \n'b' Multiattack . The faithkeeper can make three tail whip attacks a round. \n'b' Distortion Shear (Recharge 4-6) . As a bonus action, the faithkeeper can emit a 60-foot-radius blast of reality disruption around itself. This deals 4d6 psychic damage with a Wisdom save of DC 16 to take half. For every 3 Orbs of Verity the faithkeeper contains it deals an additional +1d6 damage. \n'b' Gather Verity . The faithkeeper\xe2\x80\x99s tendril tails can transfer Orbs of Verity from other verivores to its massive cranial cr\xc3\xa8che. Its exceptional reach can gather orbs at a range of 30 feet. \n'b' Tail Whip . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 13 (2d6+6) bludgeoning, and the target is grappled (escape DC 18) and is moved up to 5 feet toward the faithkeeper. \n'b'\n'b' ABOUT \n'b' These hulking brutes drag themselves on stunted wings to harvest verity orbs from other verivores and serve as both living archives and siege engines during times of overt conflict.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Verivore, Lieweaver \n'b' Family: Verivore \n'b' Medium aberration \n'b' Armor Class 19 (natural armor) Hit Points 190 (20d8 + 100) Speed 10 ft., fly 40 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 21 (+5) INT: 18 (+4) WIS: 18 (+4) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Int +9, Wis +9 Skills Arcana +8 Deception +7, Perception +9, Persuasion +7 Senses Darkvision 120 ft., Passive Perception 14 Languages Deep Speech, Telepathy 120 ft. Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The lieweaver\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spells). The lieweaver can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : invisibility , magic missile , see invisibility , sleep \n'b' 2/day each : charm person , dimension door , gaseous form , polymorph \n'b'\n'b' Memory Sense . Verivores make an opposed Perception check against an Intelligence saving throw to view any memories (last 24 hours) for any target in visual range. \n'b' Orbs of Verity . Verivores generate one Orb of Verity, from the tendrils of their cranial cavity for each use of their psychic theft ability. \n'b' Spellcasting . Varies. \n'b'\n'b' ACTIONS \n'b'\n'b' Arcanovore . Lieweavers with at least one Orb of Verity containing the stolen identity of a spellcaster may cast one of the creature\xe2\x80\x99s cantrips at will. If it has three Orbs of Verity it gains all spellcasting ability of the lowest level caster. Regardless of the original type, these spells become arcane. \n'b' Distortion Shear (Recharge 4-6) . As faithkeeper, DC 17. \n'b' Psychic Theft \xe2\x80\x93 Identity . As an action on its turn, the lieweaver can attempt to steal a character\xe2\x80\x99s archetype (removing all benefits gained from it) and place it within an Orb of Verity. If it has already stolen an archetype, it may take the creature\xe2\x80\x99s alignment, feats, or background. The Intelligence save to resist this ability is DC 17. \n'b' Tapestry of Lies . As a bonus action, the lieweaver can replace the identity of a character whose identity it has stolen. They may replace any stolen attribute. This may confuse, torment, or otherwise cause the character to question their current allegiances and motives. The Intelligence save to resist this ability is DC 17. \n'b'\n'b' ABOUT \n'b' The tactical masters and nobility of the demiplanar cystcolonies, these shape the false narratives that corrupt kingdoms that they target.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Verivore, Trutheater \n'b' Family: Verivore \n'b' Medium aberration \n'b' Armor Class 16 (natural armor) Hit Points 84 (13d8 + 26) Speed 10 ft., fly 40 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 14 (+2) INT: 17 (+3) WIS: 19 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +6, Wis +7, Cha +6 Skills Deception +7, Perception +7, Persuasion +7 Senses Darkvision 120 ft., Passive Perception 14 Languages Deep Speech, Telepathy 120 ft. Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Memory Sense . Verivores make an opposed Perception check against an Intelligence saving throw to view any memories (last 24 hours) for any target in visual range. \n'b' Orbs of Verity . Verivores generate one Orb of Verity, from the tendrils of their cranial cavity for each use of their psychic theft ability. \n'b' Innate Spellcasting . The trutheater\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 15). The trutheater can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : invisibility , magic missile , see invisibility \n'b' 1/day each : charm person , dimension door , gaseous form , sleep \n'b'\n'b' ACTIONS \n'b'\n'b' Arcanovore . Trutheaters with at least one Orb of Verity containing the stolen truth of a spellcaster may cast one of that creature\xe2\x80\x99s cantrips at will. \n'b' Distortion Blast (Recharge 5-6) . Trutheaters with at least 2 Orbs of Verity can emit a violent distortion of reality as a 30\xe2\x80\xb2 line dealing 4d6 +4 damage against a Wisdom save DC 15 for half damage. For every 2 additional Orbs of Verity they deal +1d6. \n'b' Psychic Theft \xe2\x80\x93 Truth . As an action on its turn, the thrutheater can attempt to steal a character\xe2\x80\x99s background (causing them to lose all proficiencies gained from it) and place it within an Orb of Verity. The Intelligence save to resist this ability is DC 15. \n'b' Weave Delusion . As an action, the trutheater can replace a stolen background (granting new proficiencies). The new background may confuse, torment, or otherwise cause the character to question their current allegiances and motives. The Intelligence save to resist this ability is DC 15. \n'b'\n'b' ABOUT \n'b' These aberrant drones stand on writhing masses of tails, wrapped in their iridescent wings like a mockery of a fine cloak. The clutches of its grasping cranial cavity swim with stolen lives.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon, Inciter \n'b' Family: Demons \n'b' Medium fiend , chaotic evil \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 27 (5d8 + 5) \n'b' Speed 30 ft., fly 30 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 12 (+1) INT: 11 (+0) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +7, Insight +3, Persuasion +7, Stealth +4 \n'b' Damage Resistances cold, fire, lightning \n'b' Damage Immunities poison \n'b' Damage Immunities poisoned \n'b' Senses darkvision 60 ft., passive Perception 11 \n'b' Languages Abyssal, Common \n'b' Challenge 1 (200 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The inciter demon can move through a space as narrow as 1 inch wide without squeezing. \n'b' Aura of Distrust . The inciter demon radiates a psychic aura that causes creatures to doubt the intentions of their friends. Each creature within 30 feet of the inciter that isn\xe2\x80\x99t a Fiend has disadvantage on Wisdom ( Insight ) checks. When a creature enters the aura\xe2\x80\x99s area for the first time on a turn or starts its turn there, that creature must make a DC 13 Charisma saving throw. On a failure, any spell cast by the creature can\xe2\x80\x99t affect allies or friendly creatures, including spells already in effect, such as bless , while it remains in the aura. In addition, the creature can\xe2\x80\x99t use the Help action or accept assistance from a friendly creature, including assistance from spells, such as bless or cure wounds , while it remains in the aura. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The inciter demon makes two Claw attacks. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Inspire Violence (Recharge 5\xe2\x80\x936) . The inciter demon whispers to a creature within 5 feet of it that can hear it, stoking paranoia and hatred. The creature must succeed on a DC 13 Charisma saving throw or it uses its next action to make one attack against a creature that both the target and the inciter demon can see. A creature immune to being charmed isn\xe2\x80\x99t affected by the inciter demon\xe2\x80\x99s Inspire Violence. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Invisibility . The inciter demon magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the inciter wears or carries is invisible with it. \n'b'\n'b' ABOUT \n'b' A humanoid wisp of flame and smoke briefly appears and then vanishes again. It slips through the gathered assembly, sowing discord and inspiring violence with its hissing words. \n'b' Inciter demons are the embodiment of malicious mischief. They are wicked fiends whose only love is to disrupt the social ties between other creatures. Their whispers spoil trust and goodwill, and domineering mages employ them to ruin important alliances and turn former friends toward infighting and hostility. \n'b' Flame Form . An inciter demon\xe2\x80\x99s true form is that of a slender humanoid figure of cold flames and smoke. The only sign that an inciter is to blame for a breakdown in diplomacy is the flicker of fire that appears before they vanish, as they retreat to delight in what they have wrought.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Verivore, Willseeker \n'b' Family: Verivore \n'b' Small aberration \n'b' Armor Class 14 (studded leather) Hit Points 16 (3d6 + 6) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 13 (+1) INT: 8 (-1) WIS: 15 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +4 Skills Perception +4 Senses Darkvision 120 ft., Passive Perception 14 Languages Deep Speech, Telepathy 120 ft. Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Memory Sense . Verivores make an opposed Perception check against an Intelligence saving throw to view any memories (last 24 hours) for any target in visual range. \n'b' Orbs of Verity . Verivores generate one Orb of Verity, from the tendrils of their cranial cavity for each use of their psychic theft ability. \n'b'\n'b' ACTIONS \n'b'\n'b' Psychic Theft \xe2\x80\x93 Memory . The willseeker can attempt to steal a single memory (a moment 1 minute or less) of a creature within 30\xe2\x80\xb2 and replace it with a false one once per round as a bonus action. \n'b' Desperate Dodge . The flickering sting of the willseeker requires a DC 12 Wis save to evade, otherwise the target of the attack takes 1d8+2 damage. For each Orb of Verity the willseeker has formed, it deals +2 more points of damage. Their hit points increase by 5 for each Orb of Verity they have created.\n'b'\n'b'\n'b' For every three Orbs of Verity, their proficiency bonus increases by +1. \n'b' For every 2 Orbs of Verity, their AC increases by +1. \n'b' When their orbs exceed their hit dice, they seek a safe location to cocoon and evolve into higher castes as dictated by the nearest voidhatcher. \n'b' By holding an orb taken from it, a creature may undo the psychic theft it has suffered by succeeding against the original saving throw. \n'b'\n'b' Seeking Telepathy . If a creature within 1 mile per hit die of the verivore has a Proficiency bonus greater than +1 it can sense the target\xe2\x80\x99s general direction. \n'b' Subversive Strength . All Verivores gain advantage on attacks and saving throws against creatures that have false memories, identities, or powers. \n'b'\n'b' ABOUT \n'b' Willseekers are the scouts of the verivore cysts. They are drawn to beings of significant truth or areas of conflicted belief, reporting suitable targets to other verivores. \n'b' Verivores are aberrations from deep within the Ethereal Plane tangential to the demiplane of Nightmares. They sap the will and steal essential truths, draining the \xe2\x80\x9csense of being\xe2\x80\x9d from creatures they encounter. They repurpose the energy to form corrupt cysts in the fabric of reality. These cysts become the homes of each new verivore colony. \n'b' Verivores (or Trutheaters) share many physical characteristics across their five castes. They have large wings with two grasping digits and opposed thumbs attached to a torso. At the waist, the creature splits into a cluster of tendril tails they usually coil to stand upright. The cranial cavity of each verivore is crowned with a set of appendages similar to humanoid hands. Within this grasp form pale orbs of congealed reality called Orbs of Verity. \n'b' The Verivores\xe2\x80\x99 victims\xe2\x80\x99 stolen truths become enmeshed into organic spheres of quasi-reality known as the \xe2\x80\x9cOrbs of Verity.\xe2\x80\x9d These orbs provide the parasites with increasing expertise, expanding magical ability, and increasing mastery over reality. Corrupting the truths of civilized populations, these insidious creatures weave a tapestry of deception and distorted reality.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Voidhatcher \n'b' Family: Verivore \n'b' Large aberration \n'b' Armor Class 20 (natural armor) Hit Points 253 (22d10 + 132) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 14 (+2) DEX: 20 (+5) CON: 22 (+6) INT: 22 (+6) WIS: 22 (+6) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +12, Int +12, Wis +13 Skills Arcana +8 Deception +7, Perception +9, Persuasion +7 Senses Darkvision 120 ft., Passive Perception 17 Languages Deep Speech, Telepathy 120 ft. Challenge 19 (22,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The voidhatcher\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spells). The voidhatcher can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : invisibility , magic missile , see invisibility , vampiric touch \n'b' 3/day each : charm person , dimension door , polymorph \n'b' 1/day each : dominate person , flesh to stone , gaseous form , time stop \n'b'\n'b' Memory Sense . Verivores make an opposed Perception check against an Intelligence saving throw to view any memories (last 24 hours) for any target in visual range. \n'b' Orbs of Verity . Verivores generate one Orb of Verity, from the tendrils of their cranial cavity for each use of their psychic theft ability. \n'b' Spellcasting . Varies \n'b'\n'b' ACTIONS \n'b'\n'b' Arcanovore . Voidhatchers with at least one Orb of Verity containing the stolen Orbs of Verity of a spellcaster may cast any of the creature\xe2\x80\x99s cantrips at will. If it has three Orbs of Verity it gains all spellcasting abilities of the lowest level caster. Regardless of the original type, these spells become arcane. \n'b' Distortion Shear (Recharge 4-6) . As faithkeeper, DC 21. \n'b' Psychic Theft \xe2\x80\x93 Ego . As an action on its turn, the voidhatcher can attempt to steal a character\xe2\x80\x99s archetype, background, and alignment, placing them within an Orb of Verity. A second successful use of this ability steals the character\xe2\x80\x99s class (causing them to lose all class abilities). The Intelligence save to resist this ability is DC 21. \n'b' Ego Corruption . As a bonus action, the voidhatcher can replace the attributes of a character whose ego it has stolen. The new attributes may include a radically altered history, memories, and sense of self. To grant a new class exceeding a character\xe2\x80\x99s current level, it must possess an Orb of Verity stolen from a creature of a level equal to the new class\xe2\x80\x99 level. The Intelligence save to resist this ability is DC 21. \n'b'\n'b' ABOUT \n'b' The powerful nexus of each Verivore hive, these masterminds guide the subversion of Prime Material realms and the seeding of new reality cysts. Alternatively, the GM may award you Inspiration to choose a background for you for the day.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vermin of the Depths \n'b' Tiny beast , unaligned \n'b' Armor Class 11 Hit Points 1 (1d4 ? 1); Wound Threshold N/A Speed 20 ft.\n'b' STATS STR: 1 (-5) DEX: 12 (+1) CON: 9 (-1) INT: 1 (-5) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Condition Immunities blinded , deafened Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b'\n'b' ABOUT \n'b' The Netherworld is crawling with all sorts of creatures, and while surface-dwellers are mostly only aware of the largest and most dangerous of them, the smaller fauna shouldn\xe2\x80\x99t be ignored. These are commonly referred to as \xe2\x80\x9cvermin,\xe2\x80\x9d a name that belies the immense variety of this subterranean populace, as well as the many roles they play. Indeed, while many of these creatures are parasitic and seen as nuisances by the Netherworld peoples, others are appreciated for their many uses, whether hygienic, culinary, alchemical, etc. \n'b' All vermin of the depths use the following vermin of the depths base sheet, to which the individual characteristics of each vermin are added. You can also use the swarm of vermin of the depths sheet as a base and tweak it. \n'b' Though some of these creatures don\xe2\x80\x99t make for the most popular pet choices, it is possible to summon them with the summon familiar spell, so some wizards from the Netherworld may have surprising servants.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vesiculosa \n'b' Gargantuan plant , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 232 (16d20 + 64) Speed 0 ft., burrow 20 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 19 (+4) INT: 2 (\xe2\x80\x934) WIS: 14 (+2) CHA: 2 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 Damage Resistances fire, bludgeoning, piercing Condition Immunities charmed , blinded , deafened , frightened , prone Senses tremorsense 60 ft., passive Perception 16 Languages \xe2\x80\x94 Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Oasis Appearance . While the vesiculosa remains motionless and partially submerged on the surface of sand or soil, it is indistinguishable from a small oasis or pond. The vesiculosa\xe2\x80\x99s pitcher produces enough water for plants to grow around it, provided the vesiculosa remains in the area for an extended period of time. A creature that eats a fruit from a plant growing in the vesiculosa\xe2\x80\x99s water is affected by the Sweet Water trait as if it drank the water. \n'b' Sweet Fragrance . When a creature that can smell the vesiculosa\xe2\x80\x99s sweet fragrance starts its turn within 30 feet of the vesiculosa, the creature must succeed on a DC 16 Wisdom saving throw or be charmed for 1 minute. While charmed , the creature must move on its turn toward the vesiculosa by the safest available route to get within 5 feet of the plant and drink its water. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the vesiculosa\xe2\x80\x99s Sweet Fragrance for the next 24 hours. \n'b' Sweet Water . A creature that drinks water from the vesiculosa\xe2\x80\x99s pitcher regains 5 (2d4) hp , reduces its exhaustion level by 1, and must succeed on a DC 16 Constitution saving throw or fall unconscious for 10 minutes. An unconscious creature wakes up if it takes damage or if another creature takes an action to shake it awake. Drinking the water provides a creature enough nourishment to sustain it for one day. