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Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Voltar \n'b' Medium elemental , neutral \n'b' Armor Class 14 (natural armor) Hit Points 65 (10d8 + 20) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +2, Perception +3, Stealth +4 Damage Vulnerabilities cold Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, poison, thunder Senses darkvision 60 ft., passive Perception 13 Languages Auran Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Death Burst . When the voltar dies, it explodes in a blinding flash of lightning. Each creature within 10 feet of it must make a DC 14 Dexterity saving throw. On a failure, a creature takes 14 (4d6) lightning damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t blinded . A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Elemental Nature . The voltar doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Lightning Weapons . When the voltar hits with any weapon, the weapon deals an extra 1d6 lightning damage (included in the attack ). \n'b' Actions \n'b' Multiattack . The voltar makes two Longsword attacks. \n'b' Longsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 3 (1d6) lightning damage. \n'b' Lightning Bolt . Ranged Spell Attack : +5 to hit, range 120 ft., one target. Hit : 10 (3d6) lightning damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Voordine \n'b' Gargantuan monstrosity, chaotic neutral \n'b' Armor Class 19 (natural armor) Hit Points 232 (16d20+64) Speed fly 60 ft. (hover)\n'b' STATS STR: 21 (+5) DEX: 16 (+3) CON: 19 (+4) INT: 9 (-1) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +9, Con +8, Wis +7 Damage Immunities cold, fire Damage Resistances lightning, bludgeoning Condition Immunities blinded Senses blindsight 60 ft.; passive Perception 13 Languages telepathy 100 ft. Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Protective Jelly . Voordines themselves do not need to breathe. A creature ensconced within a voordine\xe2\x80\x99s mesoglea enjoys the voordine\xe2\x80\x99s immunities and resistances and will not suffocate even in space. A voordine can fit eight creatures in its mesoglea of up to Medium size . It can carry more Small creatures if they are able to squeeze for long periods of time. \n'b' Limited Starflight . The voordine can survive in the void of outer space. It flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the GM\xe2\x80\x99s discretion)-provided the voordine knows the way to its destination. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The voordine attacks four times with a tentacle. \n'b' Tentacle . Melee Weapon Attack : +9 to hit, reach 20 ft., one target. Hit : 7 (1d4 + 5) bludgeoning damage, plus 10 (3d6) lightning damage, and the target is grappled (escape DC 23). Until this grapple ends, the creature is restrained , and the voordine can\xe2\x80\x99t use that tentacle on another target. The voordine has four tentacles it can use to grapple a target. On a critical hit, the target must make a DC 17 Constitution saving throw; on a failed save, the target is stunned until the beginning of the voordine\xe2\x80\x99s next turn. \n'b' Jet (Recharge 5-6) . The voordine\xe2\x80\x99s fly speed increases to 400 feet in an airless, microgravity environment until the beginning of its next turn. \n'b'\n'b' ABOUT \n'b' Voordines are massive, intelligent, space-faring jellyfish. Typically limited to a single solar system, they travel from planet to planet to indulge their curiosity. They find planets where changes occur rapidly the most interesting. Solar Sailing. Voordines subsist on solar radiation and can absorb it out to the far reaches of a solar system. However, voordines seeking to escape their solar systems-usually when the entire system is at war, or the parent star is dying-must absorb fire to survive a long-term flight. They find arcane casters or fire elementals to supply the necessary energy for their travels. \n'b' The peaceful voordines have an affinity for imperiled creatures and often come to the rescue with uses of air bubble, giving them the moniker of \xe2\x80\x9cspace angels\xe2\x80\x9d from those they have saved. Negotiating travel with voordines to specific locations in a solar system is difficult and convincing them to leave their solar systems entirely is almost impossible. Those wishing to travel with voordines must convince the creatures of a compelling reason to visit their destinations, especially if voordines plan to travel elsewhere to satisfy their own curiosities. Fortunately, the creatures are patient and entertain stories or discussions for a long time and typically relent after a few hours. Voordines also agree to let travelers accompany them and carry them in their mesoglea for the journey. They do not respond well to threats and react aggressively to bullying attempts. \n'b' Star-Flung . The nigh-immortal voordines rarely produce young, especially with the creatures far flung across the galaxy. In cases where more than one voordine live in a solar system, the hermaphroditic creatures mate once a century and produce one to three offspring who travel with their parents until they reach adulthood at 50 years. Oddly, childbearing voordines often \xe2\x80\x9cbeach\xe2\x80\x9d themselves on planet while they await the birth of their children. These voordines are extremely dangerous as they become protective of their young.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Vordoag \n'b' Tiny beast , neutral evil \n'b' Armor Class 15 (Hardshell) Hit Points 2 (1d4) Speed 20 ft.\n'b' STATS STR: 3 (-4) DEX: 6 (-2) CON: 11 (+0) INT: 2 (-4) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded Senses tremorsense 100 ft. (no normal vision), passive Perception 10 Challenge 0 (10 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b'\n'b' ABOUT \n'b' The vordoag are small, dark crustaceans that dwell in deep dungeons, caves, uninhabited sewer lines, and the like. Their bodies are small and round, about the size of a halfling\xe2\x80\x99s buckler. They have 10 long, segmented legs that fold up under the creature\xe2\x80\x99s body when it is not moving. Two claws cap each leg. Between the pincers lies a long tubular tongue the creature extends when feeding. The vordoag move very quickly, crawling toward any creature that radiates heat. \n'b' Attack on contact . Vordoag grow in large nests, breeding, and piling up on one another until there are large balls of them several yards in diameter. They lie dormant, using almost no energy, and can lie this way for hundreds of years. They only come alive when something disturbs the nest; this is easy to do as simple vibrations in the floor or wall alert them to potential prey. Creatures are able to slip by the vordoag nest, but only if they are able to do so moving silently. \n'b' Underground dwellers . The vordoag live in most underground environments that have some moisture, generally wherever algae, fungus, or other underground plants grow. They are completely sightless, unable to smell, or hear. If a victim is able to stand completely still, slowing heartbeat and breath, the vordoag cannot find them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Vorthropod \n'b' Medium monstrosity , unaligned \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 127 (15d8 + 60) \n'b' Speed 30 ft., swim 30 ft., climb 20 ft .\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 19 (+4) INT: 3 (\xe2\x80\x934) WIS: 12 (+1) CHA: 3 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 \n'b' Damage Resistances slashing, piercing \n'b' Damage Immunities fire, poison \n'b' Condition Immunities poisoned \n'b' Senses blindsight 10 ft., darkvision 60 ft., passive Perception 11 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 5 (1,800 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Lava Bound . The vorthropod can exist outside of lava or magma for up to 4 hours each day. If it starts its turn outside of lava and didn\xe2\x80\x99t take fire damage since the end of its previous turn, its shell begins to cool and harden. While its shell is hardened, it has a walking speed of 20 feet, an Armor Class of 18, and vulnerability to bludgeoning damage. If it starts its turn in lava or if it took fire damage since the end of its previous turn, its shell becomes molten again. If the vorthropod remains outside of lava for more than 4 hours, its shell becomes petrified , transforming into basalt, and the vorthropod within goes into hibernation. Its body returns to normal if it is submerged in lava or magma for 1 round. It can stay petrified in hibernation for up to 1d% + 10 years, after which it dies. \n'b' Lava Camouflage . The vorthropod has advantage on Dexterity ( Stealth ) checks made to hide in lava and volcanic terrain. \n'b' Molten Shell . If the vorthropod\xe2\x80\x99s shell isn\xe2\x80\x99t hardened, a creature that touches the vorthropod or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The vorthropod makes two Claw attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) bludgeoning damage plus 7 (2d6) fire damage. \n'b' Molten Tail Slap (Recharge 4\xe2\x80\x936) . The vorthropod unfurls its tail and slaps it down, showering the area with searing sparks and superheated rock. Each creature within 15 feet of it must make a DC 14 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' This fiery tempered crustacean hides in lava flows, where the intense heat keeping its shell supple. \n'b' Vorthropods are large hard-shelled horrors with oversized foreclaws and muscular tails. These creatures come into existence as byproducts of residual energies and powerful magic drawn from the Elemental Planes of Fire, Earth, or Water. \n'b' Paradoxical Shells . When a vorthropod molts, instead of fully casting off the old shell, it instead fuses with nearby lava. \n'b' This creates a rocky, outer layer that requires the vorthropod to remain hot and submerged to be mobile, leaving the vorthropod\xe2\x80\x99s hunting trips outside the lava short and rarely far from heat. While the creature sleeps, it remains motionless just beneath the surface of the lava, and the top of its shell, layered from years of cooled lava, is indistinguishable from a stepping stone. If the vorthropod stays out of lava for too long, its shell becomes so heavy and hard that eventually it encases the creature alive under a layer of basalt. When this happens, the vorthropod hibernates until lava softens its shell, but the vorthropod dies if it is forced to hibernate for too long. \n'b' Treacherous Steps . Though strong swimmers, climbers, and sprinters, vorthropods prefer to simply bask in heat and lava. \n'b' This makes them difficult to distinguish from tiny islands and safe footholds near volcanic activity. Touching one while crossing a lake of molten rock can easily lead to a fiery death\xe2\x80\x94by lava or the vorthropod itself. Vorthropods typically start confrontations by slapping their tails, splashing lava and scattering hot stones, then they charge ahead in a superheated fury.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Vrail \n'b' Tiny beast , unaligned\n'b' STATS STR: 10 (+0) DEX: 20 (+5) CON: 11 (+0) INT: 6 (-2) WIS: 14 (+2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 Hit Points 5 (2d4) Speed 10 ft., fly 60 ft. Skills Perception +4 Senses passive Perception 14, darkvision 60 ft Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' Special Traits \n'b' Flyby . The vrail doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Actions \n'b' Talons . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b' Communal Raptors . Unlike many birds of prey, vrail are social animals that hunt as a group. They swoop down in quick succession from different directions, each vrail slashing the target with its razor sharp talons as it flashes past. After the target bleeds to death, the vrail descend on the body as a flock and feed. \n'b' Tactics \n'b' Vrail will circle overhead, staying high enough to stay out of easy missile range. They will then dive down in small numbers to attack in waves. Vrail do not typically attack groups of more than three individuals, but circle instead, waiting for an individual to stray too far from the group. \n'b' Vrail are still dangerous on the ground, attacking targets with their knifelike talons to protect their kills. Vrail make their rookeries in high, rocky cliff faces, which are typically quite inaccessible. The harpies of the are known to keep individual vrail as pets upon occasion. \n'b' Description \n'b' The bird looks almost like a tiny vulture, but its feathered head and short curved beak indicate that it is a predator rather than a scavenger. Its wing feathers are a dull brownish-black, but its underbelly is white. \n'b' The vrail is hard to see, as it flies high above in a flock. Then, one by one, they dive to attack.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Vrilwork, Bouncesphere \n'b' Family: Vrilwork \n'b' Tiny construct (bronze, vrilwork), chaotic neutral \n'b' Armor Class 18 (natural armor) Hit points 52 (8d4 + 24) Speed 0 ft., 30 ft. (when bouncing)\n'b' STATS STR: 9 (-1) DEX: 17 (+3) CON: 18 (+4) INT: 4 (-3) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +6 Skills Acrobatics +5, Athletics +1, Perception +3 Damage Immunities bludgeoning, cold, lightning, necrotic, poison, psychic, radiant, thunder Condition Immunities blinded , charmed , deafened , fatigued , frightened , incapacitated , invisible , paralyzed , petrified , poisoned , prone , stunned , unconscious , exhaustion Senses blindsight 60 ft., passive Perception 13 Languages \xe2\x80\x93 Proficiency Bonus +2 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The clockwork is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the clockwork must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Bounce . When a bouncesphere strikes a target who is wielding a shield or a melee weapon, they can potentially bounce the bouncesphere off of it in another direction as an action on its turn or as a reaction to another creature using its action to bounce it. The target must make a DC 13 Dexterity saving throw (at disadvantage if the weapon inflicts slashing or piercing damage). On a success, the target can choose another creature or object it can see within 30 feet of it. The bouncesphere targets the chosen creature or object instead of the target and the attack roll is rerolled against it. \n'b' Constructed Nature . A clockwork creature doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Magic Resistance . The bouncesphere has advantage on saving throws against spells and other magical effects. \n'b' Repairable . A DC 10 tinker\xe2\x80\x99s tools check restores one hit point for each point rolled over the DC. \n'b' Siege Monster . The bouncesphere deals double damage to objects and structures. \n'b' Vril Engine . When the construct dies, it inflicts 3 (1d6) force damage in a 5 ft. radius. Creatures in the radius can make a DC 13 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Vril Engine Malfunction table. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bouncesphere make two slam attacks. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 +3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This ball-shaped clockwork shoots jets of air out of apertures on six of its sides. \n'b' Bouncespheres are jet-propelled weapons with a mind of their own. They bounce back and forth, striking objects or creatures within range. The bouncsphere bounces from one target to another, although savvy creatures can attempt to smash it back at opponents. \n'b' Bouncespheres are most often found in places where there are plenty of obstacles to bounce off of: forests, pillars, or ruined cities.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Vrilwork, Mannequin \n'b' Family: Vrilwork \n'b' Medium construct (bronze, vrilwork), lawful neutral \n'b' Armor Class 15 (natural armor) Hit Points 33 (6d8 + 6) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 11 (+0) CON: 13 (+1) INT: 12 (+1) WIS: 8 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1, Stealth +4 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 11 Languages Common Proficiency Bonus +2 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The clockwork is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the clockwork must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Constructed Nature . A clockwork creature doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Mannequin Limbs . Whenever the mannequin takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it:\n'b'\n'b'\n'b' 1\xe2\x80\x938 : One leg is severed from the mannequin if it has any legs left. \n'b' 9\xe2\x80\x9316 : One arm is severed from the mannequin if it has any arms left. \n'b' 17\xe2\x80\x9320 : The mannequin is decapitated. If the mannequin is reduced to 0 hit points , all parts of it die. Each time the mannequin loses an arm, it loses a vril staff attack (and cannot use the staff with both hands). If its head is severed, the mannequin is blinded unless the head can see it. The mannequin\xe2\x80\x99s speed is halved if it\xe2\x80\x99s missing a leg. If it loses both legs, it falls prone . If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0 feet, and it can\xe2\x80\x99t benefit from bonuses to speed. \n'b'\n'b' False Appearance . While the mannequin remains motionless, it is indistinguishable from a normal mannequin. \n'b' Pack Tactics . The mannequin has advantage on an attack roll against a creature if at least one of the mannequin\xe2\x80\x99s allies is within 5 ft. of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Repairable . A DC 10 tinker\xe2\x80\x99s tools check restores one hit point for each point rolled over the DC. \n'b' Vril Engine . When the construct dies, it inflicts 10 (3d6) force damage in a 5 ft. radius. Creatures in the radius can make a DC 12 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Clockwork Engine Malfunction table. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. Vril Staff. Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage plus 4 (1d8) force damage, or 6 (1d8 + 2) bludgeoning damage plus 4 (1d8) force damage, if used with two hands, and the target must succeed on a DC 11 Constitution saving throw or be incapacitated until the end of its next turn. \n'b' Vril Ray . Ranged Spell Attack : +3 to hit, range 60 ft., one target. Hit : 6 (1d10 + 1) force damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned until the start of the clockwork host\xe2\x80\x99s next turn. \n'b'\n'b' This cobbled together mannequin is made of different types of metal. \n'b' Mannequins are the animated scraps of other projects. Turned into cheap labor through the power of vrilgonite, they fill a wide variety of roles ranging from pilot to chef, personal assistant to audience member. \n'b' Most vrilwork mannequins encountered individually are typically provided low-powered vril staves and given roles of important responsibility like pilots, guards, etc. \n'b' Gnomish audiences are filled with sunwork eyes and a cluster of vrilwork mannequins known as an audience. The mannequins are dangerous separately, but they are deadliest in groups, where they become a flailing swarm that can overcome any foe.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Vrilwork, Mannequin Swarm \n'b' Family: Vrilwork \n'b' Large swarm of Medium constructs (vrilwork), lawful neutral \n'b' Armor Class 15 (natural armor) Hit Points 66 (12d8 + 12) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 11 (+0) CON: 13 (+1) INT: 12 (+1) WIS: 8 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1, Stealth +4 Damage Resistances slashing, piercing Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone , restrained , stunned Senses darkvision 60 ft., passive Perception 11 Languages Common Proficiency Bonus +2 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The clockwork is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the clockwork must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Constructed Nature . A clockwork creature doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the audience remain motionless, they are indistinguishable from mannequins. \n'b' Repairable . A DC 10 tinker\xe2\x80\x99s tools check restores one hit point for each point rolled over the DC. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Small humanoid. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Vril Engine . When the construct dies, it inflicts 20 (6d6) force damage in a 10 ft. radius. Creatures in the radius can make a DC 12 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Clockwork Engine Malfunction table. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The swarm makes one Clockwork Mass attack and one Grasping Limbs attack . \n'b' Clockwork Mass . Melee Weapon Attack : +5 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 6 (1d6 + 3) bludgeoning damage, or 5 (1d4 + 3) bludgeoning damage if the swarm has half of its hit points or fewer. \n'b' Grasping Limbs . Melee Weapon Attack : +5 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 7 (2d6) bludgeoning damage, and the creature must succeed on a DC 13 Strength saving throw or be restrained . The creature can repeat the saving throw at the end of each of its turns, taking 7 (2d6) bludgeoning damage on a failed save. The creature is freed if it succeeds on this saving throw, the swarm moves out of the creature\xe2\x80\x99s space, or the swarm dies. \n'b'\n'b' ABOUT \n'b' This cobbled together mannequin is made of different types of metal. \n'b' Mannequins are the animated scraps of other projects. Turned into cheap labor through the power of vrilgonite, they fill a wide variety of roles ranging from pilot to chef, personal assistant to audience member. \n'b' Most vrilwork mannequins encountered individually are typically provided low-powered vril staves and given roles of important responsibility like pilots, guards, etc. \n'b' Gnomish audiences are filled with sunwork eyes and a cluster of vrilwork mannequins known as an audience. The mannequins are dangerous separately, but they are deadliest in groups, where they become a flailing swarm that can overcome any foe.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Vrilwork, Slaymate \n'b' Family: Vrilwork \n'b' Huge construct (tin, vrilwork), lawful evil \n'b' Armor Class 19 (natural armor) Hit Points 152 (16d12 + 48) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 16 (+3) INT: 12 (+1) WIS: 18 (+4) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses truesight 120 ft., passive Perception 16 Languages Common Proficiency Bonus +4 Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The clockwork is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the clockwork must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Constructed Nature . A clockwork creature doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Music . When the slaymate begins a game, it emits music that can be heard out to a range of 300 feet. \n'b' Regeneration . The slaymate regains 5 hit points at the start of its turn. If the slaymate takes force damage, this trait doesn\xe2\x80\x99t function at the start of the slaymate\xe2\x80\x99s next turn. The slaymate is destroyed only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Repairable . A DC 10 tinker\xe2\x80\x99s tools check restores one hit point for each point rolled over the DC. \n'b' Vril Engine . When the construct dies, it inflicts 21 (12d6) force damage in a 15 ft. radius. Creatures in the radius can make a DC 16 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Clockwork Engine Malfunction table. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The slaymate makes two ranged attacks with its Vril Gaze or two attacks with its Vril Burst. \n'b' Vril Gaze . Ranged Weapon Attack : +8 to hit, range 80/240 ft., one target. Hit : 13 (2d8 + 4) force damage. \n'b' Vril Burst . The slaymate fires at a point within 240 feet that it can see. Each creature in a 10-foot cube must succeed on a DC 15 Dexterity saving throw or take 13 (2d8 + 4) force damage. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) bludgeoning damage \n'b'\n'b' REACTIONS \n'b'\n'b' Spot Cheater . The slaymate targets one moving creature it can see within 240 feet of it. The target must contest its Strength ( Athletics ) or Dexterity ( Acrobatics ) check against the slaymate\xe2\x80\x99s Wisdom ( Perception ) check, with disadvantage if it is using the Dash action. If the slaymate wins, all creatures within 10 feet of the target, including the target creature, must make a DC 15 Dexterity saving throw or take 21 (4d8 + 4) force damage and are knocked back-wards 10 feet away from the slaymate and fall prone . \n'b'\n'b' ABOUT \n'b' This large construct looks like a giant creepy doll. \n'b' Slaymates have but one purpose: to thin the herd of competitors. Armed with two automatic vril rifles in its eyes, the slaymate plays a musical tune with its head facing away from competitors. When it stops, it spins back around instantly to determine who is still moving. Whoever it detects is fired upon. In this fashion, slaymates can decimate dozens of people in the span of a few minutes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Nihilith \n'b' Family: Aboleth \n'b' Large undead , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 135 (18d10 + 36) Speed 10 ft., swim 40 ft., fly 40 ft. (ethereal only)\n'b' STATS STR: 21 (+5) DEX: 9 (\xe2\x80\x921) CON: 15 (+2) INT: 18 (+4) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Int +8, Wis +6 Skills History +12, Perception +10 Damage Resistances acid, fire, lightning, thunder (only when in ethereal form); bludgeoning, piercing and slashing from nonmagical weapons Damage Immunities cold, necrotic, poison; bludgeoning, piercing and slashing from nonmagical weapons (only when in ethereal form) Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 120 ft., passive Perception 20 Languages Void Speech, telepathy 120 ft. Challenge 12 (8,400 XP) \n'b' Special Traits \n'b'\n'b' Aboleth Traits . Unless noted otherwise or where contradicted below, a nihileth has the same traits as a living aboleth. This includes legendary actions and lair actions . \n'b' Undead Nature . A nihileth does not require air, food, drink, or sleep. \n'b' Undead Fortitude . If non-radiant damage reduces a nihileth to 0 hit points , it makes a Constitution saving throw with a DC of 5+ the damage taken. If it succeeds, the nihileth drops to 1 hit point instead. \n'b' Dual State . A nihileth exists upon the Material Plane in one of two forms and can switch between them at will. In its material form, it has resistance to damage from nonmagical weapons. In its ethereal form, it is immune to damage from nonmagical weapons. The creature\xe2\x80\x99s ethereal form appears as a dark purple outline of its material form, with a blackish-purple haze within. A nihileth in ethereal form can move through air as though it were water, with a fly speed of 40 feet. \n'b' Void Aura . A nihileth doesn\xe2\x80\x99t secrete the mucous cloud of an aboleth. Instead, the undead nihileth is surrounded by a chilling cloud. A living creature that starts its turn within 5 feet of a nihileth must make a successful DC 14 Constitution saving throw or be slowed until the start of its next turn. In addition, any creature that has been diseased by a nihileth or a nihilethic zombie takes 7 (2d6) cold damage every time it starts its turn within the aura. \n'b' Infecting Telepathy . If a creature communicates telepathically with the nihileth, or uses a psychic attack against it, the nihileth can spread its disease to the creature. The creature must succeed on a DC 14 Wisdom save or become infected with the same disease caused by the nihileth\xe2\x80\x99s tentacle attack . This ability replaces an aboleth\xe2\x80\x99s Probing Telepathy ability. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The nihileth makes three tentacle attacks or three withering touches, depending on what form it is in. \n'b' Tentacle (Material Form Only) . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. If the target creature is hit, it must make a successful DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute; during that time, it can be removed by lesser restoration or comparable magic. After 1 minute, the diseased creature\xe2\x80\x99s skin becomes translucent and slimy. The creature cannot regain hit points unless it is entirely underwater, and the disease can only be removed by heal or comparable magic. Unless the creature is fully submerged or frequently doused with water, it takes 6 (1d12) acid damage every 10 minutes. If a creature dies while diseased, it rises in 1d6 rounds as a nihilethic zombie. This zombie is permanently dominated by the nihileth. \n'b' Withering Touch (Ethereal Form Only) . Melee Weapon Attack : +8 to hit, reach 10 ft., one creature. Hit : 14 (3d6+4) necrotic damage. \n'b' Form Swap . As a bonus action , the nihileth can alter between its material and ethereal forms at will. \n'b' Void Body . As a reaction , the nihileth can reduce the damage it takes from a single source to 0. Divine damage can only be reduced by half. \n'b' Tail (Material Form Only) . As per the aboleth action. \n'b' Enslave (3/day) . As per the aboleth action. \n'b'\n'b' Legendary Actions \n'b' A nihileth may 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 nihileth regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . As per the aboleth action. \n'b' Tail Swipe . As per the aboleth action. \n'b' Psychic Drain (Costs 2 Actions) . As per the aboleth action. \n'b'\n'b' Lair \n'b' While aboleths create their lairs underwater, spending most of their time submerged, a nihileth lair can be encountered out of the water, often in a cave or a ruined, abandoned city. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the nihileth can take a lair action to create one of the magical effects as per an aboleth, or the void absorbance action listed below. The nihileth cannot use the same effect two rounds in a row. \n'b'\n'b' Void absorbance . A nihileth can pull the life force from those it has converted to nihilethic zombies to replenish its own life. This takes 18 (6d6) hit points from zombies within 30 feet of the nihileth, spread evenly between the zombies, and healing the nihileth. If a zombie reaches 0 hit points from this action, it perishes with no Undead Fortitude saving throw. \n'b'\n'b' Regional Effects \n'b' The regional effects of a nihileth\xe2\x80\x99s lair are the same as that of an aboleth, except as following. \n'b'\n'b' Water sources within 1 mile of a nihileth\xe2\x80\x99s lair are not only supernaturally fouled but can spread the disease of the nihileth. A creature who drinks from such water must make a successful DC 14 Constitution check or become infected. \n'b'\n'b' About \n'b' Eons ago, a group of aboleth left the Material Plane to wander through distant planes-seeing them through magical scrying was not enough, so these aboleth used astral magic and bodily travel to see far beyond normal realms. \n'b' A Forgotten Tribe . As ages passed, memories of those who departed slowly faded from the minds of those aboleth who remained behind. Those few aboleth who did remember that long ago some of their kin had gone plane-wandering assumed that the wanderers must have died in distant hells or paradises. \n'b' Changed by Planar Wandering . The plane-wanderers hadn\xe2\x80\x99t died. Instead, their eons-long exposure to alien realms and to the space between changed them, restructuring their life force and making them into something even more nightmarish-but better able to withstand both strange hells and golden realms of eldritch delight. \n'b' Servants of the Void . They returned even more corrupt and powerful than they had left, and these wandering nihileths returned to the mortal world intent on spreading the influence of the Void and the utter evil they found in the vast darkness between worlds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animal, Eagle \n'b' Family: Bird \n'b' Small beast , unaligned \n'b' Armor Class 12 Hit Points 3 (1d6) Speed 10 ft., fly 60 ft.\n'b' STATS STR: 6 (-2) DEX: 15 (+2) CON: 10 (+0) INT: 2 (-4) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses passive Perception 14 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' Special Traits \n'b' Keen Sight : The eagle has advantage on Wisdom (Perception) checks that rely on sight. \n'b' Actions \n'b' Talons : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b' About \n'b' This magnificent bird of prey has dark feathers save for those on its head, which are pure white.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Vrilwork, Yargoyle \n'b' Family: Vrilwork \n'b' Medium construct (stone, vrilwork), neutral \n'b' Armor Class 17 (natural armor) Hit Points 52 (7d8 + 21) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 11 (+0) CON: 16 (+3) 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 +2 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Damage Immunities poison Condition Immunities exhaustion , petrified , poisoned Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Proficiency Bonus +2 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The gemstone is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the gem-stone must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Constructed Nature . A gemstone creature doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Innate Spellcasting . The yargoyle\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 10, +2 to hit with spell attacks). It can innately cast invisibility (self only) at will. \n'b' Pack Tactics . The yargoyle has advantage on an attack roll against a creature if at least one of the yargoyle\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Repairable . A DC 10 mason\xe2\x80\x99s tools check restores one hit point for each point rolled over the DC. \n'b' Vril Engine . When the construct dies, it inflicts 3 (3d6) force damage in a 5 ft. radius. Creatures in the radius can make a DC 10 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Vril Engine Malfunction table. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The yargoyle makes two attacks: one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b'\n'b' ABOUT \n'b' This crouching reptilian creature has flesh made of cracked stone. It flickers in and out of your vision. \n'b' Yargoyles are gargoyle -like denizens of dungeons, populated by mad wizards as guardians. They hunt in packs, looking for prey. \n'b' Their most deadly feature is their ability to turn invisible . Yargoyles serve as slightly more intelligent versions of gearwolves and have been known to work together with them when placed in the same dungeon. A yargoyle will often lead a gearwolf pack.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Vrykolakas \n'b' Medium undead (canine), chaotic evil \n'b' Armor Class 15 (natural armor) \n'b' Hit points 75 (10d8 + 30) \n'b' Speed 30 ft. (40 ft. in wolf form)\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 11 (+0) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered \n'b' Damage Resistances cold, lightning, necrotic \n'b' Skills Perception +3, Stealth +5 \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages the languages it knew in life \n'b' Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Keen Hearing and Smell . The vrykolakas has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. Regeneration. The vrykolakas 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 vrykolakas takes radiant damage or damage from holy water, this trait doesn\xe2\x80\x99t function at the start of the vrykolakas\xe2\x80\x99s next turn. Shapechanger. The vrykolakas can use its action to polymorph into a wolf, or back into its true form, which is wolf- human hybrid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. Spider Climb . The vrykolakas can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Stake to the Heart. The vrykolakas is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place \n'b'\n'b' Actions \n'b'\n'b' Multiattack (Hybrid Form Only) . The vrykolakas makes one attack with its bite and one with its claws. \n'b' Bite (Wolf or Hybrid Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (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 vrykolakas regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \n'b' Claws (Hybrid Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vrykolakas can grapple the target (escape DC 14). \n'b'\n'b' About \n'b' This save savage-looking humanoid is covered in dark fur and has distorted, misshapen limbs. \n'b' A vrykolakas is created when a particularly evil werewolf dies. Its hatred of the world is so strong that it reanimates as an undead abomination, continuing its lust for battle and destruction from the grave.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wahuapa (Maizefolk) \n'b' Medium plant , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 75 (10d8 + 30) Speed 20 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 16 (+3) INT: 6 (-2) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +2 Condition Immunities exhaustion , paralyzed Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12 Languages understands Common but cannot speak Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Meal . Living creatures hit by the wahuapa\xe2\x80\x99s claws must succeed on a DC 10 Constitution saving throw or suffer 1 level of exhaustion . Creatures that succeed are immune to the same wahuapa\xe2\x80\x99s blood meal ability for 24 hours. For every level of exhaustion drained, the wahuapa gains 5 temporary hit points . \n'b' Innate Spellcasting . The wahuapa\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 10, +2 to hit with spell attacks). It can innately cast the following spell, requiring no material components:\n'b'\n'b'\n'b' 3/day each : entangle \n'b'\n'b' Maize Camouflage . The wahuapa has advantage on Dexterity ( Stealth ) checks made to hide among ordinary maize plants. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wakandagi \n'b' Large beast , unaligned \n'b' Armor Class 16 Hit Points 102 (12d10 + 36) Speed 20 ft., swim 40 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 1 (-5) WIS: 13 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Senses passive Perception 15 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . Wakandagi can breathe both air and water. \n'b' Keen Smell . The wakandagi has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Magic Resistance . The wakandagi has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 14 (3d6 + 4) piercing damage. \n'b' Gore . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b'\n'b' ABOUT \n'b' The fierce wakadangi resembles an eel or serpent but with the head and antlers of a stag. Known for their fierce territoriality, they are held sacred by many wilderness-dwelling folk and are considered guardians of sacred spots. Travelers who defend themselves against attacks by the wakandagi may find themselves in trouble with local priests and their communities. \n'b' Wakandagi dwell in streams and lakes and are known to aggressively defend their territory, often tearing holes in the bottom of boats with their antlers, then attacking as their victims splash helplessly in the water. The males become particularly violent during rutting season in the spring.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wake of Corpse Vultures \n'b' Huge swarm of Medium undead , chaotic evil \n'b' Armor Class 12 Hit Points 68 (8d12 + 8) Speed 10 ft., fly 60 ft.\n'b' STATS STR: 9 (-1) DEX: 15 (+2) CON: 15 (+2) INT: 3 (-4) WIS: 9 (-1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1 Damage Resistances bludgeoning, piercing, slashing Damage Immunities necrotic, poison Condition Immunities charmed , frightened , paralyzed , petrified , poisoned , prone , restrained , stunned Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Sight and Smell . The wake has advantage on Wisdom ( Perception ) checks that rely on sight or smell. \n'b' Stench of Offal . Any creature that starts its turn within the wake of corpse vultures must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. If the creature fails its saving throw by 5 or more, its speed is also halved for 1 minute. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the wake\xe2\x80\x99s Stench of Offal for the next 24 hours. \n'b' Wake of Corpse Vultures . The wake can occupy another creature\xe2\x80\x99s space and vice versa, and the wake can move through any opening large enough for a medium corpse vulture. The wake can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Vile Beaks . Melee Weapon Attack : +4 to hit, reach 5 ft., one target in the wake\xe2\x80\x99s space. Hit : 11 (2d10) piercing damage plus 10 (4d4) necrotic damage, or 5 (1d10) piercing damage plus 5 (2d4) necrotic damage if the wake has half its hit points or fewer.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wako Matriarch \n'b' Family: Wako \n'b' Medium beast , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 85 (10d12 + 20) Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 13 (+2) INT: 10 (+0) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +3 Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 5 (1800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ao, Ao, Ao . Wakos use vocal calls to communicate and can relay exact location and even basic emotions within 60 feet (120 feet underground). When three or more wakos are present, all non-wakos take 7 (2d6) thunder damage each round at the beginning of their turn, or half as much on a successful DC 11 Constitution saving throw. Creatures failing their save are deafened for 1 minute, though they can attempt a new save each round to end this effect and once they save they cannot be deafened by wakos for 1 hour. if a wako matriarch is present the damage dealt by this ability increases to 10 (3d6) and the save DC is 13. \n'b' Contortionist . The wako\xe2\x80\x99s oily coat and flexible skeleton allow them to fit through spaces as easily as a Small creature, and they can stand up from prone as a bonus action. \n'b' Pack Tactics . The wako has advantage attack rolls if at least one of its wako allies is within 5 feet of its target and isn\xe2\x80\x99t incapacitated . \n'b' Senses . The wako has advantage on Wisdom ( Perception ) checks that rely on scent but has disadvantage on Wisdom ( Perception ) checks that rely on sight and hearing. \n'b' Tunneler . The wako can burrow through solid rock at half their standard burrow speed leaving a tunnel behind them equal to their size in diameter. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The wako matriarch makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) slashing damage. \n'b' Oil Slick . As an adult wako, but the save DC is 13. \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing initiative ties), the wako matriarch takes a lair action to cause one of the following effects; the wako matriarch can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Crumbling Cave . Continual burrowing causes a part of the ceiling to collapse above one target that the creature can see within 30 feet of it. The target must succeed on a DC 13 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained (escape DC 10) and unable to breathe, see, hear, or stand up. \n'b' Rouse Pack . A wako matriarch a 50% chance to call upon additional members of the pack. She can call either 1 adult wako (25%) or 1d3 wako pups (25%) to protect the den. They will enter from the closest access point or burrow up to 60 ft. away to join the matriarch. \n'b'\n'b' ABOUT \n'b' These slick-furred predators resemble a large-fanged capybara, with splay-fingered paws and a gaping mouth. Individually, they present little threat to even modestly skilled adventurers, but they lair in interconnecting burrows of small, low tunnels, disgorging in a squealing swarm when unfortunates disturb them. Their oily dark brown fur aids them in slithering through tight spaces. They have poor hearing and eyesight but an incredible sense of smell, digging in the dark like massive moles but always ready to pounce when prey is found. An adult wako stands 2 feet high and over 4 feet long, weighing 150 pounds. \n'b' Family Groups . Wakos are surprisingly protective of their young, often leaving their burrows to slay humanoid prey and drag the corpses back to feed their pups. Adult wakos will sacrifice their lives if their pups (which typically range from 15 to 30 pounds) are threatened in an effort to allow them to flee to safety. Each wako pack is led by an oversized female, typically rising to leadership due to greater size and strength. These leaders hone their communication with the pack with their chilling call of ao-ao-ao and can rouse them quickly in times of danger. \n'b' Wako Pup Oil \n'b' Alchemical item , common \n'b' If a wako pup is captured, a successful DC 13 Wisdom ( Animal Handling ) check allows a creature to calm the pup enough to expel oil from scent glands in its paws, the ridge of its spine, and under its limbs and chin sufficient to rub over one Medium or smaller creature. This oil renders the use invisible to wakos for 1 hour, though attacking breaks the invisibility effect.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wako Pup \n'b' Family: Wako \n'b' Tiny beast , chaotic evil \n'b' Armor Class 12 (natural armor) Hit Points 11 (2d10) Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 10 (+0) INT: 8 (-1) WIS: 8 (-1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1, Stealth +4 Senses darkvision 30 ft., tremorsense 15 ft., passive Perception 11 Languages \xe2\x80\x93 \n'b' Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ao, Ao, Ao . Wakos use vocal calls to communicate and can relay exact location and even basic emotions within 15 feet (30 feet underground). When three or more wakos are present, all non-wakos take 7 (2d6) thunder damage each round at the beginning of their turn, or half as much on a successful DC 11 Constitution saving throw. Creatures failing their save are deafened for 1 minute, though they can attempt a new save each round to end this effect and once they save they cannot be deafened by wakos for 1 hour. If only wako pups and no adult wakos are present, the damage dealt by this ability decreases to 3 (1d6) and the save DC is 9. \n'b' Pack Tactics . The wako has advantage attack rolls if at least one of its wako allies is within 5 feet of its target and isn\xe2\x80\x99t incapacitated . \n'b' Senses . The wako has advantage on Wisdom ( Perception ) checks that rely on scent but has disadvantage on Wisdom ( Perception ) checks that rely on sight and hearing. \n'b'\n'b' ACTIONS \n'b'\n'b' Attack . The wako pup makes one attack . \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 : 2 (1d3 + 1) slashing damage. \n'b'\n'b' ABOUT \n'b' These slick-furred predators resemble a large-fanged capybara, with splay-fingered paws and a gaping mouth. Individually, they present little threat to even modestly skilled adventurers, but they lair in interconnecting burrows of small, low tunnels, disgorging in a squealing swarm when unfortunates disturb them. Their oily dark brown fur aids them in slithering through tight spaces. They have poor hearing and eyesight but an incredible sense of smell, digging in the dark like massive moles but always ready to pounce when prey is found. An adult wako stands 2 feet high and over 4 feet long, weighing 150 pounds. \n'b' Family Groups . Wakos are surprisingly protective of their young, often leaving their burrows to slay humanoid prey and drag the corpses back to feed their pups. Adult wakos will sacrifice their lives if their pups (which typically range from 15 to 30 pounds) are threatened in an effort to allow them to flee to safety. Each wako pack is led by an oversized female, typically rising to leadership due to greater size and strength. These leaders hone their communication with the pack with their chilling call of ao-ao-ao and can rouse them quickly in times of danger. \n'b' Wako Pup Oil \n'b' Alchemical item , common \n'b' If a wako pup is captured, a successful DC 13 Wisdom ( Animal Handling ) check allows a creature to calm the pup enough to expel oil from scent glands in its paws, the ridge of its spine, and under its limbs and chin sufficient to rub over one Medium or smaller creature. This oil renders the use invisible to wakos for 1 hour, though attacking breaks the invisibility effect.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wako, Mature \n'b' Family: Wako \n'b' Medium beast , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 26 (4d10 + 4) Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 12 (+1) INT: 8 (-1) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +3 Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 13 Languages \xe2\x80\x93 None Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ao, Ao, Ao . Wakos use vocal calls to communicate and can relay exact location and even basic emotions within 30 feet (60 feet underground). When three or more wakos are present, all non-wakos take 7 (2d6) thunder damage each round at the beginning of their turn, or half as much on a successful DC 11 Constitution saving throw. Creatures failing their save are deafened for 1 minute, though they can attempt a new save each round to end this effect and once they save they cannot be deafened by wakos for 1 hour. \n'b' Contortionist . The wako\xe2\x80\x99s oily coat and flexible skeleton allow them to fit through spaces as easily as a Small creature, and they can stand up from prone as a bonus action. \n'b' Pack Tactics . The wako has advantage attack rolls if at least one of its wako allies is within 5 feet of its target and isn\xe2\x80\x99t incapacitated . \n'b' Senses . The wako has advantage on Wisdom ( Perception ) checks that rely on scent but has disadvantage on Wisdom ( Perception ) checks that rely on sight and hearing. \n'b' Tunneler . The wako can burrow through solid rock at half their standard burrow speed leaving a tunnel behind them equal to their size in diameter. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The adult wako makes one bite and one claw attack . \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b' Oil Slick (Recharges after a Long Rest) . The wako moves up to 20 feet and creates an area of grease (DC 11) lasting 1 minute and filling the squares it passes through. \n'b'\n'b' ABOUT \n'b' These slick-furred predators resemble a large-fanged capybara, with splay-fingered paws and a gaping mouth. Individually, they present little threat to even modestly skilled adventurers, but they lair in interconnecting burrows of small, low tunnels, disgorging in a squealing swarm when unfortunates disturb them. Their oily dark brown fur aids them in slithering through tight spaces. They have poor hearing and eyesight but an incredible sense of smell, digging in the dark like massive moles but always ready to pounce when prey is found. An adult wako stands 2 feet high and over 4 feet long, weighing 150 pounds. \n'b' Family Groups . Wakos are surprisingly protective of their young, often leaving their burrows to slay humanoid prey and drag the corpses back to feed their pups. Adult wakos will sacrifice their lives if their pups (which typically range from 15 to 30 pounds) are threatened in an effort to allow them to flee to safety. Each wako pack is led by an oversized female, typically rising to leadership due to greater size and strength. These leaders hone their communication with the pack with their chilling call of ao-ao-ao and can rouse them quickly in times of danger. \n'b' Wako Pup Oil \n'b' Alchemical item , common \n'b' If a wako pup is captured, a successful DC 13 Wisdom ( Animal Handling ) check allows a creature to calm the pup enough to expel oil from scent glands in its paws, the ridge of its spine, and under its limbs and chin sufficient to rub over one Medium or smaller creature. This oil renders the use invisible to wakos for 1 hour, though attacking breaks the invisibility effect.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wakwak \n'b' Large beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 45 (6d10 +12) Speed 40 ft., fly 10 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 14 (+2) INT: 2 (\xe2\x80\x934) WIS: 10 (+0) CHA: 6 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Senses passive Perception 12 Languages \xe2\x80\x94 Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Bloodthirsty Pounce . If the wakwak moves at least 20 feet straight toward a creature and then hits it with a Talon attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be forced prone . If the target is prone , the wakwak can make one Beak attack against it as a bonus action, gaining temporary hp equal to half the damage dealt. \n'b' Keen Smell . The wakwak has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . The wakwak has advantage on attack rolls against a creature if at least one of the wakwak\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The wakwak makes one Beak attack and one Talon attack . \n'b' Beak . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 8 (1d10 + 3) slashing damage. \n'b' Talon . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Wing Slap (Recharge 5\xe2\x80\x936) . The wakwak slams its sharp-edged wings together in front of itself in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 10 (3d6) slashing damage and is pushed up to 10 feet away from the wakwak and forced prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t pushed or forced prone . \n'b'\n'b' ABOUT \n'b' A tall bird with curved talons on its long legs stretches its wings, which are edged with sharp bone-like ridges. It utters a soft \xe2\x80\x9cwak\xe2\x80\x9d sound from its blood-stained beak. When this predatory bird hunts the jungles and forests along the coast, it utters its signature cry, \xe2\x80\x9cwakwak\xe2\x80\x9d to coordinate with other members of its flock. The closer the wakwak gets to its prey, the softer it cries. Those who live in areas plagued by wakwaks knows that when the cry stops, the bird is about to attack. \n'b' Blood Drinker . Hunting packs of wakwaks mostly hunt other beasts, but they may attack small groups of travelers, or in rare cases, whole caravans, if the flock is large enough. When a wakwak brings down its prey, it uses its talons to open the flesh and drink blood. \n'b' Temperamental Mount . Like the axe beak, the wakwak can be trained to serve as a mount. No amount of training, however, can wholly eliminate the wakwak\xe2\x80\x99s bloodthirst. Even the besttrained and most loyal wakwaks often disobey riders and dive into a fray to drink the blood being spilled.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angel Cat (Felin) \n'b' Tiny celestial , neutral good \n'b' Armor Class 12 (natural armor) Hit Points 5 (2d4) Speed 40 ft., climb 30 ft., fly 40 ft.\n'b' STATS STR: 3 (-4) DEX: 16 (+3) CON: 10 (+0) INT: 11 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Damage Resistances necrotic, radiant Senses darkvision 60 ft., passive Perception 13 Languages Celestial, Common Challenge 0 (10 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The felim has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Angelic Claws . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 1 slashing damage and 1 radiant damage. \n'b' Healing Paws (1/day) . The felim lays its paws on a creature. That creature magically regains 1 hit point. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Celestial Glow . The felim can use a bonus action to glow, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as the felim likes. While glowing, the felim has disadvantage on Dexterity ( Stealth ) checks and can\xe2\x80\x99t benefit from being invisible . The felim can use another bonus action to end this effect. \n'b'\n'b' ABOUT \n'b' Also known as angel cats, felim are to felines as angels are to humanoids. These winged celestial felines typically have a strong sense of justice and a passion for good deeds. \n'b' Native to the idyllic cat heaven known as Felidise, the felim steward the souls of felines who seek to spend their afterlives in this feline paradise. The felim are also tasked with guiding and protecting the occasional mortal or living feline that finds its way to Felidise. \n'b' Most felim are loyal, or at least indifferent, towards Elurus, an elusive cat deity that watches over feline creatures and cat allies across the planes. As he roams the dimensions, Elurus sometimes takes pity on \xe2\x80\x9cstray\xe2\x80\x9d mortals and rescues them from shelters, such as orphanages, leaving a magical charm in their place. It is up to the felim to look after and help raise these rescued mortals in Felidise, a task they conduct with the utmost responsibility and care. \n'b' A mortal raised by the felim might grow up to become a divine sorcerer or a celestial warlock in service of Elurus and take one of the felim that helped raise them as their familiar in their adventures. \n'b' Typical felim resemble playful, winged, and sometimes glowing cats. Most felim have a strong sense of fairness, and while they love to spend their eternities among celestial clouds, they won\xe2\x80\x99t hesitate to help a mortal in need. \n'b' When facing an enemy, a felim will often try to reason with them, and will generally fight only to protect those in need, or in self-defense. \n'b' Familiar . At the gamemaster\xe2\x80\x99s discretion, a player character who can cast find familiar may choose the form of a felim for their familiar. \n'b' Nobody is quite sure which came first, the felim or the catili, and the relationship between the two ancient feline beings, Elurus and Catilus, is as mysterious as the origins of both species. Some members of both species like to argue and debate about each species\xe2\x80\x99 superior approach to life and feline matters, but most felim and catili just get along great. Most felim treat the catili as their somewhat frivolous proteges, and catili consider felim to be somewhat odd members of the Catilus Family.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Walled Horror \n'b' Large undead , chaotic evil \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 114 (12d8 + 60) \n'b' Speed 0 ft. (immobile)\n'b' STATS STR: 18 (+4) DEX: 1 (\xe2\x80\x935) CON: 20 (+5) INT: 5 (\xe2\x80\x933) WIS: 8 (\xe2\x80\x931) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities necrotic, poison, psychic \n'b' Condition Immunities blinded , deafened , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned \n'b' Senses truesight 60 ft. (blind beyond this radius), passive Perception 9 \n'b' Languages understands all languages it knew in life but can\xe2\x80\x99t speak \n'b' Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spirit-infused Structure . The walled horror is immobile except for its Wall Hop trait. It uses its Charisma instead of its Dexterity to determine its place in the initiative order. \n'b' Wall-bound Spirits . The spirits that make up the walled horror are bound to a 10-foot-by-10-foot panel of wall, behind which their original bodies are trapped. The walled horror can move to nearby walls with its Wall Hop trait, but it can never be more than 120 feet away from its bound wall. If its bound wall is damaged while the walled horror is elsewhere, the walled horror takes half the damage dealt to the bound wall. When the walled horror finishes a long rest while inhabiting its bound wall, any damage to the bound wall is repaired. \n'b' Wall Hop . As a bonus action, the walled horror can disappear into the wall and reappear on a 10-foot-by-10-foot stone wall or panel of wood that it can see within 30 feet of it. Claw marks briefly appear on the surface of the origin and destination walls when it uses this trait. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The walled horror makes two spectral claw attacks. \n'b' Spectral Claw . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) slashing damage plus 4 (1d8) psychic damage, and the target is grappled (escape DC 15). \n'b' Spectral Scream . Ranged Spell Attack : +7 to hit, range 60 ft., one creature. Hit : 18 (4d8) psychic damage, and the target must succeed on a DC 15 Charisma saving throw or be frightened until the end of its next turn as it is assaulted by images of being buried alive or entombed. While frightened , the creature\xe2\x80\x99s speed is reduced to 0. \n'b' Entomb . The walled horror makes one spectral claw attack against a Medium or smaller creature it is grappling. If the attack hits, the creature is partially entombed in the wall, and the grapple ends. The entombed target is blinded and restrained , and it takes 9 (2d8) psychic damage at the start of each of the walled horror\xe2\x80\x99s turns. A walled horror can have only one creature entombed at a time. A creature, including the entombed target, can take its action to free the entombed target by succeeding on a DC 15 Strength check. A creature slain while entombed is pulled fully into the wall and can be restored to life only by means of a true resurrection or a wish spell. \n'b'\n'b' ABOUT \n'b' An unnatural, cloying chill fills the air, and multiple ghostly hands burst from a wall to pummel and grab all within reach. \n'b' Unassuming Horror . The walled horror is an undead that appears to be a normal stretch of wall until it lashes out at passersby. \n'b' Tragic Origins . A walled horror is created when a group of humanoids is bound together and entombed behind a wall in an area with a high concentration of necrotic energy. The humanoids experience profound terror before dying of thirst or suffocation, and their spirits remain trapped within the wall, becoming an undead that seeks to add others to its collection. \n'b' Entombed Treasures . While the spirits of the entombed victims join with the stone and mortar of the wall, their bodies and belongings are left to rot in the cavity behind the wall. When the walled horror is destroyed, it collapses into a pile of rubble, revealing the remains and belongings. \n'b' Undead Nature . A walled horror doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animal, Hawk \n'b' Family: Bird \n'b' Tiny beast , unaligned \n'b' Armor Class 13 Hit Points 1 (1d4 \xe2\x80\x93 1) Speed 10 ft., fly 60 ft.\n'b' STATS STR: 5 (-3) DEX: 16 (+3) CON: 8 (-1) INT: 2 (-4) WIS: 14 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses passive Perception 14 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' Special Traits \n'b' Keen Sight : The hawk has advantage on Wisdom (Perception) checks that rely on sight. \n'b' Actions \n'b' Talons : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1 slashing damage. \n'b' About \n'b' Falconers prize these majestic birds as trained hunting companions if raised from chicks and properly instructed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Walrus \n'b' Large beast , unaligned \n'b' Armor Class : 16 Hit Points 40 (5d8+3) Speed : 20 ft., swim 30 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (0) CON: 16 (+3) INT: 2 (-4) WIS: 10 (0) CHA: 6 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses : passive Perception 10 Languages : \xe2\x80\x93 Challenge : 2 (200 XP) \n'b' Special Traits \n'b' Scent : Walruses have advantage on all wisdom checks related to their sense of smell. \n'b' Actions \n'b' Tusks . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d10+2) slashing damage. \n'b' Tail Slap . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6+2) bludgeoning damage. \n'b' About \n'b' Walruses are found in fairly shallow ocean water, seldom at depths below 250 feet. They spend two-thirds of their lives underwater, coming up to rest and bear young, and little else. They can weigh up to 4,000 pounds. Their ivory tusks have an un-carved value of 100 gp each.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wampus Cat \n'b' Medium fey , neutral evil \n'b' Armor Class 15 Hit Points 52 (7d10 + 12) Speed 50 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX: 18 (+4) CON: 15 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +6 Senses darkvision 120 feet, passive Perception 15 Languages Common, Sylvan Challenge 3 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Frightening Gaze . The wampus cat fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 13 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to the wampus cat\xe2\x80\x99s gaze for the next 24 hours. \n'b' Stench . Any creature other than a wampus cat that starts its turn within 5 feet of the wampus cat must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the creature\xe2\x80\x99s next turn. On a successful saving throw, the creature is immune to the stench of all wampus cats for 1 hour. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The wampus cat makes 2 claw attacks and 1 bite attack . \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d6+4) piercing damage. \n'b'\n'b' ABOUT \n'b' Legend says that the original wampus cat was a woman possessed by the spirit of a great mountain cat. These silent predators have been known to steal children to be raised by the hags or other Unseelie fey. When it attacks, it lets out a strange, high-pitched hissing sound. \n'b' This great cat has six legs, but will occasionally run upright on just two legs. The wampus cat has a sleek, heavily muscled frame with jet black fur and a horrible smell like that of a wet animal that has fallen into a bog after it messed with a skunk. It has startlingly human eyes that shine with an eerie yellow glow. \n'b' Wampus cats live in deserted, humid areas with much plant growth, particularly swamplands and forested ravines. Wampus cats range from 7 to 9 feet long and can weigh anywhere from 250 to 700 pounds. \n'b' A fetid odor strikes your nose seconds before the muscular black cat attacks. It lets out a high-pitched hiss as its too-human eyes meet yours. Its amber gaze makes your blood run cold as you try to stand your ground before its fury.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wampus Cat \n'b' Medium monstrosity , chaotic neutral \n'b' Armor Class 14 Hit Points 39 (6d8 + 12) Speed 40 ft., climb 20 ft., swim 30 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 15 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Persuasion +5 Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Divine Animosity . The wampus cat has advantage on attack rolls against creatures wielding divine or celestial power, such as clerics, paladins, or aasimars. \n'b'\n'b' ACTIONS \n'b'\n'b' Claw (True Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Sweet Song (Recharge 5\xe2\x80\x936) . The wampus cat sings a sweet melody. Each creature within 60 feet of her that can hear the song must succeed on a DC 13 Charisma saving throw or be charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the wampus cat\xe2\x80\x99s Sweet Song for the next 24 hours. \n'b' Terrifying Yowl (Recharge 5\xe2\x80\x936) . The wampus cat emits an ear-piercing yowl. Each creature within 15 feet of the wampus cat that can hear the yowl must make a DC 13 Wisdom saving throw. On a failure, a creature takes 10 (3d6) thunder damage and is frightened until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t frightened . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Change Shape . The wampus cat magically polymorphs into a Medium female Humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying transforms with her. She reverts to her true form if she dies. \n'b'\n'b' ABOUT \n'b' A raven-haired young woman rises to the surface of the water as she swims, singing softly to herself. Her lower body is revealed to be that of a mountain lion, and her sweet song suddenly turns to a yowl of rage.\xc2\xa0Wampus cats are all born from an ancient shaman\xe2\x80\x99s curse.\xc2\xa0Trollkin, orc, goblin, and human shamans alike all claim to be able to transform those who practice forbidden magic into wampus cats. \n'b' Forest Streams . The wampus cat stalks the shores of woodland waterways, using her magic to disguise her true form and lure unsuspecting victims to the water\xe2\x80\x99s edge. She is particularly fond of attacking bathers or those pulling water from a stream. \n'b' Hatred of the Holy . While she prefers to feast on intelligent male humanoids, she holds special animosity toward holy men of any kind. Unless near starvation or if provoked, however, she will not kill women. Indeed, a wampus cat may strike up a temporary friendship with any woman who is having difficulties with men, though these friendships typically last only as long as their mutual enemies live. Some witches are said to gain their trust and keep them as companions. \n'b' Swamp Team Ups . Will-o\xe2\x80\x99-wisps and miremals enjoy working in tandem with wampus cats; the wisps alter their light to mimic the flicker of a torch or candle and illuminate the disguised cat, the better to lure in victims, then assist the cat in the ensuing battle. Miremals use a tall story to lure travelers into a swamp when the hour grows late, then abandon them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wandering Haze \n'b' Gargantuan ooze , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 170 (11d20 + 55) Speed 5 ft., fly 40 ft. (hover)\n'b' STATS STR: 22 (+6) DEX: 16 (+3) CON: 20 (+5) INT: 3 (\xe2\x80\x934) WIS: 13 (+1) CHA: 3 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +7 Damage Resistances cold Damage Immunities acid Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 120 ft. (blind beyond this radius), passive Perception 15 Languages \xe2\x80\x94 Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Acidic Fog . A creature that starts its turn in the wandering haze\xe2\x80\x99s space takes 7 (2d6) acid damage. \n'b' Cloud Form . The wandering haze can move through a space as narrow as 1 inch wide without squeezing, and the haze can enter a hostile creature\xe2\x80\x99s space and vice versa. The wandering haze\xe2\x80\x99s space is heavily obscured. \n'b' False Appearance . While the wandering haze remains motionless, or floats on air currents, it is indistinguishable from an ordinary cloud or fog bank. \n'b' Ooze Nature . The wandering haze doesn\xe2\x80\x99t require sleep . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The wandering haze makes three Pseudopod attacks. \n'b' Pseudopod . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 11 (2d4 + 6) bludgeoning damage plus 7 (2d6) acid damage. \n'b' Sheath of Chaos . The wandering haze wraps its cloudy form tighter around those within it. Each creature in the wandering haze\xe2\x80\x99s space must make a DC 17 Wisdom saving throw. On a failure, a creature takes 27 (6d8) psychic damage and is disoriented until the end of its next turn as its mind fills with the gibbering terrors of the chaos that created the wandering haze\xe2\x80\x99s form. On a success, a creature takes half the damage and isn\xe2\x80\x99t disoriented. When a disoriented creature moves, it moves in a random direction. \n'b' Acidic Cloudburst (Recharge 5\xe2\x80\x936) . The wandering haze releases a deluge of acid. Each creature within 10 feet of it must make a DC 17 Dexterity saving throw. On a failure, a creature takes 35 (10d6) acid damage and its speed is halved for 1 minute. On a success, a creature takes half the damage and its speed isn\xe2\x80\x99t reduced. A creature with halved speed can make a DC 17 Constitution 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 fluffy white cloud drifts overhead, its shadow meandering across the ground. As it shifts its movement against the prevailing winds, the puff of vapor extends long pseudopods to pummel its prey and drenches nearby targets in burning acidic rain. The first wandering hazes sprang from eldritch contaminations of the void between the planes, corruption leaching from energies of chaos and madness. A pod of these creatures wandered through a rift and adapted to the mortal world by shifting their forms to resemble common clouds. \n'b' Mountain Hunter . Wandering hazes lurk in high mountains where the land rises to meet the cloud layer, though some have been encountered in fog banks, storms, or heavy gloom. They hunt any prey they can catch, from rabbits to deer to elk, using their slowing rain to immobilize fleeing creatures. \n'b' Psychic Malevolence . The mind of a wandering haze is such a raging torrent of alien sentience that it often drives its prey to disorientation or madness. Fireside stories told in mountain villages often include cautionary tales of poor souls who stumbled down from the highlands, jabbering nonsense about burning rain and hearing screams that won\xe2\x80\x99t stop.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wandering Pond \n'b' Large ooze , chaotic neutral \n'b' Armor Class 7 Hit Points 85 (10d10 + 30) Speed 20 ft., swim 20 ft.\n'b' STATS STR: 16 (+3) DEX: 5 (-3) CON: 16 (+3) INT: 1 (-5) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, cold, lightning, slashing Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x94 Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Dowsing Sense . The wandering pond instinctively knows the direction, size , and location of all bodies of water containing at least 30 gallons of liquid within 1 mile of its location. \n'b' Faerie Glamour . While the wandering pond remains motionless, it is covered in an illusory glamour that makes it appear like a charming pond. The pond seems completely real, including sounds and smells appropriate to the depicted pond. Physical interaction with the pond reveals its nature, and the creatures who can see through illusion perceive the ooze for what it really is. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The wandering pond makes two Pseudopod attacks. \n'b' Pseudopod . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage, and the target is grappled (escape DC 13). \n'b' Vortex . The wandering pond engulfs a Medium or smaller creature it is grappling. An engulfed creature is blinded and restrained , it has total cover against attacks and other effects outside the pond, and it takes 10 (3d6) acid damage at the start of each of the wandering pond\xe2\x80\x99s turns. A creature reduced to 0 hit points in this way becomes stable and is instantly teleported to a random body of water within 1 mile of the wandering pond. The wandering pond can only have one creature swallowed at a time. While the pond isn\xe2\x80\x99t incapacitated , it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits prone . If the wandering pond dies, it likewise regurgitates a swallowed creature. \n'b'\n'b' ABOUT \n'b' A beautifully manicured garden pond sits before you, complete with a white marble bench. The surface of its crystal-blue water ripples gently, which seems odd, because there is no wind. \n'b' Wandering ponds are a curious variety of ooze that possess a modicum of fey magic. \n'b' Fairy Made . Wandering ponds are suspected of having originated in the fey realms where schemes to trap and humiliate wanderers are widespread pastimes. Certainly, the pond\xe2\x80\x99s unique ability to weave a glamour over itself indicates these creatures are no ordinary ooze. \n'b' Mysterious Motives . Wandering ponds always operate in the same way. A pond disguises itself to attract prey and then pulls them in. Once unconscious , the victim is teleported to a random body of water within the area. It is unclear what benefit the pond receives from such a scheme, but it is regarded as further evidence of fey involvement.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wang Liang Monk \n'b' Medium fiend , lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 88 (16d8 + 16) Speed 40 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 13 (+1) INT: 11 (+0) WIS: 18 (+4) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8, Wisdom +8 Skills Acrobatics +8, Perception +8, Stealth +8, Survival +8 Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 18 Languages Common, Infernal Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the wang liang\xe2\x80\x99s darkvision . \n'b' Fists of Dark Flame (1/day). The wang liang monk wreaths its fists in flame. It deals an additional 7 (2d6) fire damage when it hits with its Unarmed Strikes for 1 minute. \n'b' Poison . Whenever the wang liang hits with a Bite or Unarmed Strike attack, the target must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed saving throw, or half as much damage on a successful saving throw. \n'b' Slow Fall . The wang liang monk reduces any falling damage by 30. If it does not take damage from a fall, it does not fall prone . \n'b' Actions \n'b' Multiattack . The wang liang monk makes three Unarmed Strikes. It can use its Bite attack or Flurry of Blows ability in place of one of the Unarmed Strikes. \n'b' Unarmed Strike . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Flurry of Blows (3/day). Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (3d6 + 4) bludgeoning damage, and the target suffers one of the following effects of the monk\xe2\x80\x99s choice: The target must succeed on a DC 15 Dexterity saving throw or be knocked prone . The target must make a DC 15 Strength saving throw or be pushed up to 15 feet away from it. The target can\xe2\x80\x99t take reactions until the end of its next turn. \n'b' Reactions \n'b' Deflect Missiles . If it has one hand free, the wang liang monk can use its reaction in response to being hit with a ranged weapon attack . It reduces the damage by 16 (1d10 + 11). If it reduces the damage to 0, it can catch the missile if it is small enough for it to hold with one hand.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wanyudo \n'b' Large fiend , lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 115 (11d10 + 55) Speed 50 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 20 (+5) INT: 8 (-1) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Wis +4 Skills Intimidation +5, Perception +7, Religion +5 Damage Resistances cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire Senses darkvision 60 ft., passive Perception 17 Languages Common, Infernal Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Burn the Righteous . The wanyudo has advantage on attack rolls against a creature if the creature is wearing a holy symbol or calls on the power of a divine entity to cast spells. \n'b' Fiery Charge . If the wanyudo moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 7 (2d6) fire damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be forced\xc2\xa0 prone . \n'b' Magic Resistance . The wanyudo has advantage on saving throws against spells and other magical effects. \n'b' Two Heads . The wanyudo has advantage on Wisdom ( Perception ) checks and on saving throws against being blinded , charmed , deafened , frightened , stunned , and knocked unconscious . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The wanyudo makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (1d10 + 5) piercing damage plus 7 (2d6) fire damage. \n'b' Flaming Breath (Recharge 5-6) . The wanyudo exhales fire in a 20-foot cone from one of its heads. Each creature in the area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Hurtling down the street is a giant wheel, its spokes tipped with reddish flames that sputter and spark as it bounces along. Affixed to either side of the wheel by long strands of greasy black hair are the faces of devilish-looking humanoids, their eyes ablaze like embers. The two faces chortle and cry as the wheel approaches, fire leaping from their mouths. \n'b' Born of Heresy . Wanyudos are the souls of powerful lords condemned to an afterlife of burning torment after they refuted the teachings of the gods and were killed in battle or committed suicide.\xc2\xa0Prideful and violent monsters, wanyudos are lesser fiends in the grander schemes of Hell, a fact they vehemently resent. \n'b' Divine Hunters . While wanyudos hate all living creatures, the reserve their greatest hatred for creatures marked by a divine entity-such as clerics and paladins, or creatures wearing holy symbols-whom they blame for their cursed existence. When wandering by a monastery or temple, a wanyudo expends every effort to burn the structure to the ground and murder everyone within. Given this, temples and holy sites in areas known to be plagued by wanyudos often fireproof their buildings-and have a reliable source of water nearby, in case the worst should happen. \n'b' To Hell and Back . Wanyudos never stop moving, endlessly rolling along the roads and pathways between the Hells and the mortal world. Because of this, wanyudos know many secret ways into the planes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cats, Great (Puma) \n'b' Medium beast , unaligned \n'b' Armor Class 12 Hit Points 26 (4d8 + 8) Speed 40 ft.\n'b' STATS STR: 15 (+2) 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 Perception +3, Stealth +6 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The puma has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pounce . If the puma moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone . If the target is prone , the puma can make one bite attack against it as a bonus action. \n'b' Running Leap . With a 10-foot running start, the puma can long jump up to 40 feet. \n'b' Stealthy . A puma adds double its proficiency bonus on Dexterity ( Stealth ) checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b'\n'b' ABOUT \n'b' The Americas are home to a wide variety of hunting cats, from small but fierce hunters of frogs, birds, and monkeys to large and deadly prowlers capable of taking down very large prey. \n'b' Margay . The margay is a small cat that lives in dense tropical forests, preferring to spend most of its life in the trees. During the day, a margay lounges in liana tangles far above the ground, and at night it chases birds, frogs, lizards, and monkeys through the treetops. A margay can use its sound mimicry ability to imitate the sounds of any animal of its own size or one size category smaller, and it often does so to lure prey into an ambush. A margay weighs around 8 pounds and may reach a length of 3-4 feet, nearly half of which is its tail. \n'b' Ocelot . Ocelots are spotted nocturnal predators that are equally at home on the ground or in trees. They are skilled climbing, leaping, and swimming and prefers to hunt close to water sources with dense vegetation cover, though it ranges from grasslands to swamps as well as forests. Ocelots are typically 1-1/2 feet tall and weigh 20-35 pounds. \n'b' Puma . Pumas are ambush hunters and stalkers. They wait in dense vegetation or underbrush, or rocky outcroppings for potential prey to wander by. When in range, the puma springs to the attack and bites and rakes its foe. Pumas are excellent hunters and often stalk potential prey for several miles before attacking. Pumas stand about two feet tall and are about 4-5 feet long with a tail 2-3 feet long. A typical puma weighs around 125 pounds. It has short, coarse, fur with a white underbelly and a black-tipped tail. Its fur color (except its underbelly) is typically brown, black, rust, or gray. Its eyes are golden. \n'b' Jaguar . The jaguar is a highly aggressive and ferocious great cat that makes its home in dense forests or swampy areas near a source of fresh water. Of all the big cats, the jaguar is the most at home in the water. They are excellent swimmers and stalk their prey through deep water where other cats won\xe2\x80\x99t go. They also excel at climbing and often spend time hunting tree-dwelling animals (such as monkeys). The jaguar is highly territorial with its personal hunting ground often covering an area of several square miles. The typical jaguar subsists on a diet of animals such as deer, tapir, elk, fish, armadillos, and other small animals. If hungry or its food supply is thin, jaguars have been known to attack prey much larger than itself. Jaguars stalk their prey and prefer to attack from ambush, swooping in and felling prey with one swift stroke of their powerful jaws or locking on until their prey is dead.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Kytha \n'b' Family: Demons \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 97 (15d8 + 30) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 15 (+2) INT: 12 (+1) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +7, Constitution +6, Wisdom +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, Celestial, Draconic, telepathy 120 ft. Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Keen Scent . The kytha has advantage on Wisdom ( Perception ) checks based on scent. \n'b' Innate Spellcasting . The kytha\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16). It can cast the following spells, requiring no material components.\n'b'\n'b' At will : darkness \n'b' 3/day : silence \n'b' 1/day : hold person \n'b'\n'b' Magic Resistance . The kytha has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The kytha makes two Claw attacks, and one Bite or Tongue attack. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 13 (3d6 + 3) piercing damage plus 10 (3d6) poison damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) slashing damage. \n'b' Tongue . Melee Weapon Attack : +7 to hit, reach 10 ft., one creature. Hit : 7 (1d8 + 3) bludgeoning damage plus 10 (3d6) poison damage. \n'b' Summon (1/day) . The kytha has a 40% chance to summon 1d2 vrock demons or a 30% chance to summon 1 kytha. The summoned demons appear in an unoccupied space within 60 feet of the summoner and can\xe2\x80\x99t summon other demons. The summoned creatures remain for 1 minute, until the summoner or the summoned demons are slain, or until the summoner takes an action to dismiss it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'War Boar \n'b' Medium beast , unaligned \n'b' Armor Class 14 (studded leather) Hit Points 27 (5d8 + 5) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 13 (+1) INT: 2 (-4) WIS: 9 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 9 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the war boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 4 (1d8) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . \n'b' Relentless (Recharges after a Short Rest) . If the war boar takes 10 damage or less that would reduce it to 0 hit points , it is reduced to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Tusk . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage. \n'b'\n'b' ABOUT \n'b' A posse of small humanoids riding sturdy boar rides over a nearby hill. They chase a group of frightened goblins. Halfling cowboys often ride these war boars as mounts. \n'b' Tough-Skinned . These beasts are tough and can be ridden over long distances. They are also surprisingly quick on their feet. Their halfling riders choose the toughest, strongest boars they can find. To give them more protection, their riders fit them with studded leather armor. \n'b' Rough Riders . A number of farms and ranches have war boar patrols and others end up in elite cavalry units. They were originally wild beasts and some don\xe2\x80\x99t enjoy the civilized life. There are stories of war boars going wild and rampaging through farms and ranches. \n'b' Favored Food . War boars usually feed on nuts, berries, seeds, roots, bark, leaves, earthworms, frogs, rodents, lizards, and snakes. However, they will take on larger prey.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'War Pig \n'b' Medium beast , unaligned \n'b' Armor Class 10 Hit Points 32 (5d8 + 10) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 14 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the war pig moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 3 (1d6) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be forced prone . \n'b' Frightful Squeal . As a bonus action, the war pig can emit a loud, high-pitched squeal. Each beast within 15 feet of the war pig must succeed on a DC 11 Wisdom saving throw or be frightened until the end of its next turn. Once a beast has made the saving throw, it is immune to all war pigs\xe2\x80\x99 Frightful Squeals for 24 hours \n'b'\n'b' ACTIONS \n'b'\n'b' Gore . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' War pigs are the bane of cavalry and other army units that make extensive use of animals. Often the war pigs are untrained. \n'b' Officers of the army using them simply keep them penned in a dark, covered area until they are needed and set them loose on the enemy army immediately prior to their own army\xe2\x80\x99s advance. Some less scrupulous commanders douse their war pigs with pitch and set them aflame before spurring them toward the enemy. Such an incendiary war pig takes 3 (1d6) fire damage each round but deals 3 (1d6) fire damage to any creature that makes a melee attack against it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animal, Owl \n'b' Family: Bird \n'b' Tiny beast , unaligned \n'b' Armor Class 11 Hit Points 1 (1d4 \xe2\x80\x93 1) Speed 5 ft., fly 60 ft.\n'b' STATS STR: 3 (-4) DEX: 13 (+1) CON: 8 (-1) INT: 2 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +3 Senses darkvision 120 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' Special Traits \n'b' Flyby : The owl doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Keen Hearing and Sight : The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. \n'b' Actions \n'b' Talons : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 1 slashing damage. \n'b' About \n'b' Owls are nocturnal, rodent-eating birds that make very little noise in flight.