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The vesiculosa makes four Root or Spit Sweet Water attacks. \n'b' Root . Melee Weapon Attack : +9 to hit, reach 10 ft., one creature. Hit : 18 (3d8 + 5) bludgeoning damage, and the target is grappled (escape DC 16). Until the grapple ends, the target is restrained . The vesiculosa has four roots, each of which can grapple only one target. \n'b' Spit Sweet Water . Ranged Weapon Attack : +6 to hit, range 20/60 ft., one creature. Hit : 18 (3d10 + 2) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or fall unconscious for 1 minute. The target wakes up if it takes damage or if another creature takes an action to shake it awake. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Bury . One creature grappled by the vesiculosa is forced prone , dragged into the ground, and buried just below the surface, ending the grapple. The buried creature is restrained and unable to breathe or stand up. A creature, including the buried creature, can take its action to free the buried creature by succeeding on a DC 16 Strength check. This bonus action doesn\xe2\x80\x99t wake a creature that is unconscious from the vesiculosa\xe2\x80\x99s Sweet Water trait or Spit Sweet Water action. \n'b'\n'b' ABOUT \n'b' A glittering pool stands among lush and verdant fruiting plants. \n'b' Underground Oasis . A vesiculosa is a huge, burrowing pitcher plant that dwells in deserts and oases, spurring nearby growth and luring in prey with soporific scents and tainted water. A vesiculosa\xe2\x80\x99s body is buried in the ground, with only its roots in the open in ropy tangles. It leaves the mouth of its water-filled central pitcher open on the surface of the ground, looking like a small oasis. When creatures fall to its sleepinducing water, the vesiculosa uses its roots to pull them into the soil, waiting for them to die before feasting on the nutrients left by the decaying flesh. \n'b' Rich Sapphire Heartvine . A vesiculosa\xe2\x80\x99s heartvine resembles a lump of sapphire and is highly prized by alchemists. It can be reached with an hour or two of hard digging once the plant has been killed.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Binguai \n'b' Huge undead , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 138 (12d12 + 60) Speed 30 ft.\n'b' STATS STR: 23 (+6) DEX: 9 (-1) CON: 21 (+5) INT: 7 (-2) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Wis +3, Cha +4 Damage Immunities cold Senses passive Perception 10 Languages Giant Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The binguai has advantage on saving throws against spells and other magical effects. \n'b' Morale Boost . Frost giants within 120 feet of a binguai gain a +2 bonus to their attack and damage rolls . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The binguai makes two Icy Chains attacks. \n'b' Icy Chains . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 25 (3d12 + 6) bludgeoning damage plus 10 (3d6) cold damage. \n'b' Freezing Whirlwind (recharge 5-6) . The binguai summons a swirling storm of ice and snow that affects a 20-foot radius. Each creature in the area must make a DC 16 Constitution saving throw. On a failure, a target takes 45 (10d8) Cold damage and is imprisoned in a column of ice. Imprisoned targets are restrained (escape DC 16) and must make DC 16 Constitution saving throws each round or take 3 (1d6) cold damage from the effects of ice and suffocation. The restrained target can escape or be freed by a companion. The ice is Armor Class 12 and has 15 hit points . Once the ice is destroyed, the target can act normally. \n'b'\n'b' ABOUT \n'b' The binguai, or frozen giants, are the undead remains of shamans or especially bloodthirsty warriors risen from the dead to visit frozen doom upon their tribes\xe2\x80\x99 enemies. The presence of binguai in a group of warriors is considered an especially auspicious omen for the frost giants, and they are known to fight with greater ferocity when accompanied by one. In addition to their role in a frost giant tribe, binguai may also rise from their graves to defend the final resting places of other frost giants. In such cases, binguai stand watch over tombs, cairns, or places where other giants have fallen, and may sometimes be mistaken for corpses themselves. Should intruders approach too closely, however, the binguai shows itself and attacks fiercely, unleashing its freezing whirlwind before attacking.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vexxeh \n'b' Huge fiend , lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 105 (10d12 + 40) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 19 (+4) INT: 12 (+1) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Wis +3 Skills Intimidation +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities poisoned , unconscious Senses truesight 60 ft., passive Perception 10 Languages Common, Infernal Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Four-Legged Lope . When the vexxeh uses its action to Dash , it moves at three times its speed. \n'b' Weak Willed . The vexxeh has disadvantage on saving throws against being charmed . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The vexxeh makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (1d10 + 5) slashing damage. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage and 7 (2d6) poison damage. \n'b' Rend . If the vexxeh hits a creature with two claw attacks in one round, it does an extra 14 (4d6) damage. \n'b'\n'b' ABOUT \n'b' This bestial creature would stand over 15 feet tall if erect but is more comfortable crouched with its knuckles resting on the ground. It wears a pair of trousers and a vest, both obviously made for someone much smaller than it, and a shallow, round?topped brimmed hat rests on its head. Its cunning eyes belie a malignant intelligence. \n'b' Bound to Service . Though they are not devils, vexxeh are natives of the Eleven Hells. Their susceptibility to magical domination makes them ideal lieutenants for evil spellcasters. Once a vexxeh has agreed to serve a master, it adheres to the letter of the agreement that has been struck and will not break the contract even under the threat of destruction. \n'b' Lovers of Carnage . Vexxeh only know joy when they are harming living creatures. They relish battle, enjoying the opportunity to shed blood and break bones. More than combat, however, vexxeh enjoy torturing mortals, especially if there is no purpose to it. The psychic distress and trauma suffered by the victims of their torture makes vexxeh gleeful. \n'b' Fiendishly Polite . Despite their love of violence, vexxeh are unfailingly polite. They mimic the etiquette and social norms of the culture their current master belongs to, going so far as to affect mannerisms of nobility. Even when rending a creature into bloody chunks, a vexxeh seems regretful and apologetic.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vidre \n'b' Large elemental , neutral \n'b' Bright scintillating lights dance upon the cold walls of the cavern. Rounding the bend is a large humanoid made entirely of crystal. It points at your chest, and you hear its voice thunder within your head, \xe2\x80\x9cYour soul is mine.\xe2\x80\x9d \n'b' Armor Class 17 (natural armor) Hit Points 135 (18d10 +36) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 14 (+2) INT: 14 (+2) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities thunder Damage Resistances piercing, slashing, bludgeoning damage from nonmagical weapons that aren\xe2\x80\x99t adamantine Damage Immunities poison, radiance Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , unconscious Senses darkvision 120 ft., tremorsense 60 ft., crystal sense Languages All, telepathy 120 ft. Challenge 12 (8400 XP) \n'b' Special Traits \n'b' Crystal Sense . The vidre automatically detects other creatures in touch with the same crystalline structure as it, as though it had blindsight 120 ft. \n'b' Crystalline Hibernation . The vidre may meld with any sufficiently large crystalline structure it touches. The crystal must be large enough to accommodate the physical form of the vidre. Dubbed so by the more common beings of the underworld, the name of this feature is a bit of a misnomer-the vidre remains completely cognizant of whatever happens in the vicinity of the crystal, though it does not consume souls while inside the crystal. The vidre may exit or enter a crystal at any time as its Action . \n'b' Soul Growth . Every foe slain by the vidre or absorbed by its soul crystal increases its power. For every 100 Hit Dice worth of souls, the vidre\xe2\x80\x99s maximum Hit Dice increase by 1. After absorbing a total of 1000 Hit Dice worth of souls, the vidre turns into a being of pure energy and seemingly vanishes, becoming a new, unknown entity. The vidre consumes 1 Hit Die worth of soul energy per day of prolonged activity, which is why the vidre spends a lot of its time in crystalline hibernation. \n'b' Actions \n'b' Multiattack . The vidre can use its crystalline gore attack or two slam attacks or use its soul searing ray and use its gore attack or use its soul searing ray and one slam attack . \n'b' Gore . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 11 (1d12+5) piercing damage and the target loses 5 hit points from bleeding at the start of each of its turns for 5 rounds unless it receives magical healing . Bleeding damage is cumulative; the target loses 5 hit points per round for each bleeding wound it\xe2\x80\x99s taken from the vidre. \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 11 (1d12+5) bludgeoning damage. \n'b' Soul Searing Ray (Recharge 5-6) . The vidre emits a beam at one target within 60 feet. The target is knocked 20 feet back and must succeed on a DC 15 Dexterity saving throw or be knocked prone . A portion of the soul of the creature stays in the space the target originally was in, and acts as a shadow under the command of the vidre. Unlike a regular shadow , this soul echo is a being of light. Exchange all reference to necrotic and radiant damage in the soul echo\xe2\x80\x99s stats. The creature also does not suffer from sunlight weakness. If the creature hit with the soul searing ray flees the encounter, it feels hollow and gains 1 level of exhaustion that cannot be mitigated for 1d12 days before the soul echo fades. The soul echo steals the body of the creature of origin if that creature is killed during the encounter; in that case, the creature\xe2\x80\x99s alignment shifts to neutral and it falls under the command of the vidre. The original creature immediately loses its level of exhaustion if the soul echo is slain. A creature can only have its soul seared by this ability once per day, even if hit by multiple rays of two different vidre, but the creature can be knocked back multiple times. \n'b' About \n'b' Vidre do not generally engage in combat unless they are in a period of \xe2\x80\x9csoul growth\xe2\x80\x9d in which case they require a steady supply of humanoid souls to maintain and increase their power. Vidre drain souls at the rate of 1 per day of regular activity, but if completely motionless it only expends 1 soul per week. When 10 or more vidre bond together using meld into crystal they freeze their consumption of souls and slow the rate to a degradation of 1 soul per month. Being entirely powered by souls and lacking any of their own, a vidre\xe2\x80\x99s existence ends when it dies. \n'b' Soul Crystals or \xe2\x80\x9cVidrefacte\xe2\x80\x9d \n'b' Soul Crystals allow the vidre to cheat their way to attaining energy ascendance. Soul crystals may be bound to a group, house, family, or other organization tied to a symbol. All who wear that symbol upon dying give their soul to the crystal. The power created may be used by powerful priests, wizards, or sorcerers but the part of the deal the leaders of the devious and power hungry organizations are not aware of are as follows: vidre are always bound to their soul crystal and may drain half of the souls obtained by it at any time. When full, a soul crystal is often physically retrieved by a vidre seeking all of the souls. There are very few ways to sever such an agreement with the vidre, but there are ways. A soul crystal may be created by a vidre which has reached its halfway mark to energy ascendance (500 souls) at the cost of 100 souls.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Viiret \n'b' Large plant , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 85 (10d10 + 30) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 6 (-2) CON: 17 (+3) INT: 1 (-5) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities cold Damage Immunities necrotic, poison Condition Immunities blinded , charmed , deafened , frightened , poisoned Senses blindsight 30 ft. (blind beyond this radius), passive Perception 11 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Disease Eater . The viiret is immune to disease, and it has advantage on attack rolls against a creature if the creature is poisoned or suffering from a disease. \n'b' Disease Sense . The viiret can pinpoint, by scent, the location of poisoned creatures or creatures suffering from a disease within 60 feet of it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The viiret makes two attacks, only one of which can be a bite attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 12 (2d8 + 3) piercing damage. If the target is Medium or smaller, it must succeed on a DC 13 Dexterity saving throw or be swallowed. A swallowed creature is blinded and restrained , and it has total cover against attacks and other effects outside the viiret. At the start of each of the viiret\xe2\x80\x99s turns, the creature takes 7 (2d6) acid damage. If the creature is poisoned or suffering from a disease, it takes 3 (1d6) necrotic damage at the start of each of the viiret\xe2\x80\x99s turns instead. In addition, at the start of each of the viiret\xe2\x80\x99s turns, a swallowed creature that is poisoned or suffering from a disease can repeat the condition or disease\xe2\x80\x99s saving throw as if it had taken a long rest, but it suffers no ill effects on a failed saving throw. The creature has advantage on this saving throw. The viiret can have only one creature swallowed at a time. If the viiret takes 10 damage or more on a single turn from the swallowed creature, the viiret must succeed on a DC 13 Constitution saving throw or regurgitate the swallowed creature, which falls prone within 5 feet of the viiret. Alternatively, the viiret can regurgitate the creature as a bonus action, which it does if the swallowed creature isn\xe2\x80\x99t poisoned or suffering from a disease and a creature that is poisoned or suffering from a disease is within 60 feet of the viiret. If the viiret dies, a swallowed creature is no longer restrained by it and can escape by using 10 feet of movement, exiting prone . \n'b' Vine . Melee Weapon Attack : +5 to hit, reach 10 ft., one creature. Hit : 8 (2d4 + 3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' The mouth of this massive flytrap hangs limply, and the smell of decay emanates strongly from it. \n'b' Disease Eater . Viirets feed on diseased flesh and plant matter. The swamplands they inhabit are rife with maladies, giving them plenty of opportunity to find food. Viirets have an acute sense for diseased matter, regardless of the disease\xe2\x80\x99s source. While they aren\xe2\x80\x99t bothered by eating untainted prey, such prey isn\xe2\x80\x99t as nutritionally satisfying. Their stomachs quickly burn through healthy prey, leaving the viiret hungry shortly afterward. \n'b' Unpleasant Odor . The viiret has developed a form of mimicry where its sickly odor deters healthy creatures from approaching it. The viiret is even repellent to most insects. \n'b' Desperate Cure . Marshland societies aware of the viirets\xe2\x80\x99 ability to remove disease often view the plants as agents of harsh deities that demand a price for divine gifts. These societies send plague victims on dangerous pilgrimages to find the plants. The plants devour these pilgrims and remove diseased flesh. This process is dangerous, as many who enter the plant hopeful of eliminating the disease die as a result of the injuries they suffer. \n'b' To mitigate this, multiple ill people travel together to viirets, optimistic the plants will expel newly healthy specimens in favor of a sickly one.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vila \n'b' Medium fey , lawful neutral \n'b' Armor Class 15 Hit Points 77 (14d8 + 14) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 20 (+5) CON: 13 (+1) INT: 11 (+0) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4, Wis +5, Cha +6 Skills Animal Handling +8, Insight +5, Intimidation +6, Perception +8, Stealth +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 18 Languages Common, Sylvan Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Forest\xe2\x80\x99s Defender . Difficult terrain composed of nonmagical plants doesn\xe2\x80\x99t cost the vila extra movement, and it can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, while in forested terrain, the vila has advantage on initiative rolls. \n'b' Poisoned Weapons . The vila\xe2\x80\x99s weapons are coated with a magical poison harvest from the forest. When the vila hits with any weapon, the weapon deals an extra 2d6 poison damage (included in the attack ). \n'b' Speak with Beasts . The vila can communicate with Beasts as if they shared a language. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The vila can use its Song of the Forest. It then makes two Shortsword or Shortbow attacks. \n'b' Shortsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) piercing damage plus 7 (2d6) poison damage. \n'b' Shortbow . Ranged Weapon Attack : +8 to hit, range 80/320 ft., one target. Hit : 8 (1d6 + 5) piercing damage plus 7 (2d6) poison damage. \n'b' Song of the Forest . The vila sings one of the following songs at up to three creatures it can see within 30 feet of it. Each target that can hear the song must succeed on a DC 14 Wisdom saving throw or suffer the song\xe2\x80\x99s effect. \n'b' Ancient Lullaby . Each creature that fails the saving throw falls unconscious for 1 minute. The unconscious creature wakes up if it takes damage or if another creature takes an action to shake it awake. \n'b' Fascinating Melody . Each creature that fails the saving throw is stunned until the end of its next turn. \n'b' Luckless Tune . Each creature that fails the saving throw has disadvantage on attack rolls and ability checks until the end of its next turn. \n'b' Denizens of the Wilds (1/Day) . The vila magically calls 1d4 wolves or 1 wampus cat. The called creatures arrive in 1d4 rounds, acting as allies of the vila and obeying its spoken commands. The creatures remain for 1 hour, until the vila dies, or until the vila dismisses them as a bonus action. \n'b'\n'b' ABOUT \n'b' A woman with hair the color of spring grass, skin like polished wood, and eyes as gray as a storm rides through the forest on the back of a large deer. \n'b' Dryad Cousins . The vila are kin to the dryads, and like their cousins, they serve as protectors of the deepest forests. \n'b' Demand Oaths . Where dryads beguile to accomplish their goals, the vila coerce and threaten. They demand oaths from interlopers and enforce the oaths fiercely. Vila delight in testing the virtue of travelers and in tormenting the uncharitable and cruel with misfortune. \n'b' Hunt with a Pack . Vila rarely travel or fight alone; they are often seen in the company of alseid , wolves, wampus cats, or deer. In combat, they sometimes ride fleet-footed deer, the better to harry opponents or escape if events turn against them.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon, Kimaris \n'b' Family: Demons \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 157 (21d8 + 63) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 16 (+3) INT: 20 (+5) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +9, Constitution +8, Intelligence +10, Wisdom +7 Skills Arcana +10, History +10, Nature +10, Perception +12 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 22 Languages Abyssal, Celestial, Draconic, telepathy 120 ft. Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Flyby . The kimaris doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Innate Spellcasting . The kimaris\xe2\x80\x99 innate spellcasting ability is Charisma (spell save DC 17). It can cast the following spells, requiring no material components.\n'b'\n'b' At will : detect magic , magic missile \n'b' 3/day each : gust of wind , see invisibility \n'b' 1/day each : dispel magic , plane shift (self only) \n'b'\n'b' Keen Hearing and Sight . The kimaris has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. \n'b' Magic Resistance . The kimaris demon has advantage on saving throws against spells and other effects. \n'b' Spellcasting . The kimaris is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It has the following wizard spells prepared.\n'b'\n'b' Cantrips (at will) : acid splash , mage hand , mending , ray of frost , shocking grasp \n'b' 1st-level (4 slots) : comprehend languages , identify , shield , thunderwave \n'b' 2nd-level (3 slots) : blindness/deafness , detect thoughts , shatter , suggestion \n'b' 3rd-level (3 slots) : counterspell , lightning bolt , slow \n'b' 4th-level (3 slots) : dimension door , ice storm \n'b' 5th-level (2 slots) : cone of cold , legend lore \n'b'\n'b' Actions \n'b' Multiattack . The kimaris demon makes two Talon attacks. \n'b' Talons . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vile Barber (Siabhra) \n'b' Small fey , chaotic evil \n'b' Armor Class 14 Hit Points 35 (10d6) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 10 (+0) INT: 10 (+0) WIS: 8 (-1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +3, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons Condition Immunities frightened Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin , Sylvan, Umbral Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Frenzy . The vile barber has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hp . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The vile barber makes two Straight Razor attacks. If both attacks hit one creature, the target must succeed on a DC 14 Dexterity saving throw or lose 3 (1d6) hp at the start of each of its turns due to a bleeding wound. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom ( Medicine ) check. The wound also closes if the target receives magical healing . \n'b' Straight Razor . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. Instead of dealing damage, the vile barber can steal one item the target is wearing or carrying, provided the item weighs no more than 10 pounds, isn\xe2\x80\x99t a weapon, and isn\xe2\x80\x99t wrapped around or firmly attached to the target, such as a shirt or armor. \n'b' Frightening Cut (Recharge 5\xe2\x80\x936) . The vile barber makes one Straight Razor attack against a creature it can see within 5 feet of it. If the attack hits and deals damage, the target takes an extra 7 (2d6) necrotic damage, and each creature that can see the attack within 15 feet of the target must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. 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'\n'b' BONUS ACTIONS \n'b'\n'b' Hidden Step . The vile barber 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. \n'b'\n'b' ABOUT \n'b' A pale, scrawny fellow clad in a black leather apron and slender ebon gloves grins from the shadows. A maw of needle-sharp teeth and a wicked straight razor at his side are clear warnings that his enemies should hasten their footsteps. \n'b' Vile barbers are sadistic fey who move through the shadows to execute their bloody, malevolent wills. Known as barbers for both the use of wicked blades and their proclivity for slashing the necks of their victims, these insidious fey are found lurking in dark and harrowed places like back-alley streets or abandoned, deep-shaded cemeteries. \n'b' Fey Punishers . Called the siabhra (pronounced she-uvh-ra) among the fey courts, vile barbers are fickle creatures. They are sent to punish those who have offended the fey lords and ladies, and their cruelty and cunning help them write messages in blood and skin. They scar those who have spoken ill of the fey, and they slowly bleed out those who have harmed or murdered the fey. Some of these deaths are made quite public to reinforce the power of the barber\xe2\x80\x99s lord. \n'b' Slippery Fighters . Vile barbers can slip through shadows, catching foes off guard or escaping a foe that has the upper hand. They delight in close combat and in inflicting wounds that terrify onlookers. \n'b' Assassins and Envoys . Vile barbers frequently consort with hags and prowl the places these wicked crones cannot go as emissaries and assassins. Information on the vile barbers is scant; most adventurers who meet them don\xe2\x80\x99t live to share the findings or to see the vile barber lick its bloody blade clean.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vile Maw \n'b'\n'b' Medium undead (revnant), neutral evil \n'b' Armor Class 14 Hit Points 52 (8d8+16) Speed 35 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 15 (+2) INT: 7 (-2) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Perception +5, Stealth +7 Damage Immunities poison Condition Immunities charmed , exhausted, poisoned Senses darkvision 60 ft., passive Perception 15 Languages understands the languages it knew in life but cannot speak Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Dismemberment . A vile maw suffers dismemberment from any physical attack that deals 12 or more points of damage. This damage is calculated before damage is divided by Vile Bond. \n'b' Hideous Appetite . A vile maw regains all lost hit points after consuming the corpse of a creature it has killed. This takes approximately five minutes. \n'b' Vile Bond . When a vile maw bites a living creature, one of its teeth comes loose and burrows into the wound. When the vile maw is injured, all damage dealt by the attack is divided equally among the vile maw and the creatures it has infected with this Vile Bond; for instance, if the vile maw is struck for 12 points of damage and has a Vile Bond to two people, the vile maw only suffers four points of damage and it passes four points to each of its victims. Regardless of the original type of damage, the damage inflicted on victims of the vile bond is necrotic. The victim of a vile bond may attempt a DC 15 Constitution saving throw at the end of each of its turns. If the saving throw is successful, the bond is broken. Any creature can use its action to make a DC 13 Wisdom ( Medicine ) check on the victim of a Vile Bond. If this check is successful, the tooth is removed from the wound and the bond is broken. \n'b' Actions \n'b' Multiattack . A vile maw makes two attacks, one with its claws and one with its bite. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6+4) piercing damage and 2 spiritual damage, and the target is afflicted with Vile Bond. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4+4) slashing damage. \n'b' About \n'b' A vile maw is a corpse, seemingly still alive when viewed from a distance, that is infused with dark power and an allconsuming hunger. \n'b' Death\xe2\x80\x99s Territory . A vile maw may rise where many people have died, and begins its existence by devouring the corpses around it. Highly territorial, a vile maw won\xe2\x80\x99t venture far from the place of its death and rebirth. But anyone who enters its domain-a particular building, a maze of alleys, a rooftop-will be hunted down and consumed. While the vile maw destroys the bodies of its victims, the pieces it leaves behind are often tainted by its evil; the charnel pit of a vile maw is often filled with grisly remnants (page 289). \n'b' A False Life . A vile maw is sustained by the life force of its victims. This power heals obvious injuries and gives it the appearance of a healthy, living being. This appearance is belied by its clothing; a vile maw pays no attention to its clothes, and they are typically torn and stained with gore. Any semblance of humanity is lost when the vile maw engages its prey. Its mouth unhinges and stretches to an impossible width, revealing multiple rows of teeth. It moves with superhuman speed and agility, fighting until it is torn apart. \n'b' Dismemberment . The power that sustains a vile maw keeps it fighting until it is completely broken or torn apart. Every successful attack represents palpable damage, but its unnatural vitality and the energy it draws from its vile bond allow it to survive horrific injuries. However, if a single attack inflicts 12 or more points of physical damage (bludgeoning, slashing, or piercing) it can sever a limb. If this occurs, roll on the following table to see what has been lost. \n'b' d20 \n'b' Effect \n'b' 1-9 \n'b' Leg . Reduce the vile maw\xe2\x80\x99s speed by 10 ft. \n'b' 10-18 \n'b' Arm . If a vile maw loses both arms, it cannot make a claw attack \n'b' 19-20 \n'b' Head . Double the damage inflicted by this attack. A crippling injury to the head removes a portion of it, but the vile maw\xe2\x80\x99s massive mouth remains. \n'b' Severing limbs can actually work against attackers. At the DM\xe2\x80\x99s discretion, limbs removed from a vile maw might immediately animate as grisly remnants. \n'b' Undead Nature . While a vile maw is driven by an endless hunger, it doesn\xe2\x80\x99t actually require air, food, drink, or sleep.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vile Reconstructor \n'b' Small fey , lawful evil \n'b' Armor Class 15 (leather armor) Hit Points 28 (8d6) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 10 (+0) INT: 10 (+0) WIS: 8 (-1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron or silvered weapons Skills Perception +6, Sleight of Hand +4, Stealth +4 Condition Immunities frightened Senses darkvision 60 ft., passive Perception 15 Languages Common, Undercommon, Sylvan, Umbral Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Inhumanly Quick . The vile reconstructor can take two bonus actions on its turn, instead of one. Each bonus action must be different; it can\xe2\x80\x99t use the same bonus action twice in a single turn. \n'b' Mending Rod . The vile reconstructor can use an action to cast the mending cantrip at will, using one of its rod-tipped arms. \n'b' Monocular Graft . The vile reconstructor has advantage on Intelligence ( Investigation ) and Wisdom ( Perception ) checks that require sight. \n'b' Nimble Escape . As a bonus action, the vile reconstructor can take the Disengage or Hide action on each of its turns. \n'b' Shadow Step . As a bonus action, the vile reconstructor magically teleports from an area of dim light or darkness it currently occupies, along with any equipment it is wearing or carrying, up to 80 feet to any other area of dim light or darkness it can see. The reconstructor then has advantage on the first melee attack it makes before the end of the turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The vile reconstructor makes two attacks with its torch rods. \n'b' Torch Rods . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) fire or 7 (1d6 + 4) lightning damage. \n'b' Mock Box . As a bonus action, the vile reconstructor targets a creature that can hear it within 60 feet. That target must succeed on a DC 13 Charisma saving throw or attack rolls against it have advantage until the start of its next turn. \n'b'\n'b' ABOUT \n'b' A small, lithe humanoid with pale skin and a maw of needle-sharp teeth looks up at you through the eerie sheen of a monocular fused to one of his cruel and beady eyes. \n'b' An assortment of curious tools and strange devices are affixed to a belt wrapped around its waist. Curiouser still are the three rod-tipped mechanical arms that protrude from this stranger\xe2\x80\x99s back-each one whirring and gesticulating in odd concordance with the weird creature\xe2\x80\x99s erratic motions. The Architect\xe2\x80\x99s Assistants. Cousins to the sinister siabhra (or vile barber ), these impish unseelie fey are often tasked with resetting the triggers of complex traps and other contraptions. The ability to traverse shadows-combined with their uncanny mechanical acumen and eldritch implants-allow vile reconstructors to ingress many places considered dangerous and otherwise unreachable. And they do seem to rather enjoy doing it. \n'b' Bad Science . Upon enlistment or enslavement, vile reconstructors are subjected to a series of intense physical and mental modifications under the supervision of the Mad Architect himself. These painful arcane medical procedures bestow upon the subject an array of heightened abilities and a macabre complement of skin-grafted tools and weapons (along with a variously fractured mind). And while the specimen classified here has come to be known as a standard variety, stranger and more unique types of vile reconstructors have certainly been encountered in the wild. \n'b' Inconvenient Saboteurs . While they are often found in the action of repairing or resetting traps and other mechanisms, vile reconstructors have been known to happen upon adventurers during the most awkward and ill-timed of circumstances. Reconstructors delight in making those moments as deadly (and humorous) as possible in an effort to please themselves and the maniacal whims of their dark creator.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vimnel \n'b' Small humanoid , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 18 (4d6+4) Speed ; fly 30 ft. 60 ft.\n'b' STATS STR: 11 (+0) DEX: 13 (+1) CON: 12 (+1) INT: 10 (+0) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages None but can understand common Challenge \xc2\xbd (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Howl . The howling of the vimnel carries echoes of their long suffering. It is terrible to hear and drives most who hear it into short-term madness. from a distance it conjures memories of darkness and pain; but up close the howl is deadly for it seeps into the subconscious mind, disrupting the victim\xe2\x80\x99s mental state. Any creature within 10 feet of the vimnel must make a Wisdom save (DC 15). If the target fails the save, they are at disadvantage on all attacks, ability checks, and saving throws. The target can repeat the saving throw at the end of its turn. On a successful save, the target is immune from the vimnel\xe2\x80\x99s howl for 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The vimnel bites its target and strikes with either its claws or with a weapon if it has one. \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4+1) piercing damage. \n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4+1) slashing damage. \n'b' Short Sword . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6+1) slashing damage. \n'b'\n'b' ABOUT \n'b' These gaunt humanoids range in color from deep blue to a light purple. With broad reptilian wings, they are able fliers, though usually, their flights are erratic, with a great deal of up and down motion. Arms and legs, like sticks, protrude from their emaciated torsos, which in turn are topped by round heads cut by a wide gash of a mouth. Fangs line their dry, cracked, swollen lips and yellow eyes bulge from their sallow faces. \n'b' Wandering Packs . The vimnel are social creatures, traveling in small bands of up to eight. They travel great distances until they find refuge in abandoned buildings, dungeons, towns, and ruins of any kind; in short, anywhere they can find some security from the elements. They build nest-like houses in high places where they gather their treasures. \n'b' Scavengers . They have no ability to speak any languages. Nor are they able to fashion any type of clothing, weapons, or armor. They do wear jewelry and other trinkets they scavenge from the battlefield. \n'b' Vicious attackers . The vimnel are vicious in battle, swooping down on their prey and attacking with claws and fangs. They use simple weapons when they have them. As soon as they engage, they howl at their prey in an attempt to disorient them.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vine Abductor \n'b'\n'b' Huge plant , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 157 (15d12 + 60) Speed 5 ft, climb 5 ft.