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'War-Badger \n'b' Large beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 48 (5d10 +20) Speed 40 ft., burrow 10 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 19 (+4) INT: 7 (-2) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Dex +5, Con +6 Skills Perception +3, Survival (tracking) +3 Condition Immunities frightened Senses darkvision 30 ft., passive Perception 12 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Feral Frenzy . While reduced to less than 50% of its hit point maximum, the war-badger\xe2\x80\x99s attacks do an additional 5 (1d4+3) damage. \n'b' Hard Charger . If the war-badger moves at least 20 feet straight toward a creature and then hits it with an attack on the same turn, that target must successfully roll a DC 12 Strength saving throw or be knocked prone . \n'b' Keen Smell . The war-badger has advantage on Wisdom ( Perception ) checks that rely on smell and is able to detect creatures within 10 feet of it, even while burrowing. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 14 (3d6 +3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 feet, reach 5 ft., one target. Hit : 10 (2d6 +3) slashing damage. \n'b' Multiattack . The war-badger makes 2 Claw attacks. \n'b' Opportunist . If a prone target is within 5 feet of the war-badger, on its turn, the war-badger can use a bonus action to make one Bite attack against it. \n'b'\n'b' ABOUT \n'b' The weathered and battle-scarred mercenary glowered from the saddle, slowly drawing forth a length of thick, iron chain from a saddle-pouch. His snarling, snapping mount; a monstrous and equally scarred war-badger, is draped in battleworn scale-mail and harnessed for combat.signal to charge.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Warband, Airborne Unit \n'b' Family: Warbands \n'b'\n'b' Gargantuan warband of Medium humanoids (human), neutral \n'b' Armor Class 16 (chain mail) Hit Points 121 (9d20 + 27) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 17 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6 Skills Athletics +7, Intimidation +4 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, prone, restrained, stunned Senses passive Perception 11 Languages Common Challenge 8 (3,900 XP) \n'b' SPECIAL Traits \n'b'\n'b' Innate Spellcasting . A few members of the paratrooper unit are spellcasters (not the unit as a whole) who can collectively deploy their spells as though the entire unit were a spellcaster. The paratrooper unit\xe2\x80\x99s innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components.\n'b'\n'b'\n'b' At will : detect magic, feather fall (self only) \n'b' 1/day each : spider climb (self only) \n'b'\n'b' Siege Team . The paratrooper unit deals double damage to objects and structures. \n'b' Warband . The paratrooper unit can occupy another creature\xe2\x80\x99s space and vice versa, and the warband can move through any opening large enough for a Medium creature. The warband can\xe2\x80\x99t regain hit points or gain temporary hit points. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The paratrooper unit makes three warhammer attacks. \n'b' Warhammer . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 17 (3d8 + 4) bludgeoning damage, or 13 (2d8 + 4) bludgeoning damage if the infiltrator troop has half of its hit points or fewer. \n'b' Alchemical Barrage (Recharge 5\xe2\x80\x936) . The warband hurls several alchemical bombs at a point within 80 feet, choosing acid or fire. Each target within 20 feet of that point must succeed at a DC 15 Dexterity saving throw (DC 11 if the paratrooper unit has half of its hit points or fewer), taking 42 (12d6) damage of the chosen type on a failed save, or half as much damage on a successful save. \n'b'\n'b' ABOUT \n'b' Raining death from above, these daredevil soldiers plummet in a tightly packed squadron carrying heavy hammers and alchemical bombs. \n'b' First into the Fray . Specialized units that highly organized militaries deploy to secure important objectives, airborne units are skilled soldiers and grenadiers. Their particular specialty is in seizing and then demolishing enemy fortifications so they can\xe2\x80\x99t be used against the airborne units\xe2\x80\x99 allies. \n'b' Death from Above . The airborne unit first get into place high above an enemy objective using magical means such as flying carpets or risky teleportation, or they might be deployed from the bridge of an airship. When all else fails, paratrooper units might be hurled into the air with massive catapults. Once above their objectives, members of the unit with spellcasting target everyone in the unit with feather fall to slow the unit\xe2\x80\x99s descent. In this way, the airborne units descend into the thick of the fighting, weapons at the ready. \n'b' Destructive Attacks . Airborne unit hurl alchemical bombs and use their devastating hammers to eradicate enemy troops and destroy fortifications. They aren\xe2\x80\x99t above picking up weapons from their fallen foes, particularly weapons that might prove useful in their demolition objectives. \n'b' Fearless Fighters . Airborne units are highly resistant to fear; their missions are often so dangerous that their only options are to succeed or die, and the daredevil troopers wouldn\xe2\x80\x99t have it any other way. \n'b' Fighting at Range : Unlike other warbands, which rely on the press of numbers to beat down opponents in melee, infiltrator troops are more effective while remaining at a distance. They are notoriously difficult to pin down, slipping away from melee combatants to renew their attacks from range. \n'b' Elven Magic : Although they lack the ability to cast spells in the usual fashion, elven infiltrators have sparks of magic they can employ to enchant their weapons while they fight. The ordinary swords and arrows these defenders use are considered magic weapons, allowing them to damage certain enemies resistant to mundane attacks. \n'b' About Warbands \n'b' The exact number of a warband\xe2\x80\x99s component creatures varies, but in general, a Gargantuan warband made up of Small or Medium creatures consists of approximately 12 to 30 creatures and a Gargantuan warband made up of Large creatures consists of approximately 8 to 15 creatures. \n'b' Although the individuals in a warband likely each carry their own equipment, the chaos and destruction of battle means that not all of these creatures\xe2\x80\x99 equipment survives the rigors of combat. \n'b' As a result, parties who wish to claim usable gear or treasure from slain foes treat a warband as a single creature for the purposes of looting, and should be able to recover gear worth a total value equal to the warband\xe2\x80\x99s expected treasure value.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Warband, Centaur \n'b' Family: Warbands \n'b'\n'b' Gargantuan warband of Large monstrosities , neutral good \n'b' Armor Class 16 (breastplate) Hit Points 135 (10d20 + 30) Speed 50 ft.\n'b' STATS STR: 22 (+6) DEX: 15 (+2) CON: 17 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Con +7 Skills Perception +5, Survival +5 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, exhaustion, paralyzed, petrified, prone, restrained, stunned Senses passive Perception 15 Languages Common, Elvish, Sylvan Challenge 10 (5,900 XP) \n'b' SPECIAL Traits \n'b'\n'b' Charge . If the centaur warband moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 22 (4d10) piercing damage. \n'b' Warband . The centaur warband can occupy another creature\xe2\x80\x99s space and vice versa, and the warband can move through any opening large enough for a Large creature. The warband can\xe2\x80\x99t regain hit points or gain temporary hit points. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The centaur warband makes three attacks: one with its pike and two with its hooves. \n'b' Pike . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage, or 11 (1d10 + 6) piercing damage if the centaur warband has half of its hit points or fewer. \n'b' Hooves . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 16 (3d6 + 6) bludgeoning damage, or 9 (1d6 + 6) bludgeoning damage if the centaur warband has half of its hit points or fewer. \n'b' Enchanted Volley . The warband launches a volley of longbow arrows in a 150-foot line. Each creature in that area must succeed at a DC 14 Dexterity saving throw (DC 10 if the warband has half of its hit points or fewer), taking 54 (12d8) piercing damage on a failed save, or half as much damage on a successful save. This is a magic attack. \n'b'\n'b' Legendary Actions \n'b' The centaur warband 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 centaur warband regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The centaur warband makes a Wisdom (Perception) check. \n'b' Move . The centaur warband moves up to its speed without provoking opportunity attacks. \n'b' Hooves (Costs 2 Actions) . The centaur warband makes one hooves attack. \n'b'\n'b' ABOUT \n'b' A herd of stampeding centaurs clad in gleaming armor and bearing dangerous weapons presses ahead. \n'b' Wrath of the Centaurs : Centaurs are well-known hunters and defenders of forests and plains. When a significant threat to their lands materializes, centaurs come together in stampeding warbands to fight it back. Swift and implacable individually, centaurs traveling in a tight group are even more dangerous. \n'b' While they don\xe2\x80\x99t use military organization the way humanoids in large civilizations do, centaur warbands are nevertheless a close unit of terrifying warriors. \n'b' Excellent Gear : Equipped with the best weapons and armor their tribes can offer, centaur warbands wear well-tended, if sometimes archaic, gear. Their polished armor and gleaming pikes aren\xe2\x80\x99t just for show, however: these armaments are deadly. \n'b' Forthright but Not Foolish : Centaur warbands are too large to be stealthy, and they generally prefer to eschew subtlety in battle anyway. Nevertheless, they use their knowledge of the land to advance along riverbeds, gullies concealed with brush, and other terrain allowing them to get close before launching a deadly charge. \n'b' About Warbands \n'b' The exact number of a warband\xe2\x80\x99s component creatures varies, but in general, a Gargantuan warband made up of Small or Medium creatures consists of approximately 12 to 30 creatures and a Gargantuan warband made up of Large creatures consists of approximately 8 to 15 creatures. \n'b' Although the individuals in a warband likely each carry their own equipment, the chaos and destruction of battle means that not all of these creatures\xe2\x80\x99 equipment survives the rigors of combat. \n'b' As a result, parties who wish to claim usable gear or treasure from slain foes treat a warband as a single creature for the purposes of looting, and should be able to recover gear worth a total value equal to the warband\xe2\x80\x99s expected treasure value.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Warband, City Watch Unit \n'b' Family: Warbands \n'b'\n'b' Gargantuan warband of Medium humanoids (human) , lawful neutral \n'b' Armor Class 16 (chain shirt, shield) Hit Points 54 (4d20 + 12) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 17 (+3) INT: 10 (+0) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +2, Perception +2 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, exhaustion, paralyzed, petrified, prone, restrained, stunned Senses passive Perception 12 Languages Common Challenge 3 (700 XP) \n'b' SPECIAL Traits \n'b'\n'b' Brave . The city watch unit has advantage on saving throws against being frightened. \n'b' Brutes . The city watch unit deals one extra die of damage when using weapons (included in the attack). \n'b' Warband . The city watch unit can occupy another creature\xe2\x80\x99s space and vice versa, and the warband can move through any opening large enough for a Medium creature. The warband can\xe2\x80\x99t regain hit points or gain temporary hit points. \n'b'\n'b' ACTIONS \n'b'\n'b' Flail . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if the city watch unit has half of its hit points or fewer. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. \n'b' Volley . The warband launches a volley of crossbow bolts in an 80-foot line. Each creature in that area must succeed at a DC 11 Dexterity saving throw (DC 9 if the city watch unit has half of its hit points or fewer), taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful save. \n'b'\n'b' ABOUT \n'b' These grim, hardheaded watch members in this unit grip their clubs menacingly. \n'b' Mustered to Fight . When members of a city watch identify a threat to their city or to their authority, they gather in close groups to fight. In these tightlypacked units, members of the city watch often spread across an entire street from building to building, driving forward any enemies into deadends or out of the city entirely. \n'b' Calls for Aid . Each member of the city watch is equipped with a shrill signal whistle they blow to summon help, so dispersing a single city watch unit often leads to confrontation with other, similar units mustered from watch headquarters elsewhere in the city. \n'b' About Warbands \n'b' The exact number of a warband\xe2\x80\x99s component creatures varies, but in general, a Gargantuan warband made up of Small or Medium creatures consists of approximately 12 to 30 creatures and a Gargantuan warband made up of Large creatures consists of approximately 8 to 15 creatures. \n'b' Although the individuals in a warband likely each carry their own equipment, the chaos and destruction of battle means that not all of these creatures\xe2\x80\x99 equipment survives the rigors of combat. \n'b' As a result, parties who wish to claim usable gear or treasure from slain foes treat a warband as a single creature for the purposes of looting, and should be able to recover gear worth a total value equal to the warband\xe2\x80\x99s expected treasure value.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Warband, Infiltrator Gargantuan Troop \n'b' Family: Warbands \n'b'\n'b' Gargantuan warband of Medium humanoids (elf), chaotic neutral \n'b' Armor Class 15 (leather) Hit Points 108 (8d20 + 24) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 19 (+4) CON: 16 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7 Skills Perception +4, Stealth +7, Survival +4 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, exhaustion, paralyzed, petrified, prone, restrained, stunned Senses passive Perception 14 Languages Common, Elvish, Sylvan Challenge 5 (1,800 XP) \n'b' SPECIAL Traits \n'b'\n'b' Fey Ancestry . Magic can\xe2\x80\x99t put the infiltrator troop to sleep. \n'b' Keen Sight . The infiltrator troop has advantage on Wisdom (Perception) checks that rely on sight. \n'b' Loose Formation . The infiltrator troop\xe2\x80\x99s space doesn\xe2\x80\x99t count as difficult terrain for its allies. \n'b' Quick Retreat . The infiltrator troop can take the Disengage action as a bonus action on each of its turns. \n'b' Warband . The infiltrator troop can occupy another creature\xe2\x80\x99s space and vice versa, and the warband can move through any opening large enough for a Medium creature. The warband can\xe2\x80\x99t regain hit points or gain temporary hit points. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The infiltrator troop makes two enchanted longsword attacks. \n'b' Enchanted Longsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 2) slashing damage, or 6 (1d8 + 2) slashing damage if the infiltrator troop has half of its hit points or fewer. This is a magic weapon attack. \n'b' Enchanted Volley . The warband launches a volley of longbow arrows in a 150-foot line. Each creature in that area must succeed at a DC 15 Dexterity saving throw (DC 11 if the infiltrator troop has half of its hit points or fewer), taking 27 (6d8) piercing damage on a failed save, or half as much damage on a successful save. This is a magic attack. \n'b'\n'b' ABOUT \n'b' These elves wear clothing to blend in with the forest environment and have their bows at the ready. \n'b' Elven Defenders : When elves mobilize to defend their homelands, they normally do so in loose groups to take advantage of the terrain and have plenty of room to fight. Elven infiltrators are skilled at advancing unseen towards foes and unleashing death with their arrows. Yet infiltrators sometimes find it more advantageous to organize into a tighter military formation, such as to defend a narrow pass or a river crossing, or to launch clouds of arrows to terrify their enemies into a retreat. \n'b' About Warbands \n'b' The exact number of a warband\xe2\x80\x99s component creatures varies, but in general, a Gargantuan warband made up of Small or Medium creatures consists of approximately 12 to 30 creatures and a Gargantuan warband made up of Large creatures consists of approximately 8 to 15 creatures. \n'b' Although the individuals in a warband likely each carry their own equipment, the chaos and destruction of battle means that not all of these creatures\xe2\x80\x99 equipment survives the rigors of combat. \n'b' As a result, parties who wish to claim usable gear or treasure from slain foes treat a warband as a single creature for the purposes of looting, and should be able to recover gear worth a total value equal to the warband\xe2\x80\x99s expected treasure value.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Warband, Zombie Horde \n'b' Family: Warbands \n'b'\n'b' Gargantuan warband of Medium undead , neutral evil \n'b' Armor Class 9 Hit Points 58 (4d20 + 16) Speed 20 ft.\n'b' STATS STR: 17 (+3) DEX: 8 (-1) CON: 18 (+4) INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +0 Damage Resistances necrotic; bludgeoning, piercing, slashing Damage Immunities poison Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned, prone, restrained, stunned Senses darkvision 60 ft., passive Perception 8 Languages understands Common but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' SPECIAL Traits \n'b'\n'b' Warband . The zombie horde can occupy another creature\xe2\x80\x99s space and vice versa, and the warband can move through any opening large enough for a Medium creature. The warband can\xe2\x80\x99t regain hit points or gain temporary hit points. \n'b' Undead Fortitude . If damage reduces the zombie horde to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie horde drops to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Overwhelming Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. If the target is in the zombie horde\xe2\x80\x99s space and the zombie horde has at least half of its hit points, the target takes an additional 7 (2d6) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This mass of shambling dead groans and grasps at the air as it surges forward. \n'b' Multitudes of Undead . Zombies often gather in huge groups. A zombie horde isn\xe2\x80\x99t an organized warband in any sense but merely an aggregation of many zombies fighting together in close quarters. A zombie horde might form from a sprawling mass of zombies crowded together by the terrain, such as a narrow hall or a doorway. After squeezing through this barrier, the zombies simply remain in close confines, lacking the tactical sense to spread out again. Clever undead hunters might intentionally channel a large group of zombies into a narrow defile to bring them together as a horde; the horde is much tougher than any single zombie, but it\xe2\x80\x99s sometimes useful to be able to attack the horde all at once. \n'b' Mindless Advance . Zombie hordes have no sense of self-preservation whatsoever, and they do anything necessary to get at the living creatures they detect. This means they\xe2\x80\x99ll leap off of rooftops, cross burning fields, or lumber through barbed wire if necessary. Only when an easy way around the obstacle is immediately apparent\xe2\x80\x94and obvious to their limited intellect\xe2\x80\x94will a zombie horde bypass it. For example, a horde will move around an open pit in a plain, but they will surge into a pit in a narrow hallway. If the pit has less area than the zombie horde (for example, if the pit is only 5 feet square and 20 feet deep), the zombie horde fills it up and continues its relentless advance. \n'b' Grasping Hands . A zombie horde poses a particular hazard to foes they can overwhelm, as their grasping hands pummel anyone unfortunate enough to end up in their midst. \n'b' Undead Nature . A zombie horde doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' About Warbands \n'b' The exact number of a warband\xe2\x80\x99s component creatures varies, but in general, a Gargantuan warband made up of Small or Medium creatures consists of approximately 12 to 30 creatures and a Gargantuan warband made up of Large creatures consists of approximately 8 to 15 creatures. \n'b' Although the individuals in a warband likely each carry their own equipment, the chaos and destruction of battle means that not all of these creatures\xe2\x80\x99 equipment survives the rigors of combat. \n'b' As a result, parties who wish to claim usable gear or treasure from slain foes treat a warband as a single creature for the purposes of looting, and should be able to recover gear worth a total value equal to the warband\xe2\x80\x99s expected treasure value.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wardu \n'b' Medium aberration , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 105 (14d8 + 42) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 16 (+3) INT: 10 (+0) WIS: 15 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +3, Cha +4 Condition Immunities exhaustion , prone Senses darkvision 60 ft., passive Perception 13 Languages understands Deep Speech but can\xe2\x80\x99t speak, telepathy 60 ft. \n'b' Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Flyby . The wardu doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Magic Resistance . The wardu has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The wardu uses its Segmented Gaze. It then makes two proboscis attacks. \n'b' Proboscis . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 4) piercing damage, and the wardu regains hp equal to half the damage dealt. If the target is a spellcaster, the target has disadvantage on Constitution saving throws to maintain its concentration until the end of its next turn. \n'b' Segmented Gaze . The wardu\xe2\x80\x99s segmented central eye flares with unstable magical energy. One creature the wardu can see within 30 feet of it must succeed on a DC 15 Constitution saving throw or suffer a random condition until the end of its next turn. Roll a d4 to determine the condition: blinded (1), frightened (2), deafened (3), or incapacitated (4). \n'b'\n'b' ABOUT \n'b' This creature is round and hovers without the aid of wings. Its skin is a deep red color, with a leathery toughness and texture. \n'b' It has three forward-facing, segmented eyes and a protruding, bloodstained proboscis. \n'b' Unknown Origins . The origins of the wardu are unknown, though scholars speculate that they came from the Plateau of Leng. It is said they were introduced to the Material Plane as a result of an ill-fated expedition by a group of wizards to the edges of the multiverse. The wizards were attacked by a horde of wardu who followed them through the planar rift they created to return home. Although the rift was sealed immediately, dozens of the wardu were trapped on the Material Plane and have since reproduced for numerous generations. \n'b' Blood Drinkers . Wardu are blood drinkers, and it is the only way they absorb sustenance. They are able to attack and gain sustenance from any creature that has blood, no matter the type. Their hunger drives them to attack most creatures they encounter, though they are smart enough to discern the difference between a potential food source and a more powerful creature not worth provoking. \n'b' Magic Hunters . Wardus have a thirst for the blood of spellcasters and even put themselves at risk to obtain that tastiest of treats. Drinking arcane-infused blood has imbued the wardu with some magical power. It can channel this power through its central eye, but the segmented nature of its eye causes the magic to become unstable and scatter as it passes through the eye\xe2\x80\x99s facets.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Lesser Balor \n'b' Family: Demons \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 189 (18d10 + 90) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 22 (+6) DEX: 15 (+2) CON: 20 (+5) INT: 18 (+4) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +9, Wisdom +7 Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities poisoned Senses truesight 60 ft., passive Perception 13 Languages Abyssal, telepathy 120 ft. Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Fire Aura . At the start of each of the lesser balor\xe2\x80\x99s turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren\xe2\x80\x99t being worn or carried ignite. A creature that touches the lesser balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. \n'b' Magic Resistance . The lesser balor has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The lesser balor\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . The lesser balor makes one Whip attack and one Longsword attack. \n'b' Whip . Melee Weapon Attack : +10 to hit, reach 20 ft., one target. Hit : 11 (2d4 + 6) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 18 Strength saving throw or be pulled up to 15 feet toward the lesser balor. \n'b' Longsword . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) slashing damage, or 17 (2d10 + 6) slashing damage if used with two hands, plus 13 (3d8) lightning damage. \n'b' Summon Demon (1/day) . The lesser balor has a 50 percent chance of summoning 1d4 gibbon demons, 1d2 trickster demons, or one hezrou.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Warhorse \n'b' Large beast , unaligned \n'b' Armor Class 11 Hit Points 19 (3d10 + 3) Speed 60 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 13 (+1) INT: 2 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Trampling Charge If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone . If the target is prone, the horse can make another attack with its hooves against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Hooves . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Warhorses are massive, muscular beasts trained to withstand but the physical and mental rigors of battle. They are not spooked by the sounds, sights, and smells of combat, and will fight aggressively if ordered.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Warhorse, Knight\xe2\x80\x99s \n'b' Large beast , unaligned \n'b' Armor Class 11 Hit Points 30 (4d10 + 8) Speed 60 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 14 (+2) INT: 2 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Trampling Charge If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone . If the target is prone , the horse can make another attack with its hooves against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The knight\xe2\x80\x99s warhorse makes two attacks: one with its bite and one with its hooves. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) bludgeoning damage. \n'b' Hooves . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Knight\xe2\x80\x99s Warhorses are the finest specimens of their kind. They are larger, tougher, and steadier versions of the standard warhorse. They are aggressive combatants and will fight even without orders.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Warlock of the Genie Lord \n'b' Medium humanoid (any race), any alignment \n'b' Armor Class 15 (studded leather) Hit Points 78 (12d8 + 24) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 13 (+1) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5, Cha +7 Skills Acrobatics +6, Intimidation +7, Nature +4 Damage Resistances acid, cold, fire, lightning, thunder Senses passive Perception 11 Languages Common, Primordial Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The warlock\xe2\x80\x99s innate spellcasting ability is Charisma . It can innately cast the following spells (spell save DC 15, +7 to hit with spell attacks), requiring no material components:\n'b'\n'b'\n'b' At will : detect magic , false life , levitate , silent image \n'b' 1/day each : conjure elemental , flesh to stone , etherealness , slow \n'b'\n'b' Genie Lord\xe2\x80\x99s Favor . When the warlock takes damage of a type it has resistance to, it can deal an extra 10 (3d6) points of damage the next time it casts a spell that deals acid, cold, fire, lightning, or thunder damage. The extra damage is of the same type as the damage dealt by the spell the warlock is casting. If the warlock\xe2\x80\x99s spell affects multiple targets, the warlock selects one target to take the extra damage. \n'b' Spellcasting . The warlock is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:\n'b'\n'b'\n'b' Cantrips (at will) : fire bolt, mage hand , prestidigitation , ray of frost \n'b' 1st-5th level (3 5th-level slots) : blight , chromatic orb, conjure minor elementals , dimension door , expeditious retreat , fire shield , fly , gaseous form , gust of wind , mirror image , wall of stone , water breathing \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' Warlocks of the genie lord gain their abilities through magical pacts forged with powerful djinni and efreeti lords. These warlocks often summon lesser elementals to do their bidding, and regardless of their alignment, they tend to exude a commanding presence and an air of superiority.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animal, Owl (Giant) \n'b' Family: Bird \n'b' Large beast , neutral \n'b' Armor Class 12 Hit Points 19 (3d10 + 3) Speed 5 ft., fly 60 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 12 (+1) INT: 8 (-1) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +4 Senses darkvision 120 ft., passive Perception 15 Languages Giant Owl, understands Common, Elvish, and Sylvan but can\xe2\x80\x99t speak them Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Flyby : The owl doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Keen Hearing and Sight : The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. \n'b' Actions \n'b' Talons : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 8 (2d6 + 1) slashing damage. \n'b' About \n'b' Giant owls often befriend fey and other sylvan creatures and are guardians of their woodland realms.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Warlock\xe2\x80\x99s Trumpetbloom \n'b' This plant stands taller than an ogre , and it shuffles forward on a thick mass of tangled roots. A wicked-looking stinger, glistening with venom, flicks out of its \xe2\x80\x9cmouth\xe2\x80\x9d on the end of a whip-like tongue. \n'b' Large plant , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 152 (16d10 + 64) Speed 20 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 18 (+4) INT: 6 (-2) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +6, Constitution +7 Skills Stealth +3, Perception +3 Damage Resistances fire Damage Immunities poison Condition Immunities blinded , deafened, exhaustion , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 13 Languages understands Void Speech but can\xe2\x80\x99t speak Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Alien Mind . A creature who attempts to communicate with the trumpetbloom must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Magic Resistance . The trumpetbloom has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The trumpetbloom makes three attacks: one with its stinger and two with its tendrils. \n'b' Stinger . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 16 (2d12 + 3) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. The target is paralyzed while poisoned in this way. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Tendril . Melee Weapon Attack : +6 to hit, reach 15 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage and the target is grappled (escape DC 14) if it is a Medium or smaller creature. The trumpetbloom has two tendrils, each of which can grapple only one target. \n'b'\n'b' ABOUT \n'b' Born for War . Warlock\xe2\x80\x99s trumpetblooms were created by a mage and his cabal through a series of bizarre experiments that involved cross-breeding native jungle orchids and giant carnivorous plants with alien seed pods. The mage supervised the experiments personally, frequently consulting a living brain he kept in a glass cylinder. When the first trumpetblooms were propagated from seedlings, the mages were astounded at how quickly the plants grew and subsequently reproduced. An unstoppable army was within their grasp-or so they believed. The mages\xe2\x80\x99 optimism proved misguided when the trumpetblooms broke free of the glasshouses and attacked their masters. \n'b' Aggressive Carnivores . Warlock\xe2\x80\x99s trumpetblooms are aggressive and intelligent plant creatures that seek to spread their seed pods throughout the jungle and beyond. Trumpetblooms are carnivores, feeding on the small deer, giant insects, and snakes that live in the jungle. They happily devour humanoid flesh when available, using their roots to soak up the nutrients from a decomposing corpse.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Warmth Thief \n'b' Tiny fey , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 112 (15d4 + 75) Speed 10 ft., fly 40 ft. (hover)\n'b' STATS STR: 11 (+0) DEX: 18 (+4) CON: 20 (+5) 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 +8, Wis +6, Cha +8 Skills Deception +8, Sleight of Hand +8, Stealth +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons Damage Immunities cold Condition Immunities paralyzed , prone Senses truesight 60 ft., passive Perception 12 Languages Common, Sylvan, Umbral Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Warmth Stealing . At the start of each of the warmth thief\xe2\x80\x99s turns, each creature within 5 feet of the warmth thief must succeed on a DC 16 Constitution saving throw or take 7 (2d6) cold damage. The warmth thief regains hp equal to the single highest amount of cold damage dealt. \n'b' Cold Physiology . A warmth thief can\xe2\x80\x99t abide constant warmth. Each hour it spends in an area with a temperature above 40 degrees Fahrenheit, the warmth thief must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion that can\xe2\x80\x99t be removed until it finishes a long rest in an area with a temperature below 40 degrees. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The warmth thief makes two freezing claw attacks. \n'b' Freezing Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 7 (1d6 + 4) slashing damage plus 14 (4d6) cold damage. The warmth thief regains hp equal to half the cold damage dealt. The target must succeed on a DC 16 Constitution saving throw or be chilled for 1 minute. A chilled creature takes 7 (2d6) cold damage at the start of each of its turns. A chilled creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A humanoid slain while chilled rises 24 hours later as a chill haunt, unless the humanoid is restored to life or its body is destroyed. \n'b'\n'b' ABOUT \n'b' A diminutive blue humanoid with sharp black claws and exaggeratedly pointed ears floats in the air, emanating a palpable sensation of cold. \n'b' Cursed Fairy . Warmth thieves were fey in the court of the Queen of Night and Magic (Tome of Beasts, p. 192) who had the peculiar ability to rob living creatures of their body heat. \n'b' They attempted to use this power to overthrow the Queen\xe2\x80\xa6 and failed. The Queen, amused, allowed them to live, but with a nasty curse: warmth thieves must steal body heat to live, perishing if they don\xe2\x80\x99t regularly take heat from living creatures. Warmth thieves can\xe2\x80\x99t tolerate temperatures much above freezing, preventing them from subverting the curse by moving to warmer climates. Their desire for warmth is so powerful they sometimes throw themselves at creatures that can magically create fire to enjoy a brief, though painful, respite from their suffering. \n'b' Unintended Side Effects . Unknown to the Queen of Night and Magic, her curse transfers in an odd way to mortal beings who die at the warmth thieves\xe2\x80\x99 bone-chilling touch. When warmth thieves\xe2\x80\x99 victims die, their spirits return as chill haunts (see page 62), which are not under the fey\xe2\x80\x99s control. Warmth thieves have tried with varying levels of success to recruit chill haunts in their schemes to retaliate against the queen and her court. \n'b' Social Creatures . Warmth thieves once enjoyed the company of other fey. Now unwelcome in fey courts, they content themselves with the companionship of mortals, taking care not to stay too long in warm buildings. They must balance this desire for camaraderie with the need to drain warmth from the same creatures with whom they spend time. They may feel a twinge of regret at their actions, but they have no problem moving on to another village to start anew.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Warp Wyrm \n'b' Medium dragon , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 112 (15d8 + 45) Speed 30 ft., fly 45 ft.\n'b' STATS STR: 17 (+3) DEX: 18 (+4) CON: 16 (+3) INT: 5 (-3) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +7 Condition Immunities paralyzed Senses darkvision 60 ft., passive Perception 12 Languages Draconic Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Ethereal Jaunt . As a bonus action, the wyrm can magically shift from the Material Plane to the Ethereal Plane, or vice versa. \n'b' Ethereal Sight . The wyrm can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Incorporeal Movement . The wyrm can move through other creatures and objects as if they were difficult terrain . It takes 11 (2d10) force damage if it ends its turn inside an object. \n'b' Keen Smell . The wyrm has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The wyrm makes three attacks: one with its bite, one with its claw, and one with its tail. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) piercing damage. If the wyrm started its turn on a different plane from the target, it deals an additional 5 (1d10) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b' Tail . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. If the target is a creature on the Material Plane, it must succeed on a DC 14 Constitution saving throw or be knocked through the Ethereal Plane, reappearing in a space 1d4 x 5 feet away from its starting point. (Roll 1d8 to determine the direction in which the creature is knocked.) If the creature would reappear inside another creature or an object, it takes 11 (2d10) force damage and appears in the closest unoccupied space. \n'b' Blink Breath (Recharge 5-6) . The wyrm spits a glob of ethereal ectoplasm at a point it can see within 50 feet of it. Each creature within 15 feet of that point must make a DC 14 Dexterity saving throw. On a failure, the creature takes 36 (8d6) force damage and is covered in the wyrm\xe2\x80\x99s ectoplasm for 1 minute. On a success, the creature takes half as much damage and is not covered in ectoplasm. At the start of each of its turns, a creature covered in ectoplasm must succeed on a DC 14 Wisdom saving throw or be magically teleported back to the spot where it was originally hit with Blink Breath (or the nearest unoccupied space, if that space is occupied). A creature can use an action to clean off the ectoplasm, ending the eff ect on itself. \n'b'\n'b' ABOUT \n'b' Warp wyrms are smaller than most drakes, but no less vicious. Like cats or sadists, warp wyrms delight in playing with their victims before making the killing blow. Nothing gets a warp wyrm howling with laughter quite like leaping out of the Ethereal Plane to scare a victim or knocking prey through a dimensional portal toward its terrible demise. \n'b' Warp wyrms are small drakes capable of rapidly teleporting between the Ethereal and Material Planes, upon both of which they wreak incredible amounts of damage wherever they go. \n'b' Whereas most drake collectives are known as rampages, a gang of warp wyrms is called a chaos, and rightly so, for few groups of monsters exhibit as much wanton mayhem and destructive curiosity as these cruel dragons. Even when a warp wyrm lacks prey with which to play, it will undoubtedly stick its nose in all manner of nooks and crannies, uncovering things that should remain hidden, releasing things that should be contained, and breaking things that are impossible to fix.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Warrior of Rot \n'b' Medium humanoid (human), neutral evil \n'b' Armor Class 16 (half plate) Hit Points 54 (7d8 + 21) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 12 (+1) CON: 13 (+1) INT: 10 (+0) WIS: 16 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +2, Nature +3, Perception +5 Senses passive Perception 15 Languages Common, Druidic, and either Abyssal or Infernal Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spellcasting . The druid is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : druidcraft, produce flame , resistance \n'b' 1st level (4 slots) : entangle , longstrider , speak with animals , thunderwave \n'b' 2nd level (3 slots) : darkness , magic weapon \n'b' 3rd level (3 slots) : bestow curse , protection from energy \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The druid attacks twice with its greataxe. \n'b' Greataxe . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 7 (1d12 + 1) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Watch Owl \n'b' Tiny construct , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 10 (4d4) Speed 5 ft., fly 60 ft.\n'b' STATS STR: 3 (?4) DEX: 13 (+1) CON: 10 (+0) INT: 4 (-3) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +3 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 13 Languages understands one language (usually Common) but can\xe2\x80\x99t speak Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Flyby . The watch owl doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Immutable Form . The watch owl is immune to any spell or effect that would alter its form. \n'b' Innate Spellcasting (1/Day) . The watch owl can innately cast alarm , requiring no material components. Its innate spellcasting ability is Wisdom . \n'b' Keen Hearing and Sight . The watch owl has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. \n'b' Magic Resistance . The watch owl has advantage on saving throws against spells and other magical effects \n'b'\n'b' ACTIONS \n'b'\n'b' Talons . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Water Bug, Giant \n'b' Small beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 22 (5d6 + 5) Speed 20 ft., swim 40 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 12 (+1) INT: 1 (-5) WIS: 9 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1, Stealth +2 Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Hold Breath . The giant water bug can hold its breath for 15 minutes. \n'b' Spider Climb . The giant water bug can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage and the target must make a DC 11 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. \n'b' Reactions \n'b' Play Dead . When the giant water bug is reduced to 10 hit points or fewer, it can use its reaction to become prone and leak a blood-like fluid, appearing dead. A creature that sees this reaction can tell the giant water bug was not actually slain with a successful DC 12 Wisdom ( Insight ) check. If a creature believes the giant water bug is dead and ends its turn within 5 feet of the giant water bug, the bug can use this reaction to leap up and attack the creature. If it hits, the attack deals an extra 3 (1d6) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Maha \n'b' Family: Demons \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 15 \n'b' Hit Points 178 (21d8 + 84) \n'b' Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 21 (+5) CON: 18 (+4) INT: 7 (\xe2\x80\x932) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Dex +9, Con +8, Wis +7 \n'b' Damage Resistances fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities cold, poison \n'b' Condition Immunities poisoned \n'b' Senses truesight 120 ft., passive Perception 13 \n'b' Languages Abyssal, telepathy 120 ft. \n'b' Challenge 12 (8,400 XP) \n'b' Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Frozen Aura . When a creature enters a space within 30 feet of the maha or starts its turn there, that creature must succeed on a DC 17 Constitution saving throw or have its speed reduced by 10 feet until it starts its turn outside the aura. \n'b' Magic Resistance . The maha has advantage on saving throws against spells and other magical effects. \n'b' Snow Camouflage . The maha has advantage on Dexterity ( Stealth ) made to hide in snowy or icy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The maha makes three Claw attacks. If the maha hits one creature with two Claw attacks, the target must succeed on a DC 17 Wisdom saving throw or chuckle until the end of its next turn. While chuckling, a creature can\xe2\x80\x99t speak coherently, can\xe2\x80\x99t cast spells with verbal components, and has disadvantage on attack rolls with weapons that use Strength or Dexterity . \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 14 (3d6 + 4) piercing damage plus 9 (2d8) cold damage. \n'b' Deadly Laughter (Recharge 5\xe2\x80\x936) . The maha chuckles, giggles, and chortles at nearby creatures. Each creature within 30 feet of the maha must make a DC 17 Wisdom saving throw. On a failure, a creature takes 42 (12d6) psychic damage, drops whatever it is holding, and laughs for 1 minute. On a success, a creature takes half the damage and doesn\xe2\x80\x99t drop whatever it is holding or laugh. While laughing, a creature is incapacitated , can\xe2\x80\x99t speak coherently, and takes 7 (2d6) psychic damage at the start of each of its turns. A laughing creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature dies while laughing, its face turns pale blue and displays a wide grin. \n'b'\n'b' ABOUT \n'b' This emaciated creature with long, stringy black hair, milky white eyes, and pale blue skin squats in the snow. Its face is split in an almost too-wide grin. \n'b' Mahas are demons of the cold north, reveling in the snowy wastes but never far from civilization, which holds their preferred food source: humanoids. \n'b' Laughing Nightmares . Maha demons are always seen smiling, laughing, or giggling. They spread their malevolent hilarity wherever they go by tickling their victims with their claws, all the while tearing into flesh. The victims\xe2\x80\x99 bodies are said to retain that same grotesque and eternal smile on their cold and rigid faces. \n'b' Sustained by Torment . The ongoing torment mahas create sustains them. A maha will try to unsettle victims long before confronting them. By manipulating the environment and creating baffling and frightening conditions, the demon seeks to slowly build a feeling of terror. A maha often ambushes single travelers or picks off stragglers, separating them from their companions and building terror on multiple fronts. \n'b' Not so Bright . According to legends, maha demons are not terribly intelligent. Stories abound of travelers escaping mahas by tricking the demons into following false footsteps in the snow, attacking cloaked snow sculptures, or ambushing an empty campsite. Such deceptions often result in the loss of equipment or a reliable pack mule, but it is preferable to contending with the maha directly.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Water Elemental, Greater \n'b' Large elemental , neutral \n'b' Armor Class 15 Hit Points 161 (17d10 + 68) Speed 30 ft., swim 90 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 18 (+4) INT: 5 (-3) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances Acid; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft.; passive Perception 10 Languages Aquan Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Water Form . The elemental can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. \n'b' Freeze . If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. \n'b' Actions \n'b' Multiattack . The elemental makes two slam attacks or one deluge and one slam or whelm attack . \n'b' Deluge . Each creature in a 30-foot cone must make a DC 15 Dexterity saving throw. A creature takes 6 (2d6) bludgeoning damage on a failed save and is pushed backwards 10 feet. On a successful save, a creature instead takes half half damage and is not pushed back. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b' Whelm (Recharge 3-6) . Each creature in the elemental\xe2\x80\x99s space must make a DC 16 Strength saving throw. On a failure, a target takes 14 (2d8 + 5) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 15). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental\xe2\x80\x99s space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental\xe2\x80\x99s turns, each target grappled by it takes 14 (2d8 + 5) bludgeoning damage. A creature within 5 feet of the elemental can use its action to pull a creature or object free by succeeding on a DC 15 Strength (athletics) check.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Water Elementalist \n'b' Medium humanoid , any \n'b' Armor Class 17 (water shields) Hit Points 97 (13d8 + 39) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 13 (+1) DEX: 17 (+3) CON: 16 (+3) INT: 15 (+2) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Int +6 Skills Arcana +6, Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages Aquan, Common Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The elementalist can breathe air and water. \n'b' Elemental Conduit . Whenever the elementalist takes an action, it may take that action as if it were in the space of a willing elemental creature of the elementalist\xe2\x80\x99s choice. To do so, the elementalist must be within 60 feet of the chosen elemental and be able to see it, and the chosen elemental must be native to the water plane. \n'b' Liquid Form . Whenever the elementalist is dealt bludgeoning, piercing, or slashing damage, unless it\xe2\x80\x99s incapacitated , its body instinctively becomes like water, granting it resistance to bludgeoning, piercing, and slashing damage until the start of its next turn (including against the triggering source). \n'b' Water Walk . The elementalist can walk across any liquid surface\xe2\x80\x94such as water, acid, mud, snow, quicksand, or lava\xe2\x80\x94as if it were harmless solid ground. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elementalist uses Geyser, which it can replace with a use of Forceful Wave or Spellcasting. It then makes two Water Jet attacks. \n'b' Water Jet . Melee Weapon Attack : +7 to hit, reach 15 ft., one target. Hit : 17 (5d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be blinded until the start of the elementalist\xe2\x80\x99s next turn. \n'b' Geyser . The elementalist causes a geyser of water to shoot up into the air at a point that it can see within 60 feet of it. Until the start of the elementalist\xe2\x80\x99s next turn, a 10-foot-radius, 30-foot-high cylinder of water shoots into the air there. When the cylinder appears, each creature in it must make a DC 15 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cylinder. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failure, a creature is pushed into the nearest unoccupied space at the top of the cylinder and is held aloft there until the effect ends. While held aloft by the cylinder, a creature is restrained . When the effect ends, the cylinder of water vanishes and any creature held aloft by it falls. \n'b' Forceful Wave (Recharge 4-6) . The elementalist sends out a wave of water in a 30-foot-line line that\xe2\x80\x99s up to 20 feet wide. Each creature caught in the area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 19 (3d12) bludgeoning damage, is pushed 15 feet in a straight line away from the elementalist, and is knocked prone . On a success, a creature takes half as much damage and suffers no further effect. \n'b' Spellcasting . The elementalist casts one of the following spells, using Constitution as the spellcasting ability (spell save DC 15):\n'b'\n'b'\n'b' At will : create or destroy water \n'b' 3/day : control water'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Water Horse \n'b' The beautiful horse twitches slightly before it changes into a humanoid creature with a horse\xe2\x80\x99s head. Its beauty is transfixing despite the razor-sharp teeth. \n'b' Medium fey (shapechanger), neutral evil \n'b' Armor Class 12 in humanoid form, 14 (natural armor) in horse or hybrid form Hit Points 77 (14d8 + 14) Speed 30 ft. (60 ft. in horse form), swim 60 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 13 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Persuasion +4 Senses darkvision 60 ft., passive Perception 11 Languages Common, Sylvan Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Amphibious . The water horse can breathe air and water. \n'b' Shapechanger . The water horse can use its action to polymorph into a Medium humanoid, a horse, or its true horse-humanoid hybrid form. Its statistics, other than its size, speed, and AC, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Actions \n'b' Multiattack . The water horse can use its Charming Gaze. In horse form, it then makes two bite attacks. In humanoid form, it then makes two longsword attacks. In hybrid form, it then makes two attacks: one with its bite and one with its longsword. \n'b' Bite (Hybrid or Horse Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage. \n'b' Longsword (Humanoid or Hybrid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. \n'b' Longbow (Humanoid or Hybrid Form Only) . Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Charming Gaze . The water horse targets one creature it can see within 30 feet of it. The target must succeed on a DC 12 Charisma saving throw or be charmed for 1 minute. While charmed , the target is incapacitated and can only move toward the water horse. 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 has advantage on the saving throw if it has taken damage since the end of its last turn. If the target successfully saves or if the effect ends for it, the target is immune to this water horse\xe2\x80\x99s Charming Gaze for the next 24 hours. \n'b' About \n'b' A Dark Beast of Legend . The water horse often crosses to the mortal world via water bridges. A horse-headed humanoid in its natural form, the water horse can also appear as a fetching humanoid or a beautiful riding horse. \n'b' An Aquatic Danger . While not a mindless killer, the water horse, also known as the each-uisge, has a taste for human flesh, and those who dwell in the mortal world eat well. They live on the shores of seas or lakes, often posing as fisher-folk or sailors to blend in with the local population. They use their charms and guile to draw victims back to their lair to feast. Water horses are particularly dangerous when a mated pair have young that need to be fed. While water horses create homes at the edge of the water, most have a secret lair beneath the surface.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Water Hound \n'b'\n'b' Small elemental , neutral \n'b' Armor Class 13 (natural armor) Hit Points 50 (9d6 + 18) Speed 30 ft., swim 60 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 15 (+2) INT: 4 (-3) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Resistances piercing and slashing from nonmagical weapons Damage Immunities cold, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 12 Languages Aquan Challenge 2 (450 XP) \n'b' Special Traits \n'b' Water Form . The elemental can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft.; one target. Hit : 10 (2d6 + 3) piercing damage plus 7 (2d6) cold damage. \n'b' Water Wave (Recharge 5-6) . The water hound exhales a wave of water in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) cold damage and binge knocked prone on a failed save, or half as much damage and avoiding being knocked prone on a successful one.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animal, Raven \n'b' Family: Bird \n'b' Tiny beast , unaligned \n'b' Armor Class 12 Hit Points 1 (1d4 \xe2\x80\x93 1) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 2 (-4) DEX: 14 (+2) CON: 8 (-1) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' Special Traits \n'b' Mimicry. The raven 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' Beak : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b' About \n'b' The raven is an omnivorous scavenger that eats carrion, insects, food waste, berries, and even small animals.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Water Leaper \n'b' Large monstrosity , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 97 (13d10 + 26) Speed 5 ft., fly 50 ft., swim 40 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 15 (+2) INT: 4 (-3) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x94 Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The water leaper can breathe air and water. \n'b' Underwater Camouflage . The water leaper has advantage on Dexterity (Stealth) checks made while underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The water leaper makes one Bite attack and one Stinger attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained , and the water leaper can\xe2\x80\x99t Bite another target. \n'b'\n'b' ABOUT \n'b' The frogheaded, legless creature with wide, batlike wings opens its gaping maw and shrieks. Its long, sinuous tail whips around it, tipped in a barb dripping with poison. \n'b' Gliding Wings . The creature has no legs or arms, but it sports a pair of wide, membranous wings. It uses its wings to glide beneath the water and to soar through the air. \n'b' Scourge of Waterways . Water leapers plague fresh lakes and rivers. They prey on animals that come to the water\xe2\x80\x99s edge to drink, as well as on fishermen that ply their trade in the water leaper\xe2\x80\x99s territory. Stories circulate among fishers of waterways known for broken lines and missing bait. Fishers give these areas a wide berth for fear of water leapers. Desperate or unwary fishers who ignore the warnings are never seen again; drifting, empty boats are the signs of their passing. \n'b' Stinger . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature takes 5 (2d4) poison damage at the start of each of its turns. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Swallow . The water leaper makes a Bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained , it has total cover against attacks and other effects outside the water leaper, and it takes 7 (2d6) acid damage at the start of each of the water leaper\xe2\x80\x99s turns. The water leaper can have only one creature swallowed at a time. If the water leaper takes 15 damage or more on a single turn from the swallowed creature, the leaper must succeed on a DC 12 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the leaper. If the leaper dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Water Scorpion, Giant \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 93 (11d10 + 33) Speed 20 ft., swim 30 ft.