\n'b' STATS STR: 18 (+4) DEX: 7 (-2) CON: 18 (+4) INT: 1 (-5) WIS: 5 (-3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Resistances bludgeoning, thundering Condition Immunities blinded , charmed , deafened , frightened , paralyzed , poisoned ; Senses tremorsense 240 ft. (blind beyond this radius), passive Perception 7 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Sprout Clone . When a vine abductor has had a victim in its vines for more than a day, it can effectively clone that creature, growing a full duplicate of that creature. The creature is obviously green and a plant, if the original was of another creature type. The duplicate creature also has a maximum of 5 in its Intelligence , Wisdom , and Charisma scores if the original had scores higher than that, and the creature does not have the ability to speak or understand language. If the original creature had any spellcasting abilities, those abilities do not transfer to the duplicate. Finally, the duplicate is immune to the charmed , deafened , frightened , paralyzed , and poisoned conditions. Creating a new duplicate takes an hour of time, but up to 5 duplicates small or medium sized duplicates, or up to 2 huge sized duplicates, can exist per vine abductor. \n'b' Actions \n'b' Multiattack . The monster name makes two vine attacks. \n'b' Vine . Melee Weapon Attack : +7 to hit, reach 15 ft., one target. Hit : The target is grappled (escape DC 12). When a creature end its turn grappled by the vine abductor, it must make a DC 14 Constitution saving throw, becoming unconscious on a failure. Unconscious creatures can be woken as normal, but must then attempt to escape the grapple. For each day that the creature is unconscious while in the vine abductor\xe2\x80\x99s grapple, it gains an exhaustion level. If a captured creature Once it is at 6 exhaustion levels, the creature is dead, and the vine abductor feeds upon the creature\xe2\x80\x99s corpse. The vine abductor can grapple up to two creatures, after which it cannot use its vine attacks. \n'b' The vine abductor is not a malevolent creature, but rather a natural hazard of the primeval jungles. The creature has evolved to capture beast and man alike, slowly consuming them while it grows facsimiles to help defend itself and capture more prey. \n'b' The vine abductor is not intelligent, but it knows not attack creatures that are too large or numerous, and how to move to new hunting grounds to find more food and less danger. Due to its ability to render creatures unconscious, it is inedible, and has few natural predators. A typical vine abductor has approximately 3-5 humanoid creatures (use zombie statistics).'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Birch Siren \n'b' Large plant , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 147 (14d10 + 70) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 21 (+5) INT: 12 (+1) WIS: 18 (+4) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, psychic Senses passive Perception 14 Languages Common, Druidic, Sylvan, Umbral Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the birch siren remains motionless, it is indistinguishable from a normal tree. \n'b' Rustling Copse . If two or more birch sirens use their Haunting Tune ability while within 300 feet of one another, saving throws to resist the effect are rolled with disadvantage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The birch siren makes two Slam attacks. It can replace one of these attacks with Psychic Shriek. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (3d6 + 4) bludgeoning damage. \n'b' Haunting Tune . The birch siren rustles its leaves, creating a haunting chorus. Each humanoid within 300 feet of the birch siren that can hear the song must succeed on a DC 17 Wisdom saving throw or become charmed . The birch siren must take a bonus action on its subsequent turns to continue the chorus. It can stop the chorus at any time. The tune ends if the birch siren is incapacitated . While charmed by the birch siren, a creature uses all its movement to move in a random direction. to determine the direction, roll a d8 and assign a direction to each die face. The creature cannot take actions while charmed in this way. Whenever a target takes damage or begins a turn unable to hear the chorus, it can repeat the saving throw. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this birch siren\xe2\x80\x99s tune for the next 24 hours. \n'b' Psychic Shriek . The birch siren emits a soundless scream that tears at the minds of its victims. All non-plant creatures within 30 feet of the birch siren must make a DC 17 Constitution saving throw, taking 22 (4d8 + 3) psychic damage on a failed save or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' An impossibly thin figure passes through the trees, its skin and clothes formed of curling silver birch bark. The autumn leaves that adorn its crown whisper strangely in the breeze. \n'b' Birch sirens are a less common variety of treant that often live together in family units called copses. \n'b' These sirens are more malicious than their larger counterparts and delight in luring travelers deeper into dangerous woodland with their haunting melodies. \n'b' Shadow Wood . The largest population of birch sirens lives in the Shadow Realm, in the rarely traveled portions of forest that span the region. Occasionally, birch sirens are coerced to lend aid and protection to shadow fey rangers who hunt such dangerous woods. \n'b' Elven Origins . Birch sirens are rumored to have been created by the magic of the elves. These tree-folk were once guardians of vast orchards and beautiful gardens, contributing to the wonder of such places with their alluring songs. When the elves began to fade from the world, so too did the purpose of the birch sirens, and now they exist as cruel shadows of their former selves.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vine Lord \n'b' Medium plant , lawful neutral \n'b' Armor Class 16 (natural armor) Hit Points 105 (14d8 + 42) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 12 (+1) DEX: 20 (+5) CON: 16 (+3) INT: 14 (+2) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +7, Cha +8 Damage Vulnerabilities fire Condition Immunities blinded , deafened Senses blindsight 60 ft. (blind beyond this radius), passive Perception 13 Languages Common, Sylvan Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Green Regeneration . While in a forest, the vine lord regains 10 hp at the start of its turn if it hast at least 1 hp. \n'b' Magic Resistance . The vine lord has advantage on saving throws against spells and other magical effects. \n'b' Root Mind . The vine lord and the tendril puppets it has created are connected via a hive mind. The vine lord and its puppets can telepathically communicate with each other, provided the communicating creatures are within 1 mile of each other. In addition, while in a forest, the vine lord can\xe2\x80\x99t be surprised. \n'b' Vine Seed . A creature infected with a vine lord\xe2\x80\x99s vine seed suffers near-constant pain as the seed takes root and spreads tendrils throughout its body. For the first 24 hours after infection, the creature has disadvantage on attack rolls and ability checks, as the pain from the spreading roots distracts it. Then, the seed becomes a disease, devouring the creature from the inside as it grows vines throughout the creature\xe2\x80\x99s body. Until the disease is cured, the infected creature can\xe2\x80\x99t regain hp , and its hp maximum decreases by 7 (2d6) for every 24 hours that elapse. This reduction lasts until the disease is cured. The creature dies if this disease reduces its hp maximum to 0. This potent disease can be cured only by the greater restoration spell or similar magic. Alternatively, a creature can take 10 minutes and remove the growing seed from the infected creature within the first 24 hours of infection by succeeding on a DC 16 Wisdom ( Medicine ) check. A Humanoid slain by this disease rises 24 hours later as a tendril puppet under the vine lord\xe2\x80\x99s control. \n'b' Woodland Walk . Difficult terrain composed of plants doesn\xe2\x80\x99t cost the vine lord extra movement. In addition, it can pass through plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The vine lord makes one Tendril attack and two Thorned Slam attacks. \n'b' Tendril . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 7 (1d4 + 5) slashing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or become infected with a vine seed (see the Vine Seed trait). \n'b' Thorned Slam . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage plus 10 (4d4) piercing damage. \n'b' Forest Protectors (1/Day) . The vine lord magically calls 1d4 awakened trees or tendril puppets, or it calls 1 Plant with a challenge rating of 4 or lower. The called creatures arrive in 1d4 rounds, acting as allies of the vine lord and obeying its spoken commands. The Plants remain for 1 hour, until the vine lord dies, or until the vine lord dismisses them as a bonus action. \n'b'\n'b' ABOUT \n'b' Covered with dark green bark and twining tendrils, this longlimbed humanoid exudes a palpable aura of horror. \n'b' Melding of Flesh and Vine . Vine lords are formed from the union of a vine-infested humanoid and the force-grown descendants of plantfolk. Their servants include most plant creatures, including the tendril puppets the vine lord creates. \n'b' Walking Forests . Vine lords seek to expand and empower forests and jungles in the service of their patron gods and demons or simply to expand their own power. In many cases, they compel trees to walk into grasslands or plowed fields on moonless nights, claiming that territory for the trees. \n'b' Plant Servants . Over time, a vine lord eventually commands a small army of plant creatures, fey, and even plant-based undead, such as vine troll skeletons, to enact its will. When no other allies present themselves, vine lords turn to creating tendril puppets by planting vine roots into humanoids. The vines eventually kill and animate the humanoids, which become mindless servants and expendable scouts. The puppets are connected to each other and the vine lord through a magical \xe2\x80\x9croot mind\xe2\x80\x9d that relays information almost instantaneously.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vine Maiden \n'b' Medium fey , neutral evil \n'b' Armor Class 16 (natural) Hit Points 40 (8d8+4) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 12 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +2, Perception +2, Stealth +2, Survival + 3 Damage Resistances bludgeoning and piercing from nonmagical weapons Damage Immunities poison Damage Immunities fire Condition Immunities charmed , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 12 Languages Elvish, Sylvan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Verdant Mask of the Wild . Vine Maidens can attempt to Hide even when only lightly obscured by foliage, heavy rain, mist, or other natural cover or concealment. \n'b'\n'b' ACTIONS \n'b'\n'b' Vine Lash . Melee Weapon Attack : +3 to hit, reach 10 ft., one target. Hit : 6 (2d4+1) slashing damage. A vine maiden can create her vine lash as a bonus action. \n'b' Snare of Thorns . The vine maiden hurls a net of thorns up to 30 feet. All Large or smaller creatures in a 5-foot radius take 1d6 points of slashing damage and must succeed on a DC 13 Dexterity save or become restrained . Restrained creatures can escape the snare of thorns as an action with a successful DC 13 Strength check. A creature that is not restrained can make a Strength check to free a restrained creature. The snare of thorns also can be destroyed by slashing damage. The snare is AC 11, and 5 points of fire or slashing damage can destroy a 5-foot section of the snare. Any attack on the snare also deals half damage to a trapped creature in the same square unless that creature succeeds on a DC 13 Dexterity saving throw. \n'b' Spore Scream Exhalation (Recharge 5-6) . The vine maiden exhales toxic spores in a 15-foot cone. All living creatures in the area, other than plants, oozes, and those not required to breathe, take 14 (4d6) points of poison damage if they fail a DC 11 Constitution saving throw, or half as much on a successful save. \n'b'\n'b' ABOUT \n'b' Vine maidens were once wood elves who mated with dryads for generations. They appear as thin, elfin figures with skin a dark greenish hue with coppery blotches. Irregular patches of foliage and bark cover their flesh and their eyes are an unnerving pupil-less silver, with thick, verdant hair that trails and winds around their bodies. \n'b' Lumberjack\xe2\x80\x99s Bane . As vine maidens saw the woodlands steadily despoiled by other races they first retreated deeper into the woods to escape and find solitude among the green. When timbering operations would not relent, whether from organized logging camps or lone cabins in the woods, these feyblooded scions of the wood turned vengeful and violent. \n'b' Not content to wreak havoc among explorers and lumbermen, the exacted bloody murder on settlers and travelers alike. \n'b' They came to despise civilization in all its forms, even among their former elven kindred, and have long waged a shadow war among the trees, passing down their hatred through generations in a savage legacy of territorial hatred and xenophobia. \n'b' Grisly Gardens . Each vine maiden tills her own Vineyard of Lamentation, using the bodies of interlopers she has punished as a grisly mulch to fertilize her plantings and warn away any others who would dare to trespass. It is rumored that vine maidens draw forth the transmogrified remains of the dead like sap from their plantings in a ghastly ritual that not only slakes their own hungers but also imparts residual memories that grant the vine maiden prophetic visions of the world beyond.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vine Protector \n'b'\n'b' Large plant , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 39 (6d10 + 6) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 17 (+3) DEX: 1 (-5) CON: 12 (+1) INT: 3 (-4) WIS: 11 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Resistances poison Condition Immunities blinded , deafened Senses blindsight 60 ft. (blinded beyond this radius), passive Perception 10 Languages understands Common but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' Special Traits \n'b' False Appearance . When the vine protector remains motionless, it is indistinguishable from a pile of vines. \n'b' Regeneration . The vine protector regains 6 hit points at the start of its turn. If the vine protector takes fire damage, this trait doesn\xe2\x80\x99t function at the start of the vine protector\xe2\x80\x99s next turn. The vine protector dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Actions \n'b' Multiattack . The vine protector makes three vine barb attacks. \n'b' Vine Barb . Melee Weapon Attack : +5 to hit, reach 10 ft.; one target. Hit : 6 (1d6 + 3) piercing damage plus 2 (1d4) poison damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vines of Nemthyr \n'b' Large plant , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 133 (14d10 + 56) Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 19 (+4) INT: 5 (-3) WIS: 13 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +7, Constitution +7 Skills Perception +4, Survival +4 Damage Resistances cold, poison Condition Immunities blinded , deafened, frightened , poisoned Senses blindsight 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Dispersal . As a bonus action , the vines of Nemthyr can separate itself into a group of distinct vines. While separated in this way, the vines can move through spaces as narrow as 3 inches wide. The separated vines can\xe2\x80\x99t attack while in this state, but they can reform into the vines of Nemthyr as a bonus action . \n'b' False Appearance . While the vines of Nemthyr remains motionless, it is indistinguishable from a normal plant. \n'b' Magic Resistance . The vines of Nemthyr has advantage on saving throws against spells and other magical effects. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The vines of Nemthyr makes three attacks: two with its slam and one with its thorny lash. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Thorny Lash . Melee Weapon Attack : +7 to hit, reach 15 ft., one target. Hit : 15 (2d10 + 4) slashing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained . The vines of Nemthyr has two thorny lashes, each of which can grapple only one target. \n'b' Thorn Spray (Recharge 6) . The vines of Nemthyr shoots poisonous thorns in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' The large humanoid form emerging from the treeline reveals itself to not be humanoid at all but a shambling of thick, ropy vines. Within the intertwined plants are bits of armor, broken weapons, and bleached bones. \n'b' Born of Blood and Battle . Vines of Nemthyr are born at the sites of bloody battles, where two armies leave the ground seeping with ichor and littered with the tools of war. As the plant life in the area soaks up both the physical remains and the psychic trauma of the deadly battle, vines of Nemthyr arise. \n'b' A Walking Mass Grave . When the vines have soaked up enough death, they can merge into a single creature made of entwined vines, leafy plants, dangerous thorns, and blood-red flowers. This creature also incorporates the remnants of the battle that formed it: fragments of sundered armor, bloodied weapons, severed limbs, broken bones, rotting flesh, etc. To the untrained eye, this amalgam often looks like an undead monstrosity rather than a plant. \n'b' A Relentless Hunger . The vines of Nemthyr, once formed, has one driving motivation: feed on further carnage. It seeks out sites of mass battles, and, if it can\xe2\x80\x99t find those, it seeks out living creatures in the hopes of creating its own carnage to feast upon. While the vines of Nemthyr does not drink blood directly, it does gain nourishment from planting its roots in blood-soaked soil.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon, Kishi \n'b' Family: Demons \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 18 (natural armor, shield) Hit Points 119 (14d8 + 56) Speed 50 ft.\n'b' STATS STR: 19 (+4) DEX: 20 (+5) CON: 19 (+4) INT: 15 (+2) WIS: 11 (+0) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con +7, Wis +3 Skills Deception +9, Perception +3, Performance +9 Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 13 Languages Celestial, Common, Draconic, Infernal, telepathy 120 ft. Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Two Heads . The kishi demon has advantage on Wisdom ( Perception ) checks and on saving throws against being blinded , charmed , deafened , frightened , stunned , and knocked unconscious . \n'b' Innate Spellcasting . The kishi demon\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 17). The demon can innately cast the following spells, requiring no material components (when encountered, can only cast the spells usable at will as the others are spent for the day):\n'b'\n'b'\n'b' At will : detect evil and good , detect magic , suggestion \n'b' 3/day : glibness \n'b' 1/day : dominate person \n'b'\n'b' Magic Resistance . The kishi demon has advantage on saving throws against spells and other magical effects. \n'b' Summon Demon (1/day) . The kishi demon has a 35 percent chance of summoning one kishi demon. The summoning requires one action. \n'b' Trophy Shield . If the kishi demon killed an opponent this turn, as a bonus action, it takes part of the slain creature\xe2\x80\x99s essence along with a grisly trophy and mounts it upon its shield. For 24 hours, the Armor Class of the kishi demon becomes 20, and creatures of the same race as the slain creature have disadvantage on attack rolls against it. It tries this ability only if there are multiple characters of the same race. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The demon makes one Bite attack and three Spear attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 12 (2d6 + 5) piercing damage. \n'b' Spear . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Violet Pudding \n'b' Large ooze , chaotic evil \n'b' Armor Class 7 Hit Points 85 (10d10+30) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 16 (+3) DEX: 5 (-3) CON: 16 (+3) INT: 6 (-2) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities cold, necrotic, psychic, slashing Condition Immunities blinded , charmed , deafened , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Amorphous . The pudding can move through a space as narrow as 1 inch wide without squeezing. \n'b' Necrotic Form . A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) necrotic damage. The pudding regains hit points equal to half the necrotic damage dealt. If damaged, the attacker needs to succeed on a DC 14 Constitution saving throw or be inflicted with Violet Corruption (see below). \n'b' Spider Climb . The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Violet Corruption . Purple growths appear on the flesh, spreading from the neck. At the start of the affected creature\xe2\x80\x99s turn, they must succeed on a DC 14 Charisma saving throw or be compelled to bite the nearest ally for 5 (1d10) necrotic damage. A successful save means the creature acts normal but remains infected. The corruption is purged when the violet pudding is destroyed. \n'b' Actions \n'b' Pseudopod . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) necrotic damage. As well, the target needs to make a Constitution DC 14 saving throw or be inflicted with Violet Corruption. \n'b' Reactions \n'b' Split . When a pudding that is Medium or larger is subjected to psychic or slashing damage, it splits into two new puddings if it has at least 10 hit points . Each new pudding has hit points equal to half the original\xe2\x80\x99s, rounded down. New puddings are one size smaller than the original. \n'b' About \n'b' An undulating mass of sickly purple phosphorescence, possessed of preternatural cunning and a desire to spread its corruption. \n'b' The pudding\xe2\x80\x99s touch draws the life force from its victims and it shares a dim consciousness across its varied forms, from spore to ooze.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Viy \n'b' Medium fey , lawful evil \n'b' Armor Class 19 (natural armor) Hit Points 178 (17d8 + 102) Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 22 (+6) INT: 14 (+2) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Cha +7 Skills Intimidation +7, Perception +7 Condition Immunities blinded , charmed , frightened , poisoned Damage Immunities poison Senses darkvision 60 ft., tremorsense 60 ft., truesight 60 ft., passive Perception 17 Languages Common, Infernal, Sylvan, Terran Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Earth Glide . The viy can burrow through nonmagical, unworked earth and stone. While doing so, the viy doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Magic Resistance . The viy has advantage on saving throws against spells and other magical effects. \n'b' Viy\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the viy\xe2\x80\x99s darkvision . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The viy makes two slam attacks or makes one slam attack and uses Fatal Gaze or Horrifying Visage. \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 21 (3d10 + 5) bludgeoning damage. \n'b' Fatal Gaze . The viy lifts its eyelids and targets one creature it can see within 60 feet of it. The target must succeed on a DC 18 Charisma saving throw, taking 38 (7d10) psychic damage on a failure, or half as much on a successful save. A creature reduced to 0 hit points by this effect dies. \n'b' Horrifying Visage . Each non-evil creature within 60 feet of the viy that can see it must succeed on a DC 18 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 viy 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 viy\xe2\x80\x99s Horrifying Visage for the next 24 hours. \n'b' Summon Earth Creatures (1/day) . The viy attempts to magically summon 1d4 xorn , 1d3 earth elementals or 1d2 geode spiders* with a 50% chance of success. The summoned creatures appear in unoccupied spaces within 60 feet of their summoner, act as allies of their summoner, and can\xe2\x80\x99t summon other creatures. They remain for 10 minutes, until they die or their summoner dies, or until their summoner dismisses them as an action. \n'b'\n'b' ABOUT \n'b' The viy (veey) is inspired by a creature from Ukrainian folklore. As a creature from an oral storytelling tradition, written tales featuring the viy are extremely scarce and contradictory, it is best known through the eponymous novella (Viy, 1835) by Russian writer Nikolai Gogol (1809-1852). \n'b' One of the most repulsive fey beings in existence, the viy appears as a humanoid similar in stature and girth to a dwarf, covered in shaggy hair and always dirty with soot, earth, or mud. Its face is misshapen and viscerally ugly, but its most infamous feature are its freakishly long and heavy eyelids, reaching all the way to the ground. With the eyelids almost always closed, the viy can still perceive its surroundings through other senses and is very hard to catch unawares. \n'b' The mysterious and often reclusive viy lairs in dismal caves, abandoned mines, deep crevasses, and long-forgotten ruins. \n'b' Sometimes it is rumored to live in the depths of the earth, guarding underground treasures. Even though it can easily move through stone and rubble, it rarely leaves its lair and is viciously territorial. Sometimes the viy surrounds itself with minions (most often green hags, medusas, or earth creatures such as gargoyles or xorn) and rules the surrounding area as a tyrannical overlord, demanding tribute from its subjects. \n'b' The viy derives sadistic pleasure (and possibly nourishment) from the suffering of sentient creatures. When it lifts its outsized eyelids- an act requiring the aid of its minions-the yelloweyed viy strikes fear and despair into the hearts of its enemies, relishing their slow agony. Sages speculate that its unwieldy eyelids are a handicap deliberately placed by the gods or nature itself so that the viy wouldn\xe2\x80\x99t strip entire countries of living creatures with its deadly gaze.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Viyl Beast \n'b' Medium beast , chaotic evil \n'b' Armor Class 14 (description) Hit Points 65 (10d8+20) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 14 (+2) INT: 11 (+0) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Survival +2 Senses see invisible , Astral and Ethereal, passive Perception 17 Languages Viyl tongue Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Leap . The viyl beast can leap great distances. The beast must make a dexterity check with a DC of 10. If it succeeds, it can leap up to 40 feet while only using half of its movement. If it fails the check, the leap uses all of its movement. \n'b' Multidimensional Sight . The viyl beast has extraordinary sight, gained through its third eye. It gains advantage on all perception checks. It can see invisible creatures as per the spell, and this effect is always active. It can also see into the astral and ethereal plains. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6+3) piercing damage. The target must make a Dexterity save (DC 14). If the target fails, the viyl beast holds on and makes 2 rake attacks. \n'b' Rake . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8+3) slashing damage. \n'b' Overbear . If the viyl beast uses its leap ability to move into melee and immediately makes a bite attack , the target must make a Strength save (DC 14) or immediately be knocked prone . This occurs before the dexterity save to avoid the rake attack . \n'b'\n'b' ABOUT \n'b' This three-eyed monstrosity is about the size of a large dog, however, its limbs are longer than its torso and capped with clawed paws that can rend armor almost as easy as flesh. The viyl beast is covered in a thick, coarse hide of hair and ranges from dull grey to striped or spotted, depending upon the environs it occupies. It has three eyes, one sprouting from its Two tusk-like fangs sprout from its lower jaw, allowing it to pin its prey even while it rakes it with its deadly claws. \n'b' Rampaging Packs . The viyl beast hunts in packs, and are rarely seen alone. They range mostly on open plains but are not averse to lightly forested woods or jungles. They can travel great distances without much effort and require little in the way of sustenance; most of the hunting they do is to kill and maim. They always hunt in packs, herding their prey together and leaping and killing. The packs often leave a swath of dead behind them, eating very little if anything at all. \n'b' Group Coordination . Any pack of the beasts rapidly develops an intuitive sense towards the needs and designs of other pack members. There are no pack leaders, alpha males or females, but rather a group that works in concert to hunt and kill and maim. Individuals certainly act on their own, one may maim the prey and the other come behind it and kill that prey, and they may fight, but either way, they are able to discern what the other\xe2\x80\x99s designs are.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vodenjak \n'b' Medium monstrosity , lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 104 (16d8+32) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 15 (+2) INT: 14 (+2) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +6, Insight +5, Perception + 5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Senses darkvision 60 ft., passive Perception 15 Languages Aquan, Common, Sylvan Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The vodenjak can breathe air or water. \n'b' Brute . A melee weapon deals one extra die of its damage when the vodenjak hits with it (included in the attack ). \n'b' Innate Spellcasting . The vodenjak\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). The vodenjak can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : animal friendship, disguise self , fog cloud , shillelagh (duration of 24 hours), speak with animals (aquatic beasts only), spray of water (like gust of wind but water) \n'b' 3/day : divination , entangle , scrying \n'b' 1/day : bestow curse , conjure animals (summons two giant pikes, see page 297), polymorph (aquatic creatures only) \n'b'\n'b' Riverman\xe2\x80\x99s Bargain . Once per month, a vodenjak can grant a limited wish to a creature. It cannot grant a wish to another vodenjak or another creature capable of granting wishes. This wish is limited to duplicating the effects of a spell 6th level or lower, undoing or modifying an effect that can be affected by a wish , forcing a future die roll to be re-rolled, or effects of a similar scope. However, this wish always comes as part of a bargain, and the creature receiving the limited wish must agree to accept a geas from the vodenjak, which the vodenjak can invoke from any distance up to a year and a day after granting the wish . This specialized geas does not allow spell resistance or a saving throw, and if the geas is removed before the task specified by the vodenjak is completed, the benefits of the limited wish are immediately ended (or undone, if the effect of the wish has already ended). If the wish cannot reasonably be reversed or negated, the wish recipient instead is affected as bestow curse (no saving throw) when the geas is broken. If the target is killed before the geas is completed, its soul is taken by the vodenjak as if it had successfully used its soul drinker ability. A vodenjak cannot have more than one riverman\xe2\x80\x99s bargain in effect at a time. \n'b' Soul Preserve . The vodenjak can assemble a collection of 10 or more soul essences. The vodenjak can sense when someone disturbs its collection, as the spell alarm . As an action, the vodenjak can use word of recall to return to its collection, though doing so destroys 1d4-1 soul essences. The range of these abilities is unlimited provided the voldenjak has a clear path to the collection, which can be through water but not solid barriers. A vodenjak\xe2\x80\x99s collections are often hidden in the open on remote sand or gravel bars or on tiny uninhabited islets so they are not disturbed. \n'b' Soulchemist . A vodenjak can use soul essence to craft common, uncommon, or rare potions. Crafting a potion requires 8 hours of work and frees the trapped soul essence. These potions retain their potency for one week and then evaporate into nothingness. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The vodenjak makes three melee attacks . \n'b' Staff . Melee Weapon Attack : +6 to hit (+5 without shillelagh ), reach 5 ft., one target. Hit : 12 (2d8+3) bludgeoning damage, or 9 (2d6+2) without shillelagh . On a critical hit, a target of Medium or smaller size must succeed on a DC 13 Strength ( Athletics ) or Dexterity ( Acrobatics ) check, if the vodenjak chooses; on a failure, the target is shoved 10 ft. and knocked prone . \n'b' Change Shape . The vodenjak magically polymorphs into a giant pike fish, 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 vodenjak\xe2\x80\x99s choice). In a new form, the vodenjak retains its game statistics and ability to speak, but its AC, movement modes, Strength , Dexterity , and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, Legendary Actions, and Lair Actions) that the new form has but that it lacks. \n'b' Soul Drinker . The vodenjak can try to extract the soul of a dying or suffocating creature adjacent to it, drawing it forth as a liquid and storing it in an open container, such as a goblet, chalice, or teacup. The creature must succeed at a DC 14 Wisdom saving throw or die. A creature that is underwater has disadvantage on this save. Using a spell on someone whose soul has been taken is difficult; casting raise dead , speak with the dead, and the like, requires a DC 14 Wisdom check or the spell is wasted. Destroying the soul essence removes this difficulty. \n'b' Consume Essence . The vodenjak drinks one soul essence, gaining the benefits of false life , and the essence is destroyed. \n'b' Sip . The vodenjak tastes one of its essences, and gains guidance . \n'b' Speak with Soul Essence . The vodenjak can use speak with dead to interrogate any of the souls in its possession. It may divide up the questions among several souls. \n'b'\n'b' REACTIONS \n'b'\n'b' Drowning Soul . The vodenjak uses soul drinker on a creature within 30 ft. that is drowning. \n'b'\n'b' ABOUT \n'b' Vodenjaks are supernatural ferrymen, sometimes called vodnik or vodianow, closely related to hags though always excluded from their covens. Like hags, they often wander in disguise through settled lands, plying their wares and offering temptation to the unwary. Unlike hags, however, vodenjaks have no interest in devouring the creatures they inveigle with their cunning. Instead, they are far more interested in a creature\xe2\x80\x99s soul. \n'b' Pay for Passage . Vodenjaks stay close to rivers, lakes, and marshes, sometimes using their phantom skiffs to speed passengers from place to place. They often ask a dear price for passage, and can be swift and sure in their transit, but often they will simply ask for whatever payment their passengers wish . Those who deal generously with a vodenjak will have few problems, but those that seek to cheat or insult him draw his ire and often cause him to disperse the phantom skiff in the midst of a journey, often amidst dangerous waters or when hungry aquatic predators have gathered about in his wake (including those the vodenjak summons himself). Vodenjaks enjoy riddling talk and may challenge passengers to contests of boasting, riddles, or storytelling to pass the time on their journey. They will also offer to read the fortune of passengers, telling them what may come to pass. Their divinatory gifts are real, but how much they offer and how truthful they are about what they see depends on their opinion of their passenger. The same is true of their offers to craft magical potions, as they may slip poison into the vials of customers that have angered them. A vodenjak always feigns friendliness and never shows anger outwardly unless he is ready to attack . Their powers of temptation go beyond potion-making and divination to the granting of small wishes, but always bound up with a promise of service on the vodenjak\xe2\x80\x99s behalf. \n'b' Soul Collector . All of a vodenjak\xe2\x80\x99s affable pretensions work to the goal of gathering souls, which it collects as others might collect fine wines. They use these souls as ingredients in their potions and for their personal power, but mostly they love the sense of control over mortal life and death, and the satisfaction of luring someone into giving up a portion of their soul willingly. A vodenjak has the power to seize it by force at the moment of dying but gaining them through guile is far more delicious. Vodenjaks are very protective of their collections and will attack in a fury anyone who threatens to disturb their soul containers.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Vodyanoi \n'b' Medium monstrosity , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 135 (15d8 + 63) Speed 30 ft., swim 50 ft.\n'b' STATS STR: 16 (+3) DEX: 19 (+4) CON: 18 (+4) INT: 13 (+1) WIS: 20 (+5) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 15 Languages Aquan, Common, Sylvan Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The vodyanoi can breathe air and water. \n'b' Innate Spellcasting : The vodyanoi\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 16). The vodyanoi can innately cast the following spells, requiring no material components: \n'b'\n'b' 3/day each : control water , dancing lights , grease , water breathing \n'b' 1/day each : lesser restoration , protection from poison \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The vodyanoi makes three attacks: one with its bite and two with its spear. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Spear . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack . \n'b' Suffocating Water (1/Day) . All water within a 15-foot radius from the vodyanoi becomes difficult to breathe in for waterbreathing creatures. The suffocating water persists in the area where it was first created for 5 minutes before becoming breathable again. Any creature within the suffocating water, except the vodyanoi and up to 3 creatures of its choosing, must hold their breath or risk suffocation. \n'b'\n'b' ABOUT \n'b' Vodyanois resemble humanoid salamanders. They have short noses, bulging eyes, and broad mouths covered with thickets of fleshy tendrils. Skin color varies wildly depending on the climate and terrain, from drab greens and grays to vibrant oranges and reds. Vodyanois stand roughly 5-1/2 feet tall and weigh just over 100 pounds. They can live up to 120 years. \n'b' Territorial Traders . While vodyanois themselves are rarely evil, they are capricious and often quick to anger, particularly when they feel their territories have been intruded upon. \n'b' Vodyanois are territorial and treat other amphibious and aquatic races encroaching on their lands as enemies, and if they suspect travelers are in league with those races they often attack on sight. Those who live in close proximity to vodyanoi tribes learn quickly to leave the folk alone, and when visits or intrusions into vodyanoi lands are necessary (such as when one might need to seek out a vodyanoi for aid in curing a disease), gifts of magic potions and exotic fruits are highly recommended.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Void Constructor \n'b' Medium construct , neutral evil \n'b' Armor Class 19 (natural armor) Hit Points 43 (5d8 + 20) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 18 (+4) INT: 6 (\xe2\x80\x932) WIS: 8 (\xe2\x80\x931) CHA: 3 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities necrotic, poison, psychic Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned , prone Senses darkvision 60 ft., passive Perception 9 Languages understands Void Speech but can\xe2\x80\x99t speak Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Mobile Grappler . While grappling a creature, the constructor can move at its full speed, carrying the grappled creature along with it. \n'b' Tainted Aura . A Void constructor that has completed a Void henge gains necrotic energy while within 1 mile of the henge. At the start of each of the Void constructor\xe2\x80\x99s turns, each creature within 10 feet of it must succeed on a DC 13 Charisma saving throw or take 2 (1d4) necrotic damage. The Void constructor can choose for a creature it is grappling to be immune to the Tainted Auras of all Void constructors. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Void constructor makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. \n'b' Tentacles . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 13 (4d4 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the constructor can\xe2\x80\x99t use its tentacles on another target. \n'b'\n'b' ABOUT \n'b' This metal cephalopod has cross-shaped eyes and metallic tentacles. It emits a low hum and the scent of burning wheat fields. \n'b' Void constructors exist to build gates to other planes, allowing creatures from those planes to emerge and wreck havoc. \n'b' Nocturnal Builders . Void constructors work to build henges (see Void Henge sidebar) at night. Constructors build henges out of available natural materials, like stone or wood. \n'b' Empowered Servitors . When the Void henge is complete, the participating Void constructors gain an aura that helps them subdue their quarry. They then seek out suitable sacrifices for the henge.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Animal, Axe Beak \n'b' Family: Bird \n'b' Large beast , unaligned \n'b' Armor Class 11 Hit Points 19 (3d10 + 3) Speed 50 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 12 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Actions \n'b' Beak : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage. \n'b' About \n'b' An axe beak is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Void Fungus \n'b' Medium plant , chaotic neutral \n'b' Armor Class 14 (natural armor) Hit Points 65 (10d8 + 20) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 16 (+3) CHA: 4 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +4, Survival +5 Damage Vulnerabilities radiant Damage Resistances cold, fire Condition Immunities blinded , charmed , deafened , exhaustion , frightened , poisoned Senses blindsight 120 ft. (blind beyond this radius), passive Perception 15 Languages understands Common and Void Speech but can\xe2\x80\x99t speak, telepathy 60 ft. Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the Void fungus remains motionless, it is indistinguishable from a patch of glowing fungus. \n'b' Illumination . The Void fungus sheds dim light in a 10-foot radius. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Void fungus makes two Poisonous Mycelium or Psychic Blast attacks. If the Void fungus hits one creature with both Psychic Blast attacks, the target must succeed on a DC 13 Charisma saving throw or be charmed 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' Poisonous Mycelium . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn. \n'b' Psychic Blast . Ranged Spell Attack : +5 to hit, range 60 ft., one target. Hit : 12 (2d8 + 3) psychic damage. \n'b' Consume Energy . The hair-like tendrils dangling from the Void fungus\xe2\x80\x99s cap briefly flash as it draws psychic energy from a creature it can see within 30 feet of it. The target must make a DC 13 Charisma saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. The fungus regains hp equal to the damage dealt. \n'b'\n'b' ABOUT \n'b' A purple glow emanates from the translucent caps of a lavender fungus with pale strands dangling from it. The largest batch of the fungus moves, its dark mycelium reaching up beckoningly. \n'b' Void fungus is a semi-sentient cluster of phosphorescent mushrooms that psychically assault living creatures. Once their prey is helpless, they feast on their vital fluids through a fibrous mycelium network. \n'b' Mobile Fungus . Once a cluster of void fungus has been fed ample blood, one or more swollen mushrooms undergo a metamorphosis, breaking apart from the rest as a creature with enhanced power and mobility. These ambulatory Void fungi collect prey for the colony. \n'b' Alien Origins . Originating from some long-forgotten corner of the Void, the Void fungus resembles a sinister, otherworldly version of the pixie\xe2\x80\x99s parasol mushroom. How their spores spread across the planes is a subject of esoteric debate. This eldritch fungus has been known to turn up in the nightmares of spellcasters, usually alongside even greater threats. \n'b' Void Fungus Hazard \n'b' Clusters of non-ambulatory Void fungi are encountered in dark places, growing in 5-foot square patches. A patch sheds dim light in a 10-foot radius. A creature that starts its turn within 30 feet of a patch must succeed on a DC 13 Charisma saving throw or be charmed for 1 minute. While charmed , the creature must move on its turn toward the fungus patch by the safest available route, trying to enter the patch\xe2\x80\x99s space. Whenever the creature takes damage from a source other than a Void fungus, the creature can repeat the saving throw. \n'b' A creature can also 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 this patch\xe2\x80\x99s charm for the next 24 hours. A creature that starts its turn in the same space as the fungus loses 9 (2d8) hp due to blood loss. A patch of non-ambulatory Void fungi is instantly destroyed by radiant damage or sunlight.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Void Knight \n'b' Medium construct , lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 153 (18d8 + 72) Speed 20 ft.\n'b' STATS STR: 22 (+6) DEX: 7 (\xe2\x80\x932) CON: 18 (+4) INT: 12 (+1) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Con +8, Wis +7 Skills Athletics +10, Perception +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities force, poison Condition Immunities blinded , charmed , deafened , exhausted, frightened , paralyzed , petrified , poisoned Senses blindsight 120 ft. (blind beyond this radius), passive Perception 17 Languages Void Speech, telepathy 120 ft. Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Call of the Void . If a creature within 5 feet of the Void knight attempts to move away from it, that creature must succeed on a DC 13 Strength saving throw or be unable to move away from the Void knight. If the creature uses magic to move, such as the misty step or freedom of movement spells, it automatically succeeds on this saving throw. \n'b' Construct Nature . The void knight doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Immovable . The Void knight can\xe2\x80\x99t be moved against its will, except by magical means. In addition, the knight has disadvantage on Dexterity ( Acrobatics ) and Dexterity ( Stealth ) checks. \n'b' Implosive End . When the Void knight dies, it collapses in on itself, releasing a wave of Void energy. Creature within 5 feet of it must make a DC 16 Dexterity saving throw, taking 18 (4d8) force damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Void knight makes two Void Gauntlet attacks or three Void Bolt attacks. \n'b' Void Gauntlet . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage plus 18 (4d8) force damage. If the target is a Medium or smaller creature it must succeed on a DC 16 Strength saving throw or be forced prone . \n'b' Void Bolt . Ranged Spell Attack : +7 to hit, range 120 ft., one target. Hit : 21 (4d8 + 3) force damage. \n'b' Pull of the Void (Recharge 5\xe2\x80\x936) . The Void knight sends Void tendrils at up to three creatures it can see within 60 feet of it that are not behind total cover . Each target must succeed on a DC 16 strength Saving throw or be pulled up to 30 feet toward the knight. Then each creature within 5 feet of the Void knight takes 36 (8d8) force damage. \n'b'\n'b' ABOUT \n'b' An unearthly suit of armor approaches with heavy footsteps. Its gauntlets end in sharp claws, and strange lights dance behind its visor. A black and purple void churns where its breastplate should be. \n'b' Void knights are created by powerful eldritch beings, elder evils, or other cosmic entities. After these constructs are forged, they are sent as elite soldiers to herald the coming of their masters or the end of the world. A servant of these Void beings, the knight\xe2\x80\x99s true form is the essence of the Void that churns within the armor. \n'b' Unwavering Servant . The Void knight is created to follow its master\xe2\x80\x99s will, though it has its own independent thoughts and personality. Void knights are given free rein to accomplish their masters\xe2\x80\x99 wills through whatever means they deem necessary, and no two knights carry out orders in the same way. \n'b' Alien Armor . The Void knight\xe2\x80\x99s armor is forged specifically for it to control, functioning as a body and a way for the Void knight to interact with its surroundings. The armor channels the Void knight\xe2\x80\x99s power and contains unstable Void essence within it. When the Void knight\xe2\x80\x99s armored body is destroyed, its unstable form collapses, releasing a shockwave. In this way, the knights\xe2\x80\x99 masters ensure nothing remains of the knights for others to study and replicate. \n'b' Void Henge \n'b' A Void henge is a collection of small, carved stone or wood structures arranged in a 10-foot-radius circle. Arcane symbols decorate the structures and the ground between them. One void constructor can build 1 percent of a henge in an 8-hour night. A completed henge has the following traits: \n'b' Open Portal . An evil spellcaster or a Void constructor in the henge can spend 10 minutes focusing energy to open a one-way portal from another plane for 1 hour in the center of the henge. The portal summons an aberration, elemental, or fiend at the end of each minute, provided at least one creature died within the henge during that minute. The summoned creature appears in the henge and is immune to the henge\xe2\x80\x99s Tainted Ground. The CR of the summoned creature equals the CR of the dead creature or half the total combined CRs of all creatures that died within that minute. When calculating CR, treat a CR 0 creature as CR 1/8. At the end of the hour, the portal closes, and the henge\xe2\x80\x99s structures crumble to dust, destroying the henge. \n'b' Tainted Ground . When a creature that isn\xe2\x80\x99t a construct or undead enters the henge or starts its turn there, it takes 4 (1d8) necrotic damage. A Void constructor that participated in building the henge can choose any number of creatures to be immune to this effect. If using the Void Taint rule (see Midgard Worldbook), a creature that spends at least 1 minute in the henge must succeed on a DC 15 Charisma saving throw or suffer 2 Void Taint and be afflicted with long?term madness.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Void Servant \n'b' Medium monstrosity (shapechanger), chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 136 (16d8 + 64) Speed 30 ft., fly 60 ft. (hover)\n'b' STATS STR: 13 (+2) DEX: 2 (-4) CON: 19 (+5) INT: 19 (+5) WIS: 20 (+5) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Int +5, Wis +6, Cha +6 Skills Deception +10, Insight +6 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 12 Languages abyssal, infernal, common, undercommon Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shapechanger . The void servant can use its action to polymorph into a form that resembles a humanoid, or back into its true form. 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 void servant\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 14). The servant can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect thoughts , ray of frost \n'b' 1/day : dominate person \n'b'\n'b' Magic Resistance . The void servant has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The void servant makes two melee attacks . \n'b' Tentacle . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage plus 21 (6d6) poison damage. \n'b'\n'b' ABOUT \n'b' A converging assemblage of shadow and frigid space, these servants embody the Void. Their true form represents that of a purple giant void octopus, these monstrosities are terrible to behold. \n'b' They are formidable foes, employing innate magical abilities as well as their tentacles in combat. Any hero not wielding magical weapons would do well to beat a hasty retreat from their presence. \n'b' Shapechangers . Many times when they are about in the world, they go unnoticed, due to their ability to appear as a humanoid at will. Other than a slight purple sheen to their skin, they walk among civilized populations undetected.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon, Kishi \n'b' Family: Demons \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 18 (natural armor, shield) Hit Points 119 (14d8 + 56) Speed 50 ft.\n'b' STATS STR: 19 (+4) DEX: 20 (+5) CON: 19 (+4) INT: 15 (+2) WIS: 11 (+0) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con +7, Wis +3 Skills Deception +9, Perception +3, Performance +9 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 13 Languages Abyssal, Celestial, Common, Draconic, telepathy 120 ft. Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Fiendish Weapons . The kishi\xe2\x80\x99s weapon attacks are magical. When the kishi hits with any weapon, the weapon deals an extra 2d8 cold damage (included in the attack ). \n'b' Two Heads . The kishi has advantage on Wisdom ( Perception ) checks and on saving throws against being blinded , charmed , deafened , frightened , stunned , and knocked unconscious . \n'b' Magic Resistance . The kishi has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kishi makes one Bite attack and two Spear attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 4) piercing damage plus 9 (2d8) cold damage. \n'b' Spear . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack , plus 9 (2d8) cold damage. \n'b' Spellcasting . The kishi casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):\n'b'\n'b'\n'b' At will : detect evil and good , detect magic , suggestion \n'b' 3/day : glibness \n'b' 1/day : dominate person \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Trophy Shield . The kishi absorbs some of the essence of a creature it killed since the end of its previous turn and magically creates a grisly trophy of the creature on its shield or spear. For 1 hour, its Armor Class becomes 20, and creatures of the same type as the slain creature have disadvantage on attack rolls against the kishi. \n'b'\n'b' ABOUT \n'b' This strong and handsome warrior has a snarling hyena\xe2\x80\x99s face at the back of its head. \n'b' Dark Appetites . Kishi are two-faced male demons perpetually driven by their voracious appetites, carnal or otherwise, with a predilection for female humanoids. Kishi frequently behead, scalp, or skin their conquests and decorate their shields with their trophies. \n'b' Hats and Veils . Kishi demons typically masquerade as muscular warriors or glib storytellers, wearing elaborate headdresses or clan veils to hide the demonic hyena face on the back of their head. \n'b' Deadly Charmers . They use magical and nonmagical means of persuasion to inveigle women into their embrace, but their trysts always end in a grisly feast upon their victim\xe2\x80\x99s flesh. \n'b' Variant: Demon Summoning \n'b' Some kishi demons also have the following additional action option that allows them to summon other demons. \n'b' Summon Demon (1/Day) . The kishi demon magically calls 1d4 giant hyenas that are Fiends with the kishi\xe2\x80\x99s damage resistances and immunities. It has a 50 percent chance of calling one kishi demon instead. The called creatures arrive in 1d4 rounds, acting as allies of the kishi and obeying its telepathic commands. The creatures remain for 1 hour, until the kishi dies, or until the kishi dismisses them as a bonus action.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Void-Stirge \n'b' Medium aberration , chaotic evil \n'b'\n'b' Armor Class 15 (natural armor) Hit Points 67 (9d8 + 27) Speed 40 ft., burrow 20 ft., climb 30 ft., fly 80 ft.