\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 16 (+3) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Senses darkvision 60 ft., blindsight 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The scorpion can hold its breath for 1 hour. If it is within 15 feet of the water\xe2\x80\x99s surface, it can use its tail as a breathing tube and doesn\xe2\x80\x99t need to hold its breath. \n'b' Poison Injection . When the scorpion hits with a proboscis attack against a grappled , paralyzed , restrained , or stunned creature, it deals an extra 10 (3d6) poison damage. \n'b' Underwater Camouflage . The scorpion has advantage on Dexterity ( Stealth ) checks made to hide while underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The giant water scorpion makes two claw attacks. If it is grappling a creature, it can use its proboscis once. \n'b' Proboscis . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) piercing 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. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 6 (1d6 + 3) piercing damage. The target is grappled (escape DC 13) if it is a Medium or smaller creature and the scorpion doesn\xe2\x80\x99t have another creature grappled . \n'b'\n'b' ABOUT \n'b' A common threat in canals, lagoons, bayous, and countless other bodies of water, the giant water scorpion is responsible for the deaths of many adventurers exploring waterways. Like most aquatic monsters, giant water scorpions are seldom at the top of the food chain in their native environment, and black dragons in particular enjoy snacking on them. Swamp and water-dwelling humanoids like lizardfolk have been known to use the giant water scorpion\xe2\x80\x99s carapace to create shields or coverings for their tents. The creature\xe2\x80\x99s long tail acts as a breathing tube for it, which is often harvested and used by intrepid explorers and inventors in the creation of diving bells and other apparatuses for traversing the stygian depths.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Water Skate, Spurred \n'b' Large beast , unaligned \n'b' Armor Class 13 \n'b' Hit Points 60 (8d10 + 16) \n'b' Speed 40 ft. (30 ft. on the surface of a liquid)\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 15 (+2) INT: 3 (\xe2\x80\x934) WIS: 10 (+0) CHA: 6 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Water Walker . The spurred water skate can move across the surface of water as if it were harmless, solid ground. This trait works like the water walk spell. \n'b'\n'b' ACTIONS \n'b'\n'b' Stabbing Forelimbs . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 10 (2d6 + 3) piercing damage. The target is grappled (escape DC 12) if it is a Medium or smaller creature and the skate doesn\xe2\x80\x99t have two other creatures grappled . Until this grapple ends, the target is restrained . If the target is in a liquid, the skate can hold it under the surface, and the target risks suffocating. \n'b'\n'b' ABOUT \n'b' The spurred water skate is a diurnal carnivore. It has weak mandibles, but the adaptations enabling it to move on the water make it a powerful hunter. The distribution of the spurred water skate\xe2\x80\x99s weight, along with leg bristles that create and hold air bubbles at the surface, allow it to stand on top of even moderately choppy water and move without sinking. The insect\xe2\x80\x99s sharp forelimbs are powerful enough to kill weaker prey outright, but it prefers to use its limbs to grasp targets and submerge them until they drown. \n'b' Because spurred water skates move effortlessly across wet surfaces, they are desirable mounts in the swamps and marshes they inhabit. Cueyatl (Creature Codex, p. 68) and smaller lizardfolk train and ride the insects.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Water Weird \n'b' Large elemental , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 90 (12d10 + 24) Speed 30 ft., swim 90 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 14 (+2) INT: 11 (+0) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +6 Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , poisoned , restrained , prone , unconscious Senses darkvision 60 ft., passive Perception 16 Languages Aquan Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Ambusher . In the first round of a combat, the water weird has advantage on attack rolls against any creature it has surprised. \n'b' Surprise Attack . If the water weird surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 14 (4d6) damage from the attack . \n'b' Water Invisibility . The water weird is completely invisible while fully submerged in water. \n'b' Water Bound . If the pool to which it is bound is destroyed, or the water weird leaves the pool, it dies. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The water weird makes two attacks: one slam attack and one to constrict. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. \n'b' Constrict . Melee Weapon Attack : +5 to hit, reach 15 ft., one target. Hit : 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 14) and pulled 10 feet toward the water weird. Until this grapple ends, the target is restrained , the water weird tries to drown it, and the water weird can\xc2\x92t constrict another target.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Waterkledde \n'b' Large fiend , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 123 (13d10 + 52) Speed 40 ft., fly 40 ft., swim 40 ft.\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 18 (+4) 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 Cha +5 Skills Athletics +7, Deception +5, Stealth +5 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The waterkledde can hold its breath for 15 minutes. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The waterkledde makes one Bite attack and two Claw attacks. If it hits one Medium or smaller creature with both Claw attacks, the waterkledde latches onto the creature with its Beak, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained , the waterkledde can automatically hit the target with its Beak, and the waterkledde can\xe2\x80\x99t make Beak attacks against other targets. \n'b' Beak . 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' Frightening Call (Recharge 5\xe2\x80\x936) . The waterkledde screeches \xe2\x80\x9cKludde! Kledde! Kleure!\xe2\x80\x9d in a 30-foot cone. Each creature in that area must make a DC 15 Wisdom saving throw. On a failure, a creature takes 22 (5d8) psychic damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t frightened . 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' Change Shape . The waterkledde magically transforms into a Small or Medium Beast, or back into its true, fiendish form. Without wings, it loses its flying speed. Its statistics, other than its size and speed, are the same in each form. No matter the form, its eyes are always an unnatural green. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Supernatural Speed . The waterkledde takes the Dash or Disengage action. The gentle kitten sitting by the riverbank mewls softly. Suddenly, it pounces, transforming into a wolfish, winged horror with eyes that smolder a supernatural green. The waterkledde is a fiendish shape-shifter that preys upon travelers after sunset. While it can assume the form of nearly any beast, its true form is a winged black wolf with the hindquarters of a horse and a sharp beak within a wolfish snout. The waterkledde often makes its lair by bodies of water and herds its prey there to drown it before tearing it apart. \n'b'\n'b' ABOUT \n'b'\n'b' Insidious Tormentor . The waterkledde delights in causing suffering before claiming the lives of its prey. It can speak the common tongues of man and often likes to hound its prey from a distance, calling out \xe2\x80\x9cKludde! Kledde! Kleure!\xe2\x80\x9d to confuse, startle, and terrify them. After harrying prey, it assumes a shape such as a lonely horse or eager mutt, which approach and attack without arousing suspicion. \n'b' Stuff of Superstition . Warnings about the waterkledde are many and meant safeguard the kind and naive. Locals warn travelers not to pick up stray animals; if they carry a waterkledde it might transform into something large enough to crush the kindly carrier. They advise travelers to drop a handkerchief if they are being chased by the waterkledde, insisting the travelers will be safe because the creature must stop and tear apart the handkerchief before resuming pursuit. When adventurers arrive to rid an area of a waterkledde, locals often attempt to stop them, insisting seven more will arise to take its place if it is killed outside its watery lair.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Malakbel \n'b' Family: Demons \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 102 (12d8 + 48) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 17 (+3) CON: 19 (+4) INT: 13 (+1) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Wis +7 Skills Perception +7 Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, radiant, poison Condition Immunities blinded , poisoned Senses truesight 30 ft., passive Perception 17 Languages Abyssal, telepathy 120 ft. Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Blistering Radiance . The malakbel sheds searing, bright light in a 30-foot radius and dim light for an additional 30 feet. At the start of each of the malakbel\xe2\x80\x99s turns, each creature in the bright light shed by the malakbel takes 11 (2d10) radiant damage. If any of the bright light overlaps with an area of darkness created by a spell of 3rd level or lower, the spell creating the darkness is dispelled. \n'b' Distortion . Ranged attacks against the malakbel are made with disadvantage. \n'b' Magic Resistance . The malakbel has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The malakbel makes two Scorching Blast attacks. \n'b' Scorching Blast . Melee or Ranged Spell Attack : +9 to hit, reach 5 ft. or range 120 ft., one target. Hit : 18 (3d8 + 5) fire damage. \n'b' Searing Flare (Recharge 5\xe2\x80\x936) . The malakbel intensifies the heat and light it sheds to withering levels. Each creature in the bright light shed by the malakbel\xe2\x80\x99s Blistering Radiance trait must make a DC 16 Constitution saving throw. On a failure, a creature takes 13 (3d8) fire damage and 22 (4d10) radiant damage and suffers one level of exhaustion . On a success, a creature takes half the damage and doesn\xe2\x80\x99t suffer exhaustion . \n'b' Teleport . The malakbel magically teleports, along with any equipment it is wearing or carrying, up to 100 feet to an unoccupied space it can see. \n'b'\n'b' ABOUT \n'b' Within a blinding wave of heat and glare walks a long-limbed, misshapen form. The creature scorches everything in its path as it strides forward. \n'b' What most people recall most vividly from an encounter with a malakbel is the blinding light and blistering heat surrounding it. Rippling distortion obscures the creature\xe2\x80\x99s body, which is roughly the size and shape of an adult human. \n'b' Demonic Messengers . Malakbel demons are contradictory creatures. They are both messengers and destroyers who carry the words of demon lords or even dark gods to the mortal realm. Paradoxically, once their message is delivered, they often leave none of its hearers alive to spread the tale. \n'b' Where Virtue Cannot Look . The malakbel is the embodiment of all that is forbidden and destructive.\xc2\xa0Despite its vital role as a messenger, its destructive nature always comes to the fore. A malakbel descends upon settlements and travelers with the merciless and relentless onslaught of the raging sun, burning all it sees to cinders before vanishing like heat shimmers at dusk.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wave Horse \n'b' Large elemental , neutral \n'b' Armor Class 15 (natural) Hit Points 84 (8d10+40) Speed 70 ft., swim 70 ft.\n'b' STATS STR: 22 (+6) DEX: 16 (+3) CON: 20 (+5) INT: 8 (-1) WIS: 10 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid; bludgeoning, piercing, and slashing damage from non-magical weapons \n'b' Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Aquan Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Water Form . A wave horse can move through a hostile creature\xe2\x80\x99s space. It can move through a space as narrow as 1 inch wide without squeezing. When swimming below the surface of the water, a water horse has advantage on Dexterity ( Stealth ) checks. \n'b' Water Walking . Wave horses may move at full speed across the surface of any body of water without sinking. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . A wave horse may attack twice, once with its bite and once with its hooves. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 10 (1d6+6) piercing damage. \n'b' Hooves . Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 15 (2d8+6) bludgeoning damage. \n'b' Running Wave . When taking the Dash action across the surface of a body of water, a wave horse causes a 5 ft. high wave to form behind it. Any creature that the water horse passes within 5 ft. of on its turn must succeed on a DC 15 Strength save or take 12 (2d10) bludgeoning damage and be sucked up to 10 ft. below the surface. Two or more wave horses that start their turn adjacent to one another may choose to act on the same Initiative count and take the Dash action simultaneously. If they do, and remain within 5ft. of one another during their move, the save DC increases by 1 and the damage increases by 12 (2d10) for each wave horse involved. In addition, the height of the wave and depth that targets are pulled below the surface increase by 5 ft. for each wave horse involved. \n'b'\n'b' ABOUT \n'b' A stallion made of water gallops over the sea. The light of the moon shines silver through the creature\xe2\x80\x99s translucent body. A wave rises in its wake, rushing in your direction. \n'b' Wave horses are passionate fighters, striking with their hooves and biting. They use the waves they create to swamp foes, and herds can capsize even the largest ships when their ire is raised. \n'b' Wave horses are magnificent elemental creatures that live on the surface of great waterways. They are proud creatures, and they do not suffer threats to their herd lightly. They typically ignore other creatures unless they are disturbed, and then they flee or attack viciously, depending on the nature of their foe. They often run for sheer pleasure across the water during storms, and witnessing the galloping herds amid crashing waves and flashing lightning is viewed as an ill omen by many sailors. \n'b' Although fierce, wave horses are also fair. Some stories describe them rescuing shipwrecked sailors and becoming the mounts of legendary heroes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wave Rider \n'b' Medium fey , neutral evil \n'b' Armor Class 13 Hit Points 52 (8d8 + 16) Speed 40 ft., swim 40 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 11 (+0) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5, Survival +4 Senses darkvision 60 ft., passive Perception 14 Languages Aquan, Common Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The wave rider can breathe air and water. \n'b' Brave . The wave rider has advantage on saving throws against being frightened . \n'b' Innate Spellcasting . The wave rider\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 12, +4 to spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect magic , water walk (surfing the waves) \n'b' 1/day each : conjure elemental (water elemental ), control water \n'b'\n'b' Magic Resistance . The wave rider has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The wave rider makes two melee attacks or one ranged attack . \n'b' Unarmed . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage. \n'b' Water Jet . Ranged Weapon Attack : +5 to hit, range 30/80 ft., one target. Hit : 10 (2d6 + 3) force damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Water Shield . The waver rider adds 2 to its AC against one melee or ranged attack that would hit it by creating a water shield. \n'b'\n'b' ABOUT \n'b' A ship\xe2\x80\x99s crew watches the waves crash against the side of their vessel. The sea is rough and the hatches are battened down. All of a sudden one of the men sees something in a white swell. A humanoid creature is surfing on the waves.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Waxwork Wyvern \n'b' Large construct , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 110 (13d10 + 39) Speed 20 ft., fly 80 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 5 (-3) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Vulnerabilities fire Damage Immunities lightning, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x94 Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the waxwork wyvern remains motionless, it is indistinguishable from an inanimate statue. \n'b' Immutable Form . The waxwork wyvern is immune to any spell or effect that would alter its form. \n'b' Waxen Regeneration . The waxwork wyvern regains 10 hit points at the start of its turn. If the waxwork wyvern takes fire damage, this trait doesn\xe2\x80\x99t function at the start of the waxwork wyvern\xe2\x80\x99s next turn. The waxwork wyvern dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The waxwork wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack . \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one creature. Hit : 11 (2d6 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b' Stinger . Melee Weapon Attack : +7 to hit, reach 10 ft., one creature. Hit : 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wazk \n'b' Small monstrosity , chaotic neutral \n'b' Armor Class 12 Hit Points 13 (3d6+3) Speed 25 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 13 (+1) INT: 7 (-2) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages Common Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Screech . When a wazk screeches, all creatures within 30 ft. must make a successful Charisma check (DC 13) or suffer a -1 to hit and -1 to damage for 1d4 rounds. The screech does not actually come from the creature\xe2\x80\x99s mouth, or throat, but rather through air channeled through the hair on the creature\xe2\x80\x99s back; the hair follicles are hollow and emit the air as a high-pitched screeching sound not dissimilar from a cat\xe2\x80\x99s howling in pain. \n'b' Summon Rats . As an action, the wazk can attempt to summon rats to help protect it. The creature has a 30% chance of success, calling 2d4 rats to its aid if it succeeds. A group of 5 or more wazk can attempt to summon as a group. If they succeed, they summon one swarm of rats to aid them. Once used, this ability cannot be used again until the creature completes a long rest. \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. \n'b'\n'b' ABOUT \n'b' Wazks are strange, ugly creatures, being rejected creations of dark wizards, thrown to the wild to fend for themselves. They are hairless, save for a large splotch of curly coarse black hair on their backs. They have an extreme hunchback, so they only stand about one foot off the ground. They have a flopping tail that looks more like a fleshy fin than a tail. Their hind legs are huge, while their front legs are short and scrawny. They hop about much like a kangaroo. They have long necks and beady black eyes. Their face resembles a horse, with a rat\xe2\x80\x99s nose and mouth, and small round ears. \n'b' Pack Beasts . They travel in packs, dominated by the strongest. They breed asexually, spawning about once every few months so that even a lone wazk can multiply into a pack fairly quickly. The young are small, but fully developed and grow to maturity in a matter of weeks. Large packs are uncommon but occasionally very powerful wazk are able to keep them together. \n'b' Ravenous . These creatures have no purpose but to feed, though they never gain weight by doing so, nor starve when they fail to. They are very aggressive with food sources, though as equally distracted by bait. \n'b' Defensive . Wazks only fight if they feel that they are in danger. Since they are so slow, they constantly have to fight to defend themselves. In battle, the scalp-lock on their back rises on end and the beast opens its fang-filled mouth to \xe2\x80\x9cscreech\xe2\x80\x9d before charging into battle. Once in battle, they fight until they are dead. If their situation looks grim, they attempt to call rats to their aid.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Weasel, Albino Death \n'b' This massive pale weasel moves with lightning speed. Its white fur is stained red with the crusty remains of its latest meal. \n'b' Large beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 45 (6d10 + 12) Speed 50 ft., burrow 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 15 (+2) INT: 4 (-3) WIS: 15 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4 Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Keen Hearing and Smell . The weasel has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Pounce . If the weasel moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone . If the target is prone , the weasel can make one bite attack against it as a bonus action . \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage. The target is also grappled (escape DC 13) if it is a Medium or smaller creature and the albino weasel isn\xe2\x80\x99t already grappling a creature. Until this grapple ends, the target is restrained and the albino death weasel can\xe2\x80\x99t claw another target. \n'b' Musk Spray (Recharge 5-6) . The weasel unleashes a spray of foul musk in a 20-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' About \n'b' Albino death weasels are ravenous hunters that spend every waking hour in search of food. Farming communities keep watchful eyes out for the signs of albino death weasel dens, since even large livestock, as well as the farmers themselves, are fair game to the creatures. Humanoids that inhabit forests and badlands, in particular, live in fear of albino death weasels. \n'b' Hunting Beasts . Albino death weasels often serve as scenting and hunting beasts for ogres, hill giants, dark folk, vampires , and creatures of the Plane of Shadow. These trained weasels respond to voice commands and often wear a decorative collar or a distinctive earring. \n'b' Foiling Invisible Intruders . Their combination of sharp hearing and their ability to detect prey by scent is believed to make them effective in sniffing out invisible intruders. Some wizards and druids rely on the weasels for precisely this reason. \n'b' Alternate Traits and Actions \n'b' The following changes allow GMs to alter an albino death weasel without modifying its challenge rating. \n'b' Albino Camouflage . The albino death weasel is naturally camouflaged in areas with white backgrounds, such as snow-covered landscapes or against buildings painted white. While it is camouflaged in this way, it has advantage on Stealth checks and can hide from creatures that can see it clearly. The albino death weasel loses its proficiency bonus on Dexterity ( Stealth ) checks. \n'b' Blood Drain . Melee Weapon Attack : +5 to hit, reach 5 ft. one target. Hit : 8 (2d4 + 3) piercing damage. The target is also grappled (escape DC 13) if it is a Medium or smaller creature and the albino weasel isn\xe2\x80\x99t already grappling a creature. Until this grapple ends, the target is restrained , the weasel can\xe2\x80\x99t bite another target, and at the start of each of the weasel\xe2\x80\x99s turns, the target loses 8 (2d4 + 3) hit points due to blood loss. The albino death weasel loses its bite and claw attacks. \n'b' Blood Frenzy . The albino death weasel has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hit points . The albino death weasel only has keen smell and no longer has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Swimming Death Weasel . The albino death weasel was reared in a more aquatic environment. It gains a swim speed of 30 feet. The albino death weasel loses its burrow speed. \n'b' Weasel War Dance . The albino death weasel makes two attacks: one with its bite and one with its claw. If the weasel reduces its walking speed to 40 feet, it has advantage on an attack against a creature if it moves at least 5 feet before attacking it. If it splits its attacks, it must move an additional 5 feet to gain advantage on the second attack . The albino death weasel loses its pounce trait.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animal, Vulture \n'b' Family: Bird \n'b' Medium beast , unaligned \n'b' Armor Class 10 Hit Points 5 (1d8 + 1) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 7 (-2) DEX: 10 (+0) CON: 13 (+1) INT: 2 (-4) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' Special Traits \n'b' Keen Sight and Smell : The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. \n'b' Pack Tactics : The vulture has advantage on an attack roll against a creature if at least one of the vulture\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 : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) piercing damage. \n'b' About \n'b' This dark-feathered vulture has a bald neck and head, and its long, hooked beak is caked with carrion.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Web Reaver \n'b' Gargantuan monstrosity (titanspawn), chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 310 (20d20 + 100) Speed 50 ft., climb 50 ft.\n'b' STATS STR: 25 (+7) DEX: 11 (+0) CON: 20 (+5) INT: 4 (-3) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Wisdom +7, Charisma +9 Skills Perception +7, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities paralyzed , petrified , poisoned , unconscious Senses blindsight 60 ft., darkvision 120 ft.; passive Perception 17 Languages Titan Speech (can\xe2\x80\x99t speak) Challenge 19 (22,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/Day) . If the web reaver fails a saving throw, it can choose to succeed instead. \n'b' Spider Climb . The web reaver can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Web Sense . While in contact with a web, the web reaver knows the exact location of any other creature in contact with the same web . \n'b' Web Walker . The web reaver ignores movement restrictions caused by webbing. \n'b' Actions \n'b' Multiattack . The web reaver can use its Frightful Presence. It then makes one bite attack and one slam attack . \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 18 (2d10 + 7) piercing damage, and the target must make a DC 20 Constitution saving throw, taking 27 (6d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points , the target is stable but poisoned for 1 hour, even after regaining hit points , and is paralyzed while poisoned in this way. \n'b' Slam . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 20 (3d8 + 7) bludgeoning damage, and the target must make a DC 20 Strength saving throw or be pushed 10 feet away from the web reaver and knocked prone . \n'b' Barbed Hairs . Ranged Weapon Attack : +13 to hit, range 30/120 ft., one target. Hit : 24 (5d6 + 7) piercing damage. \n'b' Web (Recharge 5-6) . Ranged Weapon Attack : +13 to hit, range 30/120 ft., one target. Hit : The target is restrained by webbing. As an action, the restrained target can make a DC 20 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 30; vulnerability to fire damage; resistance to cold, force, and piercing damage; and immunity to bludgeoning, poison, and psychic damage). \n'b' Frightful Presence . Each creature of the web reaver\xe2\x80\x99s choice that is within 120 feet of the web reaver and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the web reaver\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Legendary Actions \n'b' The web reaver can take 3 legendary actions , choosing from the options below. It can use only one legendary action option at a time, and only at the end of another creature\xe2\x80\x99s turn. The web reaver regains spent legendary actions at the start of its turn. \n'b' Detect . The web reaver makes a Wisdom ( Perception ) check. \n'b' Slam Attack . The web reaver makes a slam attack . \n'b' Crush (2 Actions) . The web reaver moves up to its speed. While doing so, it can enter Large or smaller creatures\xe2\x80\x99 spaces. Whenever the web reaver enters a creature\xe2\x80\x99s space, the creature must make a DC 20 Dexterity saving throw. On a successful save, the creature can choose to be pushed back or to the side, into a space of its choice within 5 feet of the web reaver. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the web reaver enters the creature\xe2\x80\x99s space. The creature takes 14 (2d6 + 7) bludgeoning damage and is knocked prone . If the web reaver does not leave the prone creature\xe2\x80\x99s space, the creature is restrained and takes 14 (2d6 + 7) bludgeoning damage at the start of each of the web reaver\xe2\x80\x99s turns. Once the web reaver moves out of the creature\xe2\x80\x99s space, the creature is no longer restrained . A restrained creature can try to escape by taking an action to make a DC 20 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the web reaver. \n'b' About \n'b' A reaver appears at first glance to be an impossibly large spider; the first time it roars, however, it is revealed as one of the ancient servants of the titans: a twisted, deformed creature, a haphazard mix of fur, shell, fang, and squirming guts, with no purpose but to terrify, devour, and destroy. \n'b' Deadly Stillness . One would think such an enormous creature would be unable to catch prey at unawares, but a web reaver often surprises its opponents by remaining quite still, its legs and bristly hairs blending in with the trees and fernlike foliage around it. Most victims are destroyed almost incidentally as they are swept up in the reaver\xe2\x80\x99s swath of destruction. \n'b' Webs and Spines and Dripping Fangs . If it is attacked by a lone assailant, a reaver responds by webbing its attacker and then biting the opponent to apply its paralytic poison. It hurls webs or spike-like hairs at attackers too far away for it to reach immediately with its bite. Against a small number of nearby targets that are close together, the reaver prefers to use its crush attack, pinning them, and then shifts around in subsequent rounds to bite them one at a time. \n'b' Lair \n'b' Fortunately, these creatures are very rare, and such a beast has not been reported for some years. Unfortunately, that means few might be prepared for one to appear. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the web reaver takes a lair action to cause one of the following effects: \n'b' Dense webs fill a 20-foot-radius sphere centered on a point the web reaver can see within 120 feet. This effect otherwise functions as the web spell (save DC 17), save that the web reaver does not need to concentrate to maintain the webs. The webs last for 1 hour or until the web reaver uses this lair action again or is destroyed. \n'b' The web reaver creates an opaque wall of webbing between any two solid surfaces it can see within 120 feet of it. The wall can be up to 50 feet long, 20 feet high, and 1 foot thick. When the wall appears, any creature in its area must make a DC 17 Dexterity save or be restrained , as if by a web spell. Each 10-foot section of wall has AC 10; hp 30; vulnerability to fire damage; resistance to cold, force, and piercing damage; and immunity to bludgeoning, poison, and psychic damage. \n'b' Until initiative count 20 on the next round, any non-spider creature that tries to cast a spell using a spell slot of 6th level or higher inside the lair is afflicted by poison. The creature must make a DC 14 Constitution saving throw. On a failed save, the caster takes 1d8 poison damage per level of the spell slot used to cast the spell, and the spell has no effect and the spell slot is lost. On a successful save, the spellcaster takes half damage and casts the spell normally. \n'b' Regional Effects \n'b' The region surrounding a web reaver\xe2\x80\x99s lair is warped by its magic in the following ways: \n'b' The land within 3 miles of the lair is thick with spider webs, making the entire region both difficult terrain and lightly obscured . \n'b' While they are within 1 mile of the lair, non-spider creatures that are normally immune to poison damage instead merely have resistance to poison, and those with resistance to poison lose that resistance. \n'b' If the web reaver is destroyed, the suppression of poison resistance and poison immunity fades immediately. The webs don\xe2\x80\x99t disappear, but they gradually thin out over 1d6 days so that the region is no longer difficult terrain or lightly obscured .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Webtouched Lizardfolk \n'b' Medium humanoid ( lizardfolk ), neutral evil \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 82 (11d8 + 33) \n'b' Speed 30 ft., climb 30 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 16 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Wis +5 \n'b' Skills Perception +8, Stealth +6 \n'b' Damage Immunities poison \n'b' Condition Immunities poisoned \n'b' Senses darkvision 60 ft., passive Perception 18 \n'b' Languages Draconic \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The lizardfolk can hold its breath for 15 minutes. \n'b' Sticky Skin . When a creature hits the lizardfolk with a melee weapon attack for the first time on a turn, the attacker must succeed on a DC 14 Strength saving throw or their weapon adheres to the lizardfolk . If the creature doesn\xe2\x80\x99t let go of the weapon (or if they attacked with an unarmed strike or natural weapon), they are considered grappled by the lizardfolk . A creature can repeat this saving throw in place of one attack on its turn, freeing its weapon on a success. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lizardfolk makes two Greataxe attacks. \n'b' Blastspore . Ranged Weapon Attack : +8 to hit, range 30 ft., one target. Hit : 17 (5d6) force damage and the target is blinded and deafened until the end of its next turn. \n'b' Chomp . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) piercing damage. \n'b' Greataxe . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (1d12 + 5) slashing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Seize the Prey . As a reaction when a creature within 5 feet of the lizardfolk moves out of its reach, it can make a Chomp attack . If this attack hits, the creature\xe2\x80\x99s speed is reduced to 0 for the rest of the turn, and the creature is pulled up to 5 feet into an unoccupied space within 5 feet of the lizardfolk .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Beach Weird \n'b' Family: Weird \n'b' Large elemental , neutral \n'b' Armor Class 14 (natural armor) Hit Points 65 (10d10 + 10) Speed 20 ft., swim 40 ft.\n'b' STATS STR: 17 (+3) DEX: 13 (+1) CON: 13 (+1) INT: 13 (+1) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses blindsight 30 ft., passive Perception 12 Languages Aquan Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Elemental Nature . The beach weird doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Invisible in Water . The beach weird is invisible while fully immersed in water. \n'b' Swim in Sand . The beach weird can burrow through sand at half its swimming speed. The beach weird can\xe2\x80\x99t make attacks while immersed in sand. \n'b' Tidepool Bound . The beach weird dies if it moves more than 100 feet from the tide pools to which it is bound or if those tide pools remain waterless for more than 24 hours. \n'b'\n'b' ABOUT \n'b' Churning water in the shape of an eel erupts from the beach sand, its body containing strands of seaweed and kelp, chunks of driftwood, and copious amounts of sand. Its looming form weaves back and forth like a snake ready to strike at its prey. \n'b' Beach weirds are the elemental guardians of beaches, lagoons, and coves. They are sometimes set to their task by celestial or fiendish powers or summoned by spellcasters of sufficient power and need who want to protect a piece of the shoreline. \n'b' Dauntless Defenders . A beach weird doesn\xe2\x80\x99t strike at creatures simply because they are moving along the shoreline it is tasked to protect. When intruders are detected, it watches them and gauges their actions. It makes its presence known only if it deems them as threats. When called to action, beach weirds are canny opponents that use their mastery of their chosen environment to their advantage. They are particularly fond of creating patches of quicksand to trap their opponents.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Weird, Blood \n'b' Large elemental , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 105 (14d10 + 28) Speed 0 ft., swim 60 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 15 (+2) INT: 11 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5 Skills Perception +6, Stealth +9 Damage Resistances bludgeoning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , poisoned , prone , restrained , unconscious Senses blindsight 30 ft., passive Perception 16 Languages Abyssal, Common Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Invisible in Blood . The blood weird is invisible while fully immersed in blood. \n'b' Blood Bound . The blood weird dies if it spends more than two consecutive rounds outside a large body of blood. \n'b' Extinguish . When the blood weird successfully hits a Medium or smaller target holding a torch, exposed lantern, or other nonmagical source of fire with its Constrict attack , that fire source is extinguished. \n'b' Regeneration . The blood weird regains 10 hit points at the start of its turn if it has at least 1 hit point and is at least partially immersed in blood. If the blood weird takes fire damage, this trait doesn\xe2\x80\x99t function at the start of the blood weird\xe2\x80\x99s next turn. The blood weird dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The blood weird makes one Constrict attack and uses Siphon Blood. \n'b' Constrict . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 18 (4d6 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 16) and pulled five feet toward the blood weird. Until this grapple ends, the target is restrained , the blood weird tries to drown it, and the blood weird can\xe2\x80\x99t grapple another target. \n'b' Siphon Blood . A grappled creature must make a DC 16 Constitution saving throw. On a failure, it takes 14 (4d6) necrotic damage, and the blood weird regains hit points equal to half the amount of necrotic damage dealt. \n'b'\n'b' ABOUT \n'b' Blood weirds are virtually unknown and rarely encountered unless summoned to the Material Plane. Before summoning the weird, casters often fill a large basin or font with the blood of slain foes or captives. Blood weirds wait patiently in their pool for potential prey. When a foe wanders too close, the weird lashes out and wraps itself around the opponent.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Marilith \n'b' Family: Demons \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 189 (18d10 + 90) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 20 (+5) CON: 20 (+5) INT: 18 (+4) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +9, Con +10, Wis +8, Cha +10 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses truesight 120 ft., passive Perception 13 Languages Abyssal, telepathy 120 ft. Challenge 16 (15,000 XP) \n'b' Special Traits \n'b' Magic Resistance : The marilith has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons : The marilith\xe2\x80\x99s weapon attacks are magical. \n'b' Reactive : The marilith can take one reaction on every turn in a combat. \n'b' Actions \n'b' Multiattack : The marilith makes seven attacks: six with its longswords and one with its tail. \n'b' Longsword : Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b' Tail : Melee Weapon Attack : +9 to hit, reach 10 ft., one creature. Hit : 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained , the marilith can automatically hit the target with its tail, and the marilith can\xe2\x80\x99t make tail attacks against other targets. \n'b' Teleport : The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. \n'b'\n'b' Reactions \n'b'\n'b' Parry : The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon. \n'b' About \n'b' This snake-bodied fiend has a six-armed woman\xe2\x80\x99s torso, pointed ears, and glittering, otherworldly eyes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Weird, Fungus \n'b' Large plant , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 60 (8d10 + 16) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 17 (+3) CON: 14 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +5 Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , poisoned , restrained , prone , unconscious Senses darkvision 60 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ambusher . In the first round of combat, the fungus weird has advantage on attack rolls against any creature it has surprised. \n'b' Camouflage . The fungus weird has advantage on Dexterity ( Stealth ) checks it makes while in its pool. \n'b' Fungus Bound . A fungus weird\xe2\x80\x99s \xe2\x80\x9cpool\xe2\x80\x9d is not a pool at all, but an entanglement of leaves, branches, mosses, fungi , and plants. The fungus weird dies if it leaves this area or if the area is destroyed. A creature that enters the fungus weird\xe2\x80\x99s pool must succeed on a DC 13 Strength saving throw or be restrained by the entangling plants. A creature restrained by the plants can use its action to make a DC 13 Strength check, freeing itself on a success. \n'b' Rejuvenation . A destroyed fungus weird reforms in 24 hours if its pool is still intact, regaining all its hit points and becoming active again. \n'b' Surprise Attack . If the fungus weird surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 14 (4d6) damage from the attack . \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 16 (3d8 + 3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained , and the fungus weird can\xe2\x80\x99t grapple another target. \n'b' Sleep Spores . The fungus weird ejects spores at one creature it can see within five feet of it. The target must succeed on a DC 13 Constitution saving throw or be poisoned for one minute. The poisoned creature is incapacitated as it slumbers. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' Fungus weirds are masses of fungi, mosses, and plants from other planes. They have a degree of sentience and can be communicated with, though their thought process, wants, and needs are truly alien. At rest, the fungus weird looks like a pile of brambles, downed limbs, fungi, and mosses. When roused, it can extend a 10-foot-long serpentine body or stalk and attack with surprising speed. Their spores can induce sleep, leaving a victim to lie in slumber while the weird decides if it is going to eat it or not.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Weirding Scroll \n'b' A humanoid figure teeters, clutching both ends of a curious scroll. The curled eldritch parchment is marked with strange, alien glyphs on one side that pulsate with an arcane glow, illuminating the figure\xe2\x80\x99s twisted face. Tendrils of opalescent light snake out from the surface of the bizarre scroll as the ensorcelled figure staggers forward. \n'b' Tiny construct , unaligned \n'b' Armor Class 10 Hit Points 27 (6d4 + 12) Speed 0 ft., fly 10 ft.\n'b' STATS STR: 1 (-5) DEX: 10 (+0) CON: 15 (+2) INT: 16 (+3) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +2 Skills Deception +5 Damage Vulnerabilities fire Damage Resistances cold; bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened, frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive perception 10 Languages all, telepathy 120 ft. Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Antimagic Susceptibility . The weirding scroll is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the weirding scroll must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Construct Nature . A weirding scroll doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the weirding scroll remains motionless, it is indistinguishable from a normal scroll. \n'b' Actions \n'b' Dominate . A weirding scroll beguiles one humanoid that it can see within 30 feet. The target must succeed on a DC 13 Wisdom saving throw or be charmed for 1 hour. The charmed creature obeys the telepathic commands of the weirding scroll to the best of its ability. This action works like the dominate person spell, except the weirding scroll doesn\xe2\x80\x99t need to concentrate to maintain the domination, and it can\xe2\x80\x99t take total and precise control of the target. The weirding scroll can have only one humanoid under its control at one time. If it dominates another, the effect on the previous target ends. \n'b' Tendril of Light . Melee Spell Attack : +5 to hit, reach 10 ft., one target. Hit : 3 (1d6) psychic damage plus 3 (1d6) radiant damage. \n'b' About \n'b' Arcane Guardians . A weirding scroll is a grim construct crafted from a length of magically-treated humanoid skin. This morbid parchment is prepared by a master surgeon before undergoing certain profane and secret rites that imbue the scroll with formidable mind-warping abilities. This surreptitious construct lies in wait for a living creature to come along and serve as an unwilling surrogate for its creator\xe2\x80\x99s commands. \n'b' Nimbused Puppeteers . The mobility of this odd artifice is limited. When a weirding scroll isn\xe2\x80\x99t flitting on the wind in a form of mock lifelessness, it employs a powerful domination, which manifests as an eerie tangle of light that entwines its victim. \n'b' Athenaeum Wardens . The first weirding scrolls were constructed to help protect the massive libraries of an ancient race of sorcerer kings. Since then, the riddle of their creation has fallen into the hands of only the most studious of artificers.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wendigo \n'b' Medium humanoid (shapechanger), chaotic evil \n'b' Armor class 19 (natural armor) Hit points 60 (8d8+24) Speed 30 ft., fly 150 ft. (hover)\n'b' STATS STR: 17 (+3) DEX: 17 (+3) CON: 17 (+3) INT: 11 (+0) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses Athletics +6, Perception +4, Stealth +6, Survival +4 Damage Immunities cold Damage Vulnerabilities piercing weapons that also inflict fire damage; psychic Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 14 Languages Common Proficiency Bonus +3 Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dive Attack . If the wendigo is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 (3d6) damage to the target. \n'b' Flyby . The wendigo doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. Keen Hearing and Smell. The wendigo has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Horrifying Visage . Any humanoid that starts its turn within 30 feet of the wendigo and can see the wendigo must make a DC 12 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the wendigo is within line of sight, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the wendigo\xe2\x80\x99s Horrific Appearance for the next 24 hours. \n'b' Regeneration . The wendigo regains 10 hit points at the start of its turn. If the wendigo takes fire damage, this trait doesn\xe2\x80\x99t function at the start of the wendigo\xe2\x80\x99s next turn. The wendigo dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Shapechanger . The wendigo can use its action to polymorph into a wendigo or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Snow Camouflage . The wendigo has advantage on Dexterity ( Stealth ) checks made to hide in snowy terrain.. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack (Humanoid or Hybrid Form Only) . The wendigo makes two attacks: one with its bite and one with its claws or knife. \n'b' Bite (Hybrid Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wendigo lycanthropy. \n'b' Claws (Hybrid Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 8 (2d4 + 3) slashing damage plus 3 (1d6) fire damage. A creature who dies from this attack becomes a pile of ash. The target is also grappled (escape DC 14). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the wendigo has advantage on attack rolls against it and can\xe2\x80\x99t use this attack against other targets. When the wendigo moves, any target it is grappling moves with it. \n'b' Knife (Humanoid Form Only) . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit : 5 (1d4 + 3) piercing damage. \n'b' Terrifying Wail (Hybrid Form Only) . The wendigo wails about its burning feet and bleeding eyes. Any beast or humanoid within 300 feet of the wendigo and able to hear its howl must succeed on a DC 12 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the 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 any wendigo\xe2\x80\x99s Terrifying Wail for the next 24 hours. \n'b'\n'b' ABOUT \n'b' This flying thing has bleeding eyes and missing feet, screaming as it sails through the air! Wendigos are cannibalistic humanoids found in frozen climes. They are fond of picking up victims, freezing them in their claws, and then dropping them from a great height to shatter on the ground.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Werebear Ascetic \n'b' Medium humanoid (any, shapechanger), any \n'b' Armor Class 12 in humanoid form, 15 (natural armor) in hybrid and kindred form Hit Points 150 (20d8 + 60) Speed 30 ft., (50 ft. and 30 ft. climb in hybrid and kindred form)\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 17 (+3) INT: 10 (+0) WIS: 16 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +7 Skills Animal Handling +7, Nature +4, Perception +7 Senses darkvision 60 ft., passive Perception 17 Languages any three languages Challenge 12 (8,400 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Shapechanger . The werebear ascetic can use its action to polymorph into a bear-humanoid hybrid or into its kindred bear form, or back into its true form, which is humanoid. Its statistics, unless noted, are the same in each form. Any armor it is wearing merges into its alternate forms. It reverts to its true form if it dies. \n'b' Kindred Form . The werebear\xe2\x80\x99s kindred form takes the shape of a Large bear . While in this form, it can speak to and understand bears, cannot take any actions requiring hands, adds its Constitution modifier to the result of any saving throw, and gains 25 temporary hit points the first time it takes this form each day. \n'b' Spellcasting . The werebear is a 13th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +6 to hit with spell attacks). It can cast spells in any form, regardless of verbal, somatic, or material components provided they have no gold cost. It has the following druid spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : druidcraft, guidance , mending , resistance \n'b' 1st level (4 slots) : animal friendship, faerie fire , healing word \n'b' 2nd level (3 slots) : hold person , lesser restoration \n'b' 3rd level (3 slots) : conjure animals , dispel magic , plant growth \n'b' 4th level (3 slots) : freedom of movement , ice storm \n'b' 5th level (2 slots) : commune with nature , tree stride \n'b' 6th level (1 slot) : wall of thorns \n'b' 7th level (1 slot) : arboreal curse \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The werebear makes three melee attacks , only one of which can be a bite. \n'b' Bite (Hybrid or Kindred Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 16 (3d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with werebear lycanthropy. \n'b' Claw (Hybrid or Kindred Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 10 (2d6 + 3) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Werebear Protector \n'b' Medium humanoid (human, shapechanger), neutral good \n'b' Armor Class 13 (shield) in humanoid form, 14 (natural armor, shield) in hybrid form, or 12 (natural armor) in bear form Hit Points 150 (20d8 + 60) Speed 30 ft. (40 ft., climb 30 ft. in hybrid or bear form)\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 17 (+3) INT: 11 (+0) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +8, Perception +8 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Senses passive Perception 18 Languages Common, plus up to one other language (can\xe2\x80\x99t speak in bear form) Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Shapechanger . The werebear can use its action to polymorph into a Large bear -humanoid hybrid, or into a Large bear , or back into its true form, which is humanoid . Its statistics, other than its size and armor class, 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' Defender . While the werebear is wielding a shield, allies within 5 feet of the werebear, that aren\xe2\x80\x99t wielding a shield, gain a +2 bonus to their armor class. \n'b' Keen Smell . The werebear has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Mighty Grip (Hybrid Form Only) . The werebear can ignore the Two-Handed trait of weapons made for Medium creatures. \n'b' Sentinel . If the werebear hits a creature with an opportunity attack , that creature\xe2\x80\x99s speed is reduced to 0 for the rest of its turn. \n'b' Actions \n'b' Multiattack . The werebear makes two attacks with its claws, or two with its halberd. \n'b' Bite (Hybrid or Bear Form Only) . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. If the target is a humanoid , it must succeed on a DC 14 Constitution saving throw, or be cursed with werebear lycanthropy. \n'b' Claws (Hybrid Form Only) . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage. \n'b' Halberd (Humanoid or Hybrid Form Only) . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 10 (1d10 + 5) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animal, Vulture (Giant) \n'b' Family: Bird \n'b' Large beast , neutral evil \n'b' Armor Class 10 Hit Points 22 (3d10 + 6) Speed 10 ft., fly 60 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 15 (+2) INT: 6 (-2) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses passive Perception 13 Languages understands Common but can\xe2\x80\x99t speak Challenge 1 (200 XP) \n'b' Special Traits \n'b' Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. \n'b' Pack Tactics : The vulture has advantage on an attack roll against a creature if at least one of the vulture\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Multiattack : The vulture makes two attacks: one with its beak and one with its talons. \n'b' Beak : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage. \n'b' Talons : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) slashing damage. \n'b' About \n'b' A giant vulture has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a thirsty, starving creature for days to enjoy its suffering.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wereboar Guard \n'b' Medium humanoid (half orc), neutral evil \n'b' Armor Class \xc2\xa010 in humanoid form, 11 (natural armor) in boar or hybrid form \n'b' Hit Points \xc2\xa065 (10d8 + 20) \n'b' Speed \xc2\xa030 ft. (40 ft. in boar form)\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 15 (+2) INT: 9 (-1) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Challenge ? \n'b' SPECIAL TRAITS \n'b'\n'b' Shapechanger . The werebear guard can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment being worn or carried isn\xe2\x80\x99t transformed. The werebear guard reverts to its true form if it dies. \n'b' Charge (Boar or Hybrid Form Only) . If the werebear guard moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. \n'b' Relentless (Recharges after a Short or Long Rest) . When reduced to 0 hit points but not killed outright, the werebear guard can drop to 1 hit point instead. \n'b' Savage Attacks . When the werebear guard scores a critical hit with a melee weapon attack, he can roll one of the weapon\xe2\x80\x99s damage dice one additional time and add it to the extra damage of the critical hit. \n'b' Relentless Endurance (Recharges after a Short or Long Rest) When reduced to 0 hit points but not killed outright, a werebear guard can drop to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack (Humanoid or Hybrid Form Only) . The werebear guard makes two attacks, only one of which can be with its tusks. \n'b' Maul (Humanoid or Hybrid Form Only) . Melee Weapon Attack: \xc2\xa0+5 to hit, reach 5 ft., one target.\xc2\xa0 Hit: \xc2\xa010 (2d6 + 3) bludgeoning damage. \n'b' Tusks (Boar or Hybrid Form Only) . Melee Weapon Attack: \xc2\xa0+5 to hit, reach 5 ft., one target.\xc2\xa0 Hit: \xc2\xa010 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Weremeerkat \n'b' Small humanoid ( human , shapechanger), lawful evil \n'b' Armor Class 14 Hit Points 22 (5d6 + 5) Speed 35 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 12 (+1) INT: 9 (-1) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +6 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Senses darkvision 60 ft., passive Perception 12 Languages Common (can\xe2\x80\x99t speak in meerkat form) Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Sight . The weremeerkat has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Nimble Escape . The weremeerkat can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Pack Tactics . The weremeerkat has advantage on an attack roll against a creature if at least one of the weremeerkat\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Sand Camouflage . The weremeerkat makes Dexterity ( Stealth ) checks to hide in sandy terrain with advantage. \n'b' Shapechanger . The weremeerkat can use an action to polymorph into a tiny meerkat, its hybrid form, or back to its original humanoid form. Its statistics other than its size , are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 2 (1d4) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with weremeerkat lycanthropy. \n'b'\n'b' ABOUT \n'b' At times travelers in the desert might catch sight of a group of meerkats surveying the area. They will be standing up on their hind legs as they keep a lookout for danger. However, these are shapechangers and only appear to be meerkats. Weremeerkats are lycanthropes that inhabit the desolate land. \n'b' Diminutive Desert Dogs . The little monsters live in packs in the desert. They are very close and will fight to the death to defend the members of the colony. The lycanthropes make their homes in underground burrows with complex tunnel systems. \n'b' Stoic Sentinels . These lycanthropes are renowned for their extraordinary patience. They will wait for hours and hours, watching for the right moment to act. \n'b' Downsizing . A creature who is cursed with weremeerkat lycanthropy is in for a shock. At times, the transformations can be spontaneous.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Werewolf Ravager \n'b' Medium humanoid (any, shapechanger), any \n'b' Armor Class 13 in humanoid form, 16 (natural armor) in hybrid form Hit Points 91 (14d8 + 28) Speed 30 ft. (50 ft. in hybrid form)\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 14 (+2) INT: 9 (-1) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +6, Dex +6 Skills Perception +5 Damage Vulnerabilities bludgeoning, piercing, and slashing damage by silvered weapons Damage Immunities bludgeoning, piercing, and slashing damage by attacks that aren\xe2\x80\x99t silver Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 15 Languages any two languages Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Grappler . While a creature is grappled by the werewolf ravager, the werewolf has advantage on attack rolls against grappled targets, and the target takes an additional 3 (1d6) damage whenever it is hit with the werewolf\xe2\x80\x99s bite or claw attack . \n'b' Shapechanger . The werewolf can use its action to polymorph into a wolf-humanoid hybrid or back into its true form, which is humanoid. Any armor it is wearing merges into its hybrid form. It reverts to its true form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The werewolf ravager makes two melee attacks . It can only make one bite attack per turn. \n'b' Bite (Hybrid Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 12 (2d8 + 3) piercing damage. The target must succeed on a DC 14 Strength saving throw or be grappled . Additionally, if the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werewolf lycanthropy. \n'b' Claw (Hybrid Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 10 (2d6 + 3) slashing damage. \n'b' Short Sword . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' Nighttime Horror . Travelers plan their routes to avoid camping in the wilds on nights of the full moon. All know of the savage werewolves and other lycanthropes that roam the wilderness in search of victims, and few are willing to venture forth for fear of a bite from one of these creatures. \n'b' Cursed Existence . Lycanthropy is not a disease, but a magical curse that spreads when one of its bearers bites a victim. Most lycanthropes live a pained existence, constantly at war with the primal instincts that drive them to kill. \n'b' Savage Control . The strong druidic traditions make strides in dealing with cursed individuals. Those in tune with nature sometimes master the beast that rages within them, finding a spiritual side that transforms the curse into a blessing. But this ability is attainable by few, and even then, only after years of training. \n'b' Variant Lycanthropes . The typical presentation of lycanthropy leaves its victims dangerous enough, but sometimes there are alternate forms, even more dangerous than a typical cursed victim.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Mehrim (Goat Demon) \n'b' Family: Demons \n'b' Medium fiend ( demon ) chaotic evil \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 31 (7d8) \n'b' Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 10 (+0) INT: 12 (+1) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 \n'b' Damage Resistances cold, fire, lightning \n'b' Damage Immunities poison \n'b' Condition Immunities poisoned \n'b' Senses darkvision 60 ft., passive Perception 15 \n'b' Languages Abyssal \n'b' Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The demon has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Magic Resistance . The demon has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The demon\xe2\x80\x99s weapon attacks are magical. \n'b' Innate Spellcasting . The demon\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast each of the following spells, requiring no material components: \n'b'\n'b' At will : darkness , protection from evil and good , see invisibility \n'b' 1/day each : dispel evil and good , dispel magic \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The mehrim demon makes three attacks: one with its bite and two with its hooves. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target\xe2\x80\x99s hit point maximum lasts until the disease is cured. \n'b' Hooves . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) slashing damage. \n'b'\n'b' About \n'b' This entity looks like an oversized black goat with three horns and jet black, glossy hooves. It exhales a wispy cloud of putrid black smoke as it breathes. \n'b' Mehrims are human-sized goat-like demons that roam the various planes of the Abyss, grazing and feeding on the strange Abyssal fauna as well as the flesh and ichor of fallen demons. While they are good hunters in their own right, mehrims are generally scavengers, following other demon hordes and feasting on their leftovers. Generally left to their own devices, mehrims play a minor role in the politics and machinations that take place within the Abyss. They rarely take part in the various wars and battles that rage across the Abyssal planes. \n'b' A mehrim stands about 4 feet tall at the shoulders and is about 7 feet long. It weighs about 650 pounds. Its skin is dark and its coat black and oily. \n'b' A mehrim charges into battle biting with its diseased bite and slashing with its front hooves. Most of the time, a mehrim opens battle with its protection from evil and good and darkness innate spellcasting abilities in effect. Against goodaligned foes that are susceptible, the mehrim uses its dispel evil and good attack .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Werynax \n'b' Large monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 114 (12d10 + 48) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 10 (+0) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Wis +5 Skills Athletics +7, Perception +5, Stealth +6 Damage Resistances force Senses darkvision 60 ft., passive Perception 15 Languages understands Common but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The werynax has advantage on saving throws against spells and other magical effects. \n'b' Pounce . If the werynax moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be\xc2\xa0forced prone . If the target is prone , the werynax can make one bite attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The werynax 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 : 9 (1d10 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' Arcane Bombardment (Recharge 6) . The werynax unleashes an explosion of multicolored arcane energy from its outstretched wings. Each creature within 20 feet of the werynax must make a DC 15 Dexterity saving throw. On a failure, a creature takes 21 (6d6) force damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t stunned . \n'b' Nature\xe2\x80\x99s Healing (2/Day) . The werynax taps into the power inherent in the land around it. It regains 13 (3d8) hp and is freed from any disease, poison, blindness, or deafness. \n'b'\n'b' ABOUT \n'b' Resembling a giant scaled stoat with savage tusks jutting from the corners of its mouth, this monster bears a set of diaphanous, mothlike wings that radiate all the colors of the spectrum. \n'b' Eaters of Magical Energy . The werynax is a fearsome predator that supplements its diet with magical energy from the natural world, occasionally disrupting plant growth rates, water cycles, and weather patterns. Fortunately, werynax are solitary creatures, though female werynax are fiercely protective of their young and may have a litter of up to a dozen offspring. Most werynax live in forests and grasslands. \n'b' Strange Habits . Why and how werynax feed on the magical energy of the natural world has baffled sages and scholars throughout the centuries, though it is clear that the energy werynax consume grants them their magical abilities. Some sages point to magical experimentation on the part of an insane lich or fey lord , while others lay the blame at the feet of the gods, believing the werynax to be some form of divine punishment for misusing the land. Many druids, however, speculate the werynax is an integral part of the natural order-just as death and decay are part of the life cycle, so too is the werynax part of the land\xe2\x80\x99s natural cycle.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wevein \n'b' Medium aberration , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 104 (16d8+32) Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 15 (+2) INT: 14 (+2) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 120 ft., passive Perception 11 Languages Common, Abyssal Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The wevein\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' 1/day each : darkness , Insect Plague \n'b' 2/day : dispel \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The wevein can strike twice with its claws, once with its bite and once with its tail. It can substitute its two claw attacks for 2 whip attacks. \n'b' Rend . If the wevein starts its turn grappled with an opponent, it automatically hits with its claw, bite, and tail attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8+3) slashing damage. If the wevein hits a creature with both of its claw attacks, the target is automatically grappled . \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 5 (1d4+3) piercing damage. \n'b' Tail . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8+3) piercing damage. In addition, the target must make a Constitution save (DC 14). If they fail, they take 13 (3d8) poison damage and suffer from the poisoned condition. If they succeed, they take half this amount of damage and are not poisoned . A poisoned target can repeat the saving throw at the end of their turn, removing the condition on a successful save. \n'b' Whip . Melee Weapon Attack : +6 to hit, reach 15 ft., one target. Hit : 6 (1d6+3) slashing damage. \n'b'\n'b' ABOUT \n'b' These creatures\xe2\x80\x99 appearance reflects the evil of their misspent lives. They are drawn and thin, pale humanoids. Their skin hangs from their bodies like sacks of wrinkled paper. It breaks off constantly, shedding as the aberration wanders the desolate places of the world. They have long arms, legs, fingers, and toes. Their nails are discolored, unkempt, and long; more like claws. Their heads, however, are tiny \xe2\x80\x94 small hollow cavities with bulging eyes. Where the skull should be, there is only an empty hole and the broken shards of bone protruding from the withered flesh. They have a long tail that protrudes from their backside, it is boney and serrated. \n'b' Gleeful Destruction . Wevein are extremely evil and very violent, attacking anything they perceive to be vibrant or whole. They spend the greater part of their hollow existence fashioning barbed ropes out of their skin, lined with finger and toenails, and broken chunks of bone picked from their skulls. They use these as whips to chastise and hound their victims. In battle the wevein attack first with their whips, striking victims up to 12 feet away. They can use these weapons to deadly effect up close as well, however, when they close with a victim they far prefer to rend them with their claws, bite them, and stab them with the boney end of their tail. They fight until destroyed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Whale, Great White Whale \n'b'\n'b' Gargantuan beast , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 279 (18d20+90) Speed 0 ft., swim 40 ft.\n'b' STATS STR: 30 (+10) DEX: 6 (-2) CON: 20 (+5) INT: 10 (+0) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +16, Dex +4, Con +11, Wis +7, Cha +5 Skills Insight +7, Perception +7, Stealth +4 Senses blindsight 120 ft.; passive Perception 17 Languages Aquan Challenge 17 (18,000 XP) \n'b' Special Traits \n'b'\n'b' Echolocation . The whale can\xe2\x80\x99t use its blindsight while deafened . \n'b' Hold Breath . The whale can hold its breath for 90 minutes. \n'b' Keen Hearing . The whale has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Legendary Resistance (1/Day) . If the whale fails a saving throw, it can choose to succeed instead. \n'b' Siege Monster . The whale deals double damage to objects and structures. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +16 to hit, reach 20 ft., one target. Hit : 31 (6d6 + 10) piercing damage. If the whale scores a critical hit, it rolls damage dice three times, instead of twice. \n'b' Tail Slap . Melee Weapon Attack : +16 to hit, reach 30 ft., one target. Hit : 20 (3d6 + 10) bludgeoning damage. \n'b' Smashing Breach . A great white whale can make a special attack against creatures on the surface of the water. At the end of its movement, it can occupy one or more creature\xe2\x80\x99s spaces. Any Huge or smaller creatures in the whale\xe2\x80\x99s space must succeed at a DC 24 Dexterity saving throw or take 28 (4d8+10) bludgeoning damage and be forced into the nearest square that is adjacent to the whale. This breach automatically attempts to capsize any boats caught wholly or partially in this area. If the whale fails to displace everything in its space, it is forced back to its previous unoccupied location, or if that is not possible, the nearest space it can fit. \n'b'\n'b' Legendary Actions \n'b' The great white whale 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 whale regains spent legendary actions at the start of his turn. \n'b'\n'b' Detect . The whale makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The whale makes a tail slap. \n'b' Underwater surge (Costs 2 Actions) . The whale moves up to its swim speed without provoking opportunity attacks and uses Smashing Breach. \n'b'\n'b' About \n'b' This immense whale has an enormous, box-shaped head over a massive, toothy maw. Its rough white hide is laced with scars. Legendary in size and temper, great white whales are far more aggressive than their smaller kin, over 80 feet long and weighing over 60 tons.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wharfling \n'b' Tiny beast , unaligned \n'b' Armor Class 12 Hit Points 10 (4d4) Speed 30 ft., climb 10 ft., swim 30 ft.\n'b' STATS STR: 4 (\xe2\x80\x933) DEX: 14 (+2) CON: 10 (+0) INT: 2 (\xe2\x80\x934) WIS: 12 (+1) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Sleight of Hand +4 Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x94 Challenge 1/8 (25 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The wharfling can breathe air and water. \n'b'\n'b' ACTIONS \n'b'\n'b' Pilfering Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. Instead of dealing damage, the wharfling 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'\n'b' ABOUT \n'b' The hairless canine scurries along the pier, dripping with water and carrying a fish in its jaws. Its finned claws click on the planks as a fishmonger yells from behind it. \n'b' Waterborne Packs . Wharflings are hairless, aquatic canines with large, webbed feet and oversized mouths. Adept fish catchers, wharflings establish dens near the shores of oceans, lakes, and rivers, and they often move in family groups of three or more. \n'b' Thieving Gits . Those who have been bitten by a wharfling rightly fear their needle-like teeth, but most coastal communities hate the animal more for its propensity for theft. Their lairs are filled with stolen metal trinkets. \n'b' Beach Swarms . Periodically, wharflings congregate in huge numbers and tear along the shoreline for miles before returning to their dens. Why they gather this way is unknown, but most locals know to avoid the shore on these nights.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Whipskein Horror \n'b' Medium aberration , any \n'b' Armor Class 14 (studded leather) Hit Points 97 (15d8 + 30) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 15 (+2) INT: 10 (+0) WIS: 11 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4 Skills Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages any two languages Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the whipskein horror hides its tendrils from sight, such as under clothing, it is indistinguishable from the ordinary humanoid it once was. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The whipskein horror makes four attacks. \n'b' Tendril . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained , and the whipskein horror can\xe2\x80\x99t use that tendril against another target. The horror has four tendrils. \n'b' Spit . Ranged Weapon Attack : +4 to hit, range 30 ft., one target. Hit : 6 (1d8 + 2) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned until the end of the whipskein horror\xe2\x80\x99s next turn. Being within 5 feet of a hostile creature doesn\xe2\x80\x99t impose disadvantage on the horror\xe2\x80\x99s ranged attack rolls with its spit. \n'b' Tendril Dance (Recharge 5\xe2\x80\x936) . The whipskein horror extends and wriggles its tendrils, releasing any creatures it has grappled . Each creature within 30 feet of and able to see the horror must succeed on a DC 12 Wisdom saving throw or become charmed by the horror. While charmed in this way, a creature is incapacitated and has a speed of 0. The effect ends for a creature if it takes damage, if another creature uses an action to shake the creature out of its stupor, or the horror fails to take a bonus action on its turn to continue the effect. The horror can\xe2\x80\x99t take that bonus action while using a tendril to grapple another creature. \n'b' components for arcane necromancy or transmutation spells equal to half the horror\xe2\x80\x99s challenge challenge rating. Each component is consumed when used to cast, but the spell is cast as if the caster used a spell slot one level higher, up to a maximum of a 5th-level slot. \n'b'\n'b' ABOUT \n'b'\n'b' DC 10 Intelligence ( History ) : Aberrant horrors are the results of failed arcane experiments that twist the body into unnatural forms. \n'b' DC 15 Intelligence ( Arcana ) : Each aberrant horror is different. Some grow extra limbs, others dissolve into oozelike creatures, and others swell to massive proportions. They contain eldritch energy that can fuel necromancy and transmutation.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Whisperer In Darkness \n'b' A robed figure sits in a pool of deep shadows. The shrouded individual\xe2\x80\x99s strained, immobile face and listless hands look abnormal and corpse-like. An unmistakable morbid odor permeates the area, and the air vibrates with a hideous, repressed buzzing. The figure speaks in a hoarse whisper, though his mustache-screened lips remain curiously motionless. \n'b' Medium aberration , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 142 (15d8 + 75) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 19 (+4) CON: 21 (+5) INT: 25 (+7) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +10, Wisdom +9, Charisma +8 Skills Arcana +17, Deception +13, Medicine +9, Perception +9, Stealth +9 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver Damage Immunities psychic, poison Condition Immunities frightened , charmed , poisoned Senses truesight 120 ft., passive Perception 19 Languages all, telepathy 60 ft. Challenge 15 (13,000 XP) \n'b' Special Traits \n'b' Disquieting Technology . The whisperer is a highly advanced being that often carries pieces of powerful mi-go technology. Mi-go technology can be represented using the same rules as magic items, but the functions are very difficult to determine. The identify spell can\xe2\x80\x99t determine the function of a mi-go item, but an hour of study and a successful DC 19 Intelligence ( Arcana ) check can reveal its purpose and proper function. Typical items are wands of fireballs shaped like staves with peculiar triggers, eyes of the eagle shaped as a pair of cylinders, or a helm of telepathy in the form of a glowing metal disc adhered to the side of the creature\xe2\x80\x99s head. \n'b' Magic Resistance . The whisperer has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The whisperer\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 20). The whisperer can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : alter self , detect magic , detect thoughts , disguise self , fear , identify , invisibility (self only), misty step , sleep , suggestion \n'b' 3/day each : confusion , dimension door , disintegrate , dream , modify memory , plane shift , teleport \n'b' 1/day each : feeblemind , meteor swarm , mind blank , weird \n'b'\n'b' Void Traveler . The whisperer in darkness doesn\xe2\x80\x99t require air, food, drink, or ambient pressure. \n'b' Actions \n'b' Multiattack . The whisperer in the darkness makes two Grasp of the Void attacks. \n'b' Grasp of the Void . Melee Spell Attack : +12 to hit, reach 5 ft., one target. Hit : 21 (6d6) force damage, and the target must succeed on a DC 18 Constitution saving throw or be stunned 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' About \n'b' Void Regent . Sorcerer, emissary, changeling, outsider\xe2\x80\xa6the alien entity known as the whisperer in darkness is all of these things and more. This abhorrent master of disguise implements clever and damnable constructions to covertly walk among men. Its naked form is a twisted contortion of grotesque, inhuman features that would surely drive an unsuspecting onlooker mad. The whisperer\xe2\x80\x99s artificial face and limbs are the waxen products of an expert artist, but they do little to mask the disturbing timbre of its voice. \n'b' Tenebrous Physician . The whisperer is a being of prodigious surgical, biological, chemical, and mechanical skill who consorts with nameless things from abysmal space. Among these entities are the vaguely insect-like mi-go , who colonize entire worlds in the name of malevolent gods. \n'b' Mask of Nyarlathotep . The whisperer in darkness is one of the many avatars of the Crawling Chaos. This incarnation of the Faceless God is a cosmic abnormality who serves as a manipulative liaison between the mi-go and the native races of the planets they invade.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Whispering Warlock \n'b'\n'b' Medium undead , neutral evil \n'b' Armor Class 13 Hit Points 105 (14d8+42) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 6 (-2) DEX: 16 (+3) CON: 16 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Damage Immunities acid, cold, fire lightning, necrotic, poison, thunder; bludgeoning, piercing, and slashing damage from nonmagical weapons Damage Vulnerabilities radiant Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Daylight Sensitivity . When exposed to light equal to sunlight or a daylight spell, the warlock has disadvantage on attack rolls, saving throws, and Wisdom ( Perception ) checks that rely on sight. At the beginning of its turn, while the warlock is exposed to sunlight or a daylight spell, it takes 49 (11d8) radiant damage. \n'b' Incorporeal Movement . The warlock 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' Shadow Stealth . While in dim light or darkness, the warlock can take the Hide action as a bonus action. \n'b' Actions \n'b' Bestow Curse . Ranged Spell Attack : Range 90 ft., all targets in 20-ft. burst area. Effect : Targets must succeed on a DC 17 Charisma saving throw or have their mind and soul swapped with another affected target, as though by a magic jar spell. This effect persists until dispelled with a remove curse spell or until the whispering warlock is slain. \n'b' Life Drain . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 21 (4d8+3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finished a long rest . The target dies if this effect reduced its hit points maximum to 0.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bird, Albatross \n'b' Family: Bird \n'b'\n'b' Small beast , unaligned \n'b' Armor Class 11 \n'b' Hit Points 2 (1d6 -1) \n'b' Speed 10 ft., fly 40 ft.\n'b' STATS STR: 3 (-4) DEX: 13 (+1) CON: 8 (-1) INT: 2 (-4) WIS: 11 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities diseased, poisoned \n'b' Skills Perception +2 \n'b' Languages none \n'b' Challenge 1/8 (25 XP) \n'b' Actions \n'b'\n'b' Beak . Melee Weapon Attack : +3 to hit (reach 5 ft.; one creature). Hit : 1 piercing damage. \n'b'\n'b' Special Traits \n'b'\n'b' Cursed Fate . Any creature that kills a Blight albatross must make a successful DC 11 Wis saving throw or receive a curse. A cursed creature treats all d20 rolls of natural 20s as 1s instead. A cursed creature repeats the saving throw every time it completes a long rest , ending the effect on a success. \n'b'\n'b' About \n'b' Environment Coast \n'b' Organization solitary, family (2-3), flock (4-12), or colony (13-24) \n'b' Albatross\xe2\x80\x99 are common along shorelines. The albatross\xe2\x80\x99s diet is predominantly fish, crustaceans, and offal, although they also scavenge carrion when necessary. Due to the nature of the pollution found in the river and its inhabitants, the Blight albatross has developed considerable resistance to diseases and poisons. Most people are reluctant to kill one of these birds, for it is considered bad luck. Those that have slain one of these creatures soon finds the legends are very true, and for a period of time find their luck changed for the worse. \n'b' The adult plumage of most of the Blight albatrosses is usually some variation of dark upper-wing and back with white undersides. A Blight albatross stands 3 feet tall with a wingspan of up to 12 feet and weighs 20 pounds. \n'b' About \n'b' Environment Any land \n'b' Organization solitary \n'b' This seabird has an expansive wingspan of pure white plumage, a long hooked beak, and tail feathers tipped in black. \n'b'\n'b' Additional Credit Author Greg A. Vaughan, based on material by Richard Pett.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'White Ape \n'b' Large monstrosity , neutral \n'b' Armor Class 14 (natural armor) Hit Points 114 (12d10 + 48) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 8 (\xe2\x80\x931) WIS: 14 (+2) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7, Intimidation +5, Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages Common Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Arcane Wasting . Characterized by the slow mental deterioration it causes, arcane wasting is a disease that infects Humanoids and spreads through spellcasting. A creature infected with this disease manifests symptoms 1d4 days after infection, which include brain fog and difficulty recalling memories. Until the disease is cured, at the end of each long rest, the infected creature must succeed on a DC 15 Constitution saving throw or its Intelligence and Wisdom scores are each reduced by 1d2. This reduction lasts until the creature finishes a long rest after the disease is cured. If the disease reduces a creature\xe2\x80\x99s Intelligence or Wisdom to 0, the creature dies. If the infected creature casts a spell on a Humanoid before the disease is cured, and the Humanoid is hit by the spell or fails the saving throw, that Humanoid must succeed on a DC 15 Constitution saving throw or also become infected with the arcane wasting disease. \n'b' Magic Resistance . The white ape has advantage on saving throws against spells and other magical effects. \n'b' Spellcasting Animosity . If the white ape sees a creature cast a spell , the ape has advantage on attack rolls against that creature on the ape\xe2\x80\x99s next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The white ape makes one Bite attack and two Fist attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or contract the arcane wasting disease (see the Arcane Wasting trait). \n'b' Fist . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) bludgeoning damage. \n'b' Frenzy (Recharge 5\xe2\x80\x936) . The white ape lashes out wildly at nearby creatures, flailing and biting. Each creature within 10 feet of the white ape must make a DC 15 Dexterity saving throw. On a failure, a creature takes 35 (10d6) bludgeoning damage and is pushed up to 10 feet away from the ape. On a success, a creature takes half the damage and isn\xe2\x80\x99t pushed. A creature that succeeds on this saving throw also has advantage on attack rolls against the white ape until the end of its next turn. \n'b'\n'b' ABOUT \n'b' This hulking primate looms over others of its kind. Its filthy white fur is matted and yellowed, and a deranged look haunts its blood-red eyes. \n'b' Awakened by Sorcery . White apes were once docile, gentle giants that roamed forested hills and savannah lands. Two thousand years ago, a kingdom of mages awakened the apes and employed them as soldiers and servants, protecting and replacing the mages who were slowly dying of an unknown disease. When the mages died out, the apes remained. \n'b' Arcane Wasting . The enchantment that imbued the apes with intelligence also bleached their fur white and made them carriers of the arcane wasting disease that hastened their creators\xe2\x80\x99 demise. The apes are immune to the wasting\xe2\x80\x99s effects, but they can pass it to humanoids. Among spellcasters, the wasting spreads like a plague. \n'b' Driven Away . Their long relationship with the ancient mages built in the white apes a culture of communal knowledge and protection. This drives many white ape tribes to seek partnerships and companionship with nearby humanoid settlements. Unfortunately, their carrying of the arcane wasting disease leaves many humanoids terrified of them, viciously driving away the apes. They are acutely aware of the injustice that was done to them, and generations of exile have turned their desire for companionship to animosity, especially toward the spellcasters that are so susceptible to the disease they carry.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'White Death, the Avalanche \n'b' The creature known as White Death, the Avalanche dwells in the high and snowy mountains, where it preys on those who attempt the treacherous passes. When snow and ice come to the lowlands, it expands its hunting grounds. \n'b' Solitary and Voracious . White Death, the Avalanche has long since driven out or eaten every other yeti that shared its territory. It devours anything with a pulse indiscriminately, going into extended periods of seclusion after its largest meals. \n'b' Terror in the Snow . White Death, the Avalanche has a nearly magical level of control over snow-covered terrain. It can blend in or simply bury itself in snow as it waits for prey, and it can cause the mountains to shudder and shake, bringing down hundreds of tons of snow \xe2\x80\x93 and earning its moniker. \n'b' Gargantuan monstrosity , neutral \n'b' Armor Class 17 (natural armor) Hit Points 294 (19d20 + 95) Speed 60 ft., climb 40 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 20 (+5) INT: 5 (-3) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +10 Skills Perception +6, Stealth +5 Damage Vulnerabilities fire Damage Resistances acid, fire, lightning, necrotic, thunder Damage Immunities cold Condition Immunities frightened Senses darkvision 600 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 14 (11.500 XP) \n'b' Special Traits \n'b' Colossal Creature . Kaiju are creatures far larger than the scale of others. Conventional weapons, even highly-enchanted ones, lack the mass to deal serious wounds to a kaiju. The same is true for all but the mightiest spells. When a creature of Huge size or smaller deals damage to