\n'b' STATS STR: 15 (+2) DEX: 15 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold Condition Immunities charmed Saving Throws Int +2 Skills Perception +6, Stealth +6 Senses darkvision 60 ft., passive Perception 16 Languages Deep Speech Challenge 3 (700 XP) \n'b' Special Traits \n'b' Bloodlust . The void-stirge has advantage on melee attack rolls against any creature that doesn\xc3\xaf\xc2\xbf\xc2\xbdt have all its hit points. \n'b' Low Metabolism . While a voidstirge craves blood if it has not fed within the last 24 hours, it does not suffer any negative effects from starvation, and it can, in theory, survive forever without drinking or feeding. It is immune to effects that induce magical starvation or thirst, yet it still seeks to drink blood whenever it can to sate its desire. \n'b' No Breath . Void-stirges do not require air to breathe. \n'b' Starflight . A void-stirge can survive in the void of outer space, and it flies through space at incredible speeds. Although exact travel times vary, a trip within a single solar system normally takes it 3d20 months, while trip beyond normally takes it 3d20 years (or more, at the GM\xc3\xaf\xc2\xbf\xc2\xbds discretion)\xc3\xaf\xc2\xbf\xc2\xbd provided the void-stirge knows the way to its destination. \n'b' Strange Mind . A void-stirge is immune to the spell confusion and madness. \n'b' Yellow Sign Affinity . A void-stirge is immune to the effects of the Yellow Sign, and as an action, it can locate the nearest active Yellow Sign as per locate object with a range of 1 mile. When a void-stirge begins its turn with 1 or more hit points and it can see an active Yellow Sign, it regains 2 hit points and it has advantage on any Dexterity saving throw against effects it can see until the beginning of its next turn. An active Yellow Sign is either one that was created by Hastur or by the Yellow Sign spell. Inactive Yellow Signs, such as the unholy symbols carried by cultists of Hastur, do not bolster a void-stirge, but these creatures generally treat those who openly wear such symbols as allies. A character who displays a Yellow Sign in this manner has advantage on Charisma (Deception, Intimidation, and Persuasion) checks against a void-stirge. \n'b' Actions \n'b' Multiattack . The void-stirge attacks with its bite and claws. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage, and the target is grappled (escape DC 14). The void-stirge may use Blood Drain as a bonus action. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) slashing damage. \n'b' Blood Drain . A creature grappled by the void-stirge loses 10 (3d6) hit points due to blood loss. \n'b' About \n'b' These aberrations are vaguely humanoid in shape with two upper limbs and two lower limbs on a torso with a head in the usual location, but there the resemblance ends. They are not altogether crows, nor moles, nor buzzards, nor ants, nor vampire bats, nor decomposed human beings, but something both more and less, and when not flying they flop limply along, half with their webbed feet and half with their membranous wings (See \xc3\xaf\xc2\xbf\xc2\xbdThe Festival\xc3\xaf\xc2\xbf\xc2\xbd by H.P. Lovecraft). \n'b' Terrible Hybrid Things . These eldritch abominations look like void-stirges of prodigious size but with a blood-red tint to their skin rather than the grayish-black of their compatriots. \n'b' They are able to draw mystical power from the blood they drain to make themselves even more frightfully deadly.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Voidling \n'b' Large aberration , chaotic evil \n'b' Armor Class 15 Hit Points 180 (24d10 + 48) Speed 0 ft., fly 50 ft. (hover)\n'b' STATS STR: 15 (+2) DEX: 21 (+5) CON: 15 (+2) INT: 14 (+2) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Int +6, Wis +7, Cha +4 Skills Stealth +9 Damage Vulnerabilities radiant Damage Immunities necrotic Condition Immunities exhaustion , petrified , prone Senses truesight 60 ft., passive Perception 13 Languages Void Speech, telepathy 60 ft. Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Darkness Regeneration . While in an area of dim light or darkness, the voidling regains 5 hp at the start of its turn if it has at least 1 hp . \n'b' Magic Resistance . The voidling has advantage on saving throws against spells and other magical effects. \n'b' Void Traveler . The voidling doesn\xe2\x80\x99t require air, food, drink, sleep, or ambient pressure. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The voidling makes four Shadow Tendril or Necrotic Bolt attacks. If two Necrotic Bolt attacks hit one creature, the target must succeed on a DC 17 Wisdom saving throw or be frightened until the end of its next turn. \n'b' Shadow Tendril . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 8 (1d6 + 5) bludgeoning damage plus 10 (3d6) necrotic damage. \n'b' Necrotic Bolt . Ranged Spell Attack : +7 to hit, range 120 ft., one target. Hit : 17 (4d6 + 3) necrotic damage. \n'b' Shadow\xe2\x80\x99s Grasp (Recharge 5\xe2\x80\x936) . The voidling releases a wave of small, grasping tendrils of shadow. Each creature within 20 feet of it must make a DC 17 Dexterity saving throw. On a failure, a creature takes 49 (14d6) necrotic damage and is restrained by tendrils of shadow for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t restrained . 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' ABOUT \n'b' Writhing black tendrils stretch from this indistinct orb of pure shadow. The faintest flicker of something green, like an eye, appears for a moment in the center of the globe and then fades to black again. \n'b' Called from Darkness . Voidlings are creatures of the darkest part of the Void, the cold space between the stars. They are drawn to mortal realms by practitioners of foul, corrupting magic known to break the minds of those who wield it. They frequently are summoned servants to Void dragons, and they have been seen as wardens of the temples on the Plateau of Leng. \n'b' Sustained by Darkness . Voidlings are said to devour life and knowledge, and they subsist on darkness. The places they inhabit are known for their dank chill and obscurity. Voidlings are summoned by those hungry for power at any cost, and\xe2\x80\x94despite their dark reputation\xe2\x80\x94they serve well for years or even decades, until one day they turn on their summoners. If they slay their summoner, they grow in strength and return to the Void. Exactly what voidlings seek when they have not been summoned\xe2\x80\x94and what triggers their betrayals\xe2\x80\x94is a mystery. \n'b' Cold Tendrils . Creatures of utter darkness, they can barely be said to have a shape. They consist largely of lashing tendrils of solid shadow. The tendrils meet at a central point and form a rough sphere in which something like an eye appears intermittently. Though their tentacles stretch ten feet long, the core of a voiding is no more than four feet across, and it weighs nothing, darting through either air or Void with impressive speed.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Voidopus \n'b' Tiny aberration , chaotic neutral \n'b' Armor Class 11 Hit Points 16 (3d4 + 9) Speed 5 ft., fly 20 ft. (hover), swim 20 ft.\n'b' STATS STR: 3 (-4) DEX: 13 (+1) CON: 16 (+3) INT: 16 (+3) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +5, Stealth +3 Damage Resistances necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 120 ft., passive Perception 14 Languages Deep Speech, telepathy 120 ft. Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Void Adaptation . The voidopus doesn\xe2\x80\x99t require air, food, or drink. \n'b'\n'b' ACTIONS \n'b'\n'b' Tiny Tentacles . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 1 bludgeoning damage. \n'b' Mind Whisper . The voidopus magically emits psychic energy at a creature it can see within 60 feet of it. That creature must succeed on a DC 15 Intelligence saving throw or take 7 (2d6) psychic damage and subtract 1d4 from the next saving throw it makes before the end of the voidopus\xe2\x80\x99 next turn. \n'b' Shadowink Cloud (Recharge 5-6) . A 5-foot-radius cloud of magical darkness extends all around the voidopus. The darkness spreads around corners and lasts until the start of the voidopus\xe2\x80\x99 next turn. A creature with darkvision can\xe2\x80\x99t see through this darkness, and nonmagical light can\xe2\x80\x99t illuminate it. After releasing a shadowink cloud, the voidopus can use the Dash action as a bonus action. \n'b'\n'b' ABOUT \n'b' Mysterious and literally otherworldly, voidopuses (also known as voidopi) are tiny creatures of eldritch magic and dark cuteness. Native to the unimaginable emptiness between the stars, these unusual critters can live comfortably in almost any environment. Their unusual nature allows voidopuses to take millennia-long naps and live in their dreams while floating from star to star. However, the void can become dull and monotonous after a few millennia, and many voidopuses will leave it to discover and visit new worlds full of color and wondrous creatures. While their bodies do not age like a mortal creature\xe2\x80\x99s and they don\xe2\x80\x99t require air, food, or drink, voidopuses are physically weak and diminutive, so they have to rely on their eldritch powers for protection. All voidopuses possess powerful telepathy and the ability to produce magical ink of unimaginable darkness. When threatened, they will not hesitate to use their mental powers to weaken and confuse the minds of aggressors and expel magical darkness to escape to safety. \n'b' Pact of the Chain Familiar . At the gamemaster\xe2\x80\x99s discretion, a warlock with a pact of the chain may choose the form of a voidopus for their familiar.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Voidpool \n'b' Large ooze , unaligned \n'b' Armor Class 8 Hit Points 112 (15d10 + 30) Speed 15 ft., climb 15 ft.\n'b' STATS STR: 15 (+2) DEX: 6 (-2) CON: 14 (+2) INT: 2 (-4) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities radiant Damage Immunities force, necrotic Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The voidpool can move through a space as narrow as 1 inch wide without squeezing. \n'b' Grappler . The voidpool has advantage on attack rolls against any creature grappled by it. \n'b' Planar Portal . The voidpool has a portal to the Void at its core. A creature that starts its turn grappled by the voidpool must make a DC 13 Strength saving throw. On a success, the creature takes 7 (2d6) force damage but isn\xe2\x80\x99t pulled toward the portal. On a failure, the creature takes no damage but is pulled closer to the portal. A creature that fails three saving throws before escaping the grapple enters the portal and is transported to the Void. This transportation works like the banishing an unwilling creature aspect of the plane shift spell. \n'b' Spider Climb . The voidpool 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 voidpool makes two pseudopod attacks. \n'b' Pseudopod . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) necrotic damage. The target is grappled (escape DC 13) if it is a Medium or smaller creature and the voidpool doesn\xe2\x80\x99t have two other creatures grappled . Until this grapple ends, the target is restrained , and it risks being pulled into the Void (see the Planar Portal trait). \n'b'\n'b' ABOUT \n'b' An impossibly black pool of goo undulates forward seeming to pull everything around it into its endless depths. \n'b' Aspect of the Void . Some speculate that voidpools are intrusions of the Void itself into the Material Plane. These blots on the surface of the world mindlessly seek to draw everything into the Void through the portal they carry at their cores. \n'b' Willing Travelers . The most daring, and prepared, of adventurers actually seek out voidpools to facilitate passage to the Void. Not resisting the voidpool\xe2\x80\x99s influence allows these brave or foolhardy individuals to minimize the damage they incur enroute to the outer plane. \n'b' Ooze Nature . The voidpool doesn\xe2\x80\x99t require sleep.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Volguloth \n'b' Medium fiend , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 78 (12d8 + 24) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +6 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 13 Languages Abyssal, Infernal, telepathy 60 ft. Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Glide . The volguloth has draping skin that it can expand while falling to slow its rate of descent to 60 feet per round, landing on its feet and taking no falling damage. It can move up to 5 feet horizontally for every 1 foot it falls. The volguloth can\xe2\x80\x99t gain height with its expanded skin alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther. \n'b' Magic Resistance . The volguloth has advantage on saving throws against spells and other magical effects. \n'b' Poisoned Weapons . The volguloth\xe2\x80\x99s weapons are coated with a magical poison. When the volguloth hits with any weapon, the weapon deals an extra 2d6 poison damage (included in the attack). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The volguloth makes two Claw attacks. If both Claw attacks hit a Medium or smaller target, the target is grappled (escape DC 13), and the volguloth uses its Enshroud on the target. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage plus 7 (2d6) poison damage. \n'b' Enshroud . The volguloth enshrouds a Medium or smaller target grappled by it. The enshrouded target is blinded , restrained , and unable to breathe or speak until the grapple ends. If the volguloth moves, the enshrouded target moves with it. The volguloth can have only one creature enshrouded at a time, and it can\xe2\x80\x99t use its Glide trait while enshrouding a creature. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Strangle . A creature enshrouded by the volguloth must succeed on a DC 13 Strength saving throw or take 10 (3d6) bludgeoning damage and begin suffocating, as the air is squeezed from its lungs. \n'b'\n'b' ABOUT \n'b' What at first appears to be a humanoid wearing voluminous robes is a thin, fiendish figure whose skin drapes about its form like a wet shroud. These minor fiends are often found in the service of more powerful fiends or, occasionally, powerful mortals. Volguloths are quiet, efficient killers and often act as assassins. They are sadistic and cruel, reveling in the deaths they cause, and are loathe to turn their stealthy skills to less violent tasks, such as theft or reconnaissance. \n'b' Skin Shroud . A volguloth\xe2\x80\x99s skin behaves more like a sinuous sheet of muscle, contracting and expanding as the volguloth requires. Typically, it drapes the fiend\xe2\x80\x99s form like a robe. However, the volguloth can tighten it to a rumpled but close-fitting hide or extend it into long sheets. This allows it to glide short distances or enwrap and smother victims, engulfing them in the folds of its skin and squeezing them until they run out of air.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Volt \n'b' Small monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 14 (4d6 HD) Speed fly 20 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 10 (+0) INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 Challenge 1 (200 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The volt makes 2 attacks, one with its tail and one with its bite. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4+4) piercing damage, and the victim is grappled (Escape DC 14). Grappled victims automatically suffer 6 (1d4+4) piercing damage per round, plus 11 (2d6+4) lightning damage from the creature\xe2\x80\x99s tail lash. While grappling a creature, the volt cannot attack any other creature. \n'b' Tail Lash . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6+4) lightning damage. \n'b'\n'b' ABOUT \n'b' A volt appears to be a flying ball of fur with two great insect-like eyes, topped by two horns, and a long, braided leather tail. Underneath the fur, on the bottom of the creature, is a mouth lined with long, sharp teeth. The head of the creature is brown, with the eyes being a deep purple. The horns and tail are dark brown, not unlike leather. The volt flies with a limited, inherent form of levitation. \n'b' Ill-tempered and territorial . The volt is an ill-tempered, territorial creature that will attack without provocation. They are utterly bestial creatures driven to do nothing but feed and destroy. \n'b' Haunters of the abandoned . They are usually found in old, abandoned buildings or underground lairs. They have no natural habitat and are sometimes used as guards by intelligent creatures. \n'b' Direct, but random . The volt directly attacks any person at random. Their basic strategy is to attempt to bite a victim about the neck and shoulders.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Volt (Bolt Wurm) \n'b' Small aberration , unaligned \n'b' Armor Class 13 Hit Points 13 (3d6 + 3) Speed fly 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 12 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities lightning Skills Acrobatics +5 Senses darkvision 60 ft. \n'b' Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) piercing damage and the volt enters the target\xe2\x80\x99s space and grapples the target (escape DC 13). The volt can\xe2\x80\x99t move a creature it grapples, but it moves with the grappled creature. If the grapple is broken, the volt immediately moves 5 feet into an adjacent, empty space. The volt can\xe2\x80\x99t use its bite attack while it is grappling a creature. \n'b' Lightning Jolt . A creature that is grappled by the volt at the start of the volt\xe2\x80\x99s turn takes 5 (1d6 + 2) lightning damage. A creature reduced to 0 hit points by this attack is unconscious and stable, not dying. \n'b' About \n'b' The origin of the volt is unknown and has eluded even the most learned of scholars. Referred to as bolt wurms in certain old grimoires for their ability to deliver a \xe2\x80\x9cbolt from the blue\xe2\x80\x9d with their whip-like tail, volts were once thought to be from another plane or planet, though evidence of late suggests they are in fact of this world. Other than that bit of information, the volt remains much of a mystery. \n'b' Volts inhabit underground caverns and caves, preferring to lair in areas dampened by water. A typical grouping consists of up to 20 creatures, though it\xe2\x80\x99s anyone\xe2\x80\x99s guess which are male and which are female (if such a thing among volts actually exists). \n'b' A volt\xe2\x80\x99s spheroid body is about 3 feet across. Its tail is nearly 3 feet long and formed of semi-hardened tissue. Its mouth, unseen at first by those viewing it, is located near the underside of its body and is filled with rows of needle-like teeth.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Aballonian \n'b' Medium construct , neutral \n'b' Armor Class 19 (natural armor, deflector screen) Hit Points 190 (20d8 + 100) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 21 (+4) DEX: 14 (+2) CON: 20 (+5) INT: 17 (+3) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +9, Con +10, Int +8 Damage Resistances poison, psychic; ranged weapon attacks (see deflector screen); bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 14 Languages Common; shortwave 100 ft. Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Deflector Screen . An aballonian is surrounded by an aura of deflective force that grants it a +2 bonus to Armor Class. This screen deflects incoming ranged attacks . In addition, the aballonian has resistance to damage from ranged weapon attacks. If the deflector is disabled in some way then the aballonian loses all the benefits granted by the deflector screen. The deflector screen is normally invisible but flashes briefly when impacted by an attack . \n'b' Rebuild . Aballonian machines are capable of improving and adapting their designs. Each aballonian starts out with one of the abilities listed below. Aballonians may adapt of their own volition, but it takes one day to add each additional ability beyond the first, and they must also possess the rare materials necessary to make such improvements. An ability can only be gained once unless stated otherwise.\n'b'\n'b'\n'b' Gain the Plasma Cutter attack option: Plasma Cutter . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 31 (6d8 + 4) slashing damage and 7 (2d6) fire and 7 (2d6) lightning damage. \n'b' Gain advanced treads that increase base speed to 60 feet. \n'b' Modify chassis to gain a burrow, climb, or swim speed of 60 feet. This ability may be taken multiple times. Its effects do not stack. Each time it is taken, it applies to a new movement type. \n'b' Add a radar dish that grants blindsight 120 feet. \n'b' Add an additional claw or slam attack to its Multiattack action. \n'b' Lengthen arms to extend reach by 5 feet for all melee attacks . \n'b' Gain the rend Reaction \xe2\x80\x93 if two claw attacks hit the same target as a reaction the aballonian rends the target doing an additional 13 (3d8) piercing damage. \n'b' Add armor plating to gain a +2 armor bonus to AC. \n'b' Harden systems to gain a resistance to a single energy type (acid, cold, fire, lightning, or thunder). This ability may be taken multiple times. Its effects do not stack. Each time it is taken, it applies to a new energy type. \n'b'\n'b' Shortwave . An aballonian can communicate with nearby aballonians via invisible waves. This functions as telepathy out to a 100 ft., but only with other aballonians. In combat, if any allied aballonian within range can act in a surprise round, all of them can. \n'b' Solar Cell . An aballonian can store up to one hour of solar energy in its reserve cells, allowing it to ignore its sunlight dependency trait for that duration. \n'b' Sunlight Dependency . Aballonian gain their energy from light. In areas of darkness, they have disadvantage on Attack rolls and Ability Checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The aballonian makes three claw attacks. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage and 7 (2d6) lightning damage. If the target is Medium or smaller, it is grappled (escape DC 16). Until this grapple ends, the aballonian loses a claw attack . \n'b' Rapid Rebuild (1/day) . An aballonian can exchange one of its existing Rebuild traits for a different trait as an action. Alternatively, it may swap ability scores. \n'b' Spark (Recharge 5-6) . The aballonian unleashes an arc of lightning in a 60-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 14 Dexterity saving throw or take 50 (9d10) lightning damage and be stunned for 1 minute. A creature can repeat a DC 17 Constitution saving throw at the end of each of its turns, ending the stun effect on itself on a success. \n'b'\n'b' ABOUT \n'b' Aballonians are intelligent, self-modifying constructs. The stat block presented here represents only the most basic type, with much larger or smaller variants taking the form of gargantuan excavators, gliding solar-powered flyers, ribbon-like serpent creatures, disembodied processor intelligences, or stranger designs.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ahuizotl \n'b' Its hide black and rubbery, the ahuizotl\xe2\x80\x99s dark hair bristles into clumps of sharp spikes to protect it. The creature\xe2\x80\x99s long tail ends in a clawed hand, which it uses to grab and drag prey underwater. \n'b' Small monstrosity , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 71 (13d6 + 26) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 14 (+2) INT: 6 (-2) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The ahuizotl can breathe air and water. \n'b' Spiky Coat . A creature that touches the ahuizotl or hits it with a melee attack while within 5 feet of it must succeed on a DC 14 Dexterity saving throw or take 4 (1d8) piercing damage. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The ahuizotl can use its Tail Grab. It then makes two attacks: one with its bite and one with its claw. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Tail Grab . The ahuizotl grabs a creature or item. If the target is a Medium or smaller creature, it must succeed on a DC 14 Strength saving throw or be grappled (escape DC 14). The ahuizotl can then move up to its speed as a bonus action. The grappled creature must succeed on a DC 14 Strength saving throw or be pulled along 5 feet behind the ahuizotl. A creature being dragged by the ahuizotl makes attack rolls and Dexterity saving throws with disadvantage. If the target is an object or weapon being held by another creature, that creature must succeed on a DC 14 Strength saving throw, or the ahuizotl pulls the object away from the creature. After stealing an object or weapon, the ahuizotl can move up to its speed as a bonus action. The ahuizotl can only grapple one creature or hold one weapon or object at a time. If holding a weapon, it can use its Tail Grab action to make one attack with the weapon with no proficiency bonus. \n'b'\n'b' About \n'b' Hunger for Flesh . The ahuizotl is a carnivorous hunter who feasts upon the flesh and bones of living creatures. It savors teeth, eyes, and fingernails the most, and villages have discovered mounds of remains by local lakes missing only those pieces. \n'b' Snatch Thieves . Ahuizotl are not always killers. Frequently they snatch a mirror, a banner, a fine bucket, or a bit of jewelry from a nobleman or servant down by the water. Ahuizotl collect these treasures and sometimes give them to cueyatl priests as offerings to the water gods. \n'b' A carnage-hungry denizen of swamps, the ahuizotl is a ferocious-looking predator, even before one takes into consideration its most distinctive feature-a long tail that ends in a clawed but all-too-humanoid hand. Whether from the entrance of its aquatic home (typically a sunken mass of trees or a flooded cavern) or the thick reeds and flora that grow at the water\xe2\x80\x99s edge, an ahuizotl remains watchful for any intruder that might trespass into its territory. Upon sighting such prey, the beast uses its uncanny ability to mimic the sound of a humanoid in distress to lure victims near, so it can snatch them with its tail claw. Ahuizotls are particularly fond of feasting upon a victim\xe2\x80\x99s eyes, and their tail claws are particularly adept at swiping away such organs for the beasts to feed upon. Teeth and fingernails are another of the creature\xe2\x80\x99s favorite meals, and the appearance of mutilated bodies missing eyes, teeth, and nails along a river\xe2\x80\x99s banks is sure evidence of an ahuizotl attack. \n'b' Despite its preference for cruelty, an ahuizotl might come to mutually advantageous arrangements with other pernicious denizens of the swamps. Will-o\xe2\x80\x99-wisps and ahuizotls often find themselves in such cooperative relationships, with the will-o\xe2\x80\x99-wisp coaxing creatures near the ahuizotl\xe2\x80\x99s lair and then lingering to feed upon the victims\xe2\x80\x99 fear as the ahuizotl drags them into the depths. Some wily humanoids who fall into an ahuizotl\xe2\x80\x99s clutches-typically lizardfolk, boggards, or swamp-dwelling humans-have successfully managed to bargain away the lives of others in exchange for their own. Such arrangements always lead to a series of vicarious murders, as the aquatic predator\xe2\x80\x99s proxy coaxes new victims into the swamp for its fearsome partner to dine upon. \n'b' Ahuizotls are exceptionally long-lived, and a single individual might live and feed in a particular area for several human generations. An ahuizotl is 9 feet long and weighs 1,200 pounds. \n'b' Carnage-hungry denizens of the swamp, at a glance ahuizotls look little different than overlarge otters or a variety of other water-dwelling mammals. Their hindquarters reveal them to be far stranger beasts, though, as each possesses a powerful tail ending in a fifth hand with deadly claws. From the depths of their aquatic homes, ahuizotls look skyward, watchful for any boat or intruder that might trespass into their territories. Upon sighting such prey, their tentacle-like tails burst from the murk, dragging their victims down to meet death amid their powerful jaws and the drowning mire. Yet for all their ferocity, ahuizotls are blasphemously wasteful, for all they desire from their meals are the crunch of dismembered teeth and nails and the cool slime of freshly extracted eyes. What remains they release forth to the waves, to other aquatic predators, and to their victims\xe2\x80\x99 shocked mourners. \n'b' Ahuizotls measure roughly 8 feet long, with a powerful build causing their weights to average around 1,300 pounds. \n'b' An ahuizotl\xe2\x80\x99s most distinctive feature is easily its tail. Measuring double the length of the creature\xe2\x80\x99s body, this prehensile fifth appendage exhibits just as much strength, dexterity, and precision as any of the creature\xe2\x80\x99s other limbs, with the added benefits of both extended range of motion and its own sharply clawed hand. The claw at the tail\xe2\x80\x99s end is leaner and more nimble than an ahuizotl\xe2\x80\x99s other simian hands, with long and bone-hard nails. This gives the creature the nimble adroitness it requires to gather its favorite and most revolting meal-humanoid eyes. In addition to its use as both a weapon and tool, this powerful limb also proves highly useful in locomotion, aiding ahuizotls in moving through the water at surprising speeds. \n'b' Aside from ahuizotls\xe2\x80\x99 fearsome fifth limb, their voices also serve as exceptionally deadly weapons. Through practice and memories of past cruelties, ahuizotls exhibit a shocking capacity to mimic the sounds and voices of other creatures. While they find the sobs of the lost and imperiled the easiest to reproduce and the most useful in coaxing other creatures into aquatic ambushes, most also practice mimicry, granting them mastery over locally used languages and voices to impersonate and allowing them to create more subtle deceptions. To this end, an ahuizotl that manages to take a victim alive and that fears no threat of attack or of its prey\xe2\x80\x99s escape might spend as much as an hour tormenting and mocking its captive. As it does so, it listens intently, usually shooting its victim\xe2\x80\x99s words back in mockery until it feels it has adequately impersonated its victim\xe2\x80\x99s speech. The end usually comes swiftly for those an ahuizotl feels it has nothing more to gain from. This method of trickery proves most dangerous for swamp-dwelling humanoids, as an ahuizotl might swim along below boats or beneath stilt homes and spend hours listening and practicing, eventually mastering enough voices to launch a campaign of deception and murder. \n'b' Ahuizotls prove exceptionally long-lived, with a single individual living and feeding in an area for several human generations. Generally solitary creatures, they have few opportunities to encounter others of their kind or breed, contributing to the creatures\xe2\x80\x99 rarity in most regions. \n'b' Ahuizotls can move about on both land and in the water, yet they far prefer the freedom and safety of murky rivers and pools to crawling upon the earth. Leaving the depths only to when shifting to other waterways, when pursuing prey, or when something else on land captures its interest, an ahuizotl spend most of its life lurking just below the surface, watchful for any prey that ventures close enough to grab with its tail and drag down to a drowning death. While capable of surviving in seawater, few ahuizotls have ever been found along the coast; they seem to possess a kind of race-wide aquatic agoraphobia, shunning oceans and seas for more confined and predictable waterways. Occasionally ahuizotls might be found along the coasts of great freshwater lakes, but even then most keep to shallow bays or bayous. \n'b' Although ahuizotls might range through the waterways of a territory several miles in diameter, most have a favored pool, pond, or bog. Not only does the creature spend much of the day resting in a shelter-either natural or constructed-at the bottom of this body of water, but the area often takes on significance among cultures dwelling in the area as a place of ill omen or the home of a deadly drowning spirit. Aside from the stories that both draw and deter investigators to such sites, over time, the remains of dozens of victims accumulate amid the rock and mud of the pool\xe2\x80\x99s floor. Depending on the age and deadliness of an ahuizotl, its home might become a waterlogged charnel treasure trove, scattered not only with heaps of bones, but also with the wealth and equipment of all who have fallen prey to the beast. \n'b' On rare occasions, ahuizotls might come to mutually advantageous arrangements with other pernicious denizens of the swamps. Will-o\xe2\x80\x99-wisps and ahuizotls often find themselves in such cooperative relationships, with the will-o\xe2\x80\x99-wisp coaxing creatures near the ahuizotl\xe2\x80\x99s lair and then lingering to feed upon the victim\xe2\x80\x99s fear as the ahuizotl drags it into the depths. Some wily humanoids who fall into an ahuizotl\xe2\x80\x99s clutches-typically lizardfolk, goblins, or swamp-dwelling humans-have successfully managed to bargain away the lives of others in exchange for their own. Such might lead to a series of vicarious murders, as the aquatic predator\xe2\x80\x99s proxy coaxes new victims into the swamp for its fearsome partner to dine upon.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Animal, Blood Hawk \n'b' Family: Bird \n'b' Small beast , unaligned \n'b' Armor Class 12 Hit Points 7 (2d6) Speed 10 ft., fly 60 ft.\n'b' STATS STR: 6 (-2) DEX: 14 (+2) CON: 10 (+0) INT: 3 (-4) WIS: 14 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses passive Perception 14 Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' Special Traits \n'b' Keen Sight : The hawk has advantage on Wisdom (Perception) checks that rely on sight. \n'b' Pack Tactics : The hawk has advantage on an attack roll against a creature if at least one of the hawk\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Beak : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b'\n'b' About \n'b' Taking its name from its crimson feathers and aggressive nature, the blood hawk fearlessly attacks almost any animal, stabbing it with its daggerlike beak. Blood hawks flock together in large numbers, attacking as a pack to take down prey. \n'b' Some trainers breed blood hawks to use as spotters or scouts. \n'b' The birds are taught to signal the presence of enemies or hunted fugitives while staying at high altitudes to avoid being shot down by archers.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon, Kogukhpak \n'b' Family: Demons \n'b' Huge fiend (demon), chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 262 (21d12 + 126) Speed 40 ft., swim 40 ft.\n'b' STATS STR: 30 (+10) DEX: 11 (+0) CON: 23 (+6) INT: 8 (\xe2\x80\x931) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +16, Con +12, Wis +9, Cha +11 Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, fire, poison Condition Immunities poisoned Senses truesight 120 ft., passive Perception 13 Languages understand Abyssal but can\xe2\x80\x99t speak Challenge 18 (20,000 XP) Proficiency Bonus +6 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The kogukhpak has advantage on saving throws against spells and other magical effects. \n'b' Standing Leap . The kogukhpak\xe2\x80\x99s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. \n'b' Sunlight Hypersensitivity . The kogukhpak takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kogukhpak makes one Bite attack and two Gore attacks, or it makes three Spit Fire attacks. \n'b' Bite . Melee Weapon Attack : +16 to hit, reach 5 ft., one target. Hit : 19 (2d8 + 10) bludgeoning damage plus 9 (2d8) fire damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained , the kogukhpak can automatically hit the target with its Bite, and the kogukhpak can\xe2\x80\x99t make Bite attacks against other targets. \n'b' Gore . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 37 (5d10 + 10) piercing damage. \n'b' Spit Fire . Ranged Spell Attack : +11 to hit, range 120 ft., one target. Hit : 32 (6d8 + 5) fire damage. \n'b' Devastating Leap (Recharge 6) . The kogukhpak leaps up to 30 feet and lands on its feet in a space it can see. Each creature in the space or within 5 feet of the kogukhpak when it lands must make a DC 20 Strength saving throw. On a failure, a creature takes 72 (16d8) bludgeoning damage and is knocked prone . On a success, a creature takes half the damage, isn\xe2\x80\x99t knocked prone , and, if it is in the kogukhpak\xe2\x80\x99s space, can choose to be pushed 5 feet back or to the side of the kogukhpak. A creature in the kogukhpak\xe2\x80\x99s space that chooses not to be pushed suffers the consequences of a failed saving throw. \n'b' Fire Breath (Recharge 6) . The kogukhpak exhales fire in a 90-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Tusks jut from the jaw of this massive albino toad, and small, spiky horns rise from above its demonic eyes. \n'b' Kogukhpak demons are massive toad-like creatures with mammoth tusks and a bottomless cauldron of untamed flame deep within their bellies. They are typically found in colder climes, which helps keep the raging fires within in check. They inhabit deep caverns to avoid the sun and visit the surface only at night to hunt. \n'b' Enemy of the Light . In the cold, far north, the nights are long and winter nearly interminable. This allows the kogukhpak to hunt and kill at its leisure, rarely having to fear its only true weakness: sunlight. During the summer, when daylight rarely ceases, the fiend remains underground. \n'b' Voracious Killer . The kogukhpak is a scourge to all it encounters. The fiend will attack and devour anyone or anything it comes across while hunting, to fuel the incessant fires within it. A koguhkpak eats everything, leaving little trace except blood and signs of struggle, with occasionally ashes or burnt grasses. \n'b' Remnants of a settlement destroyed by a seemingly sourceless flame are a sure sign of a kogukhpak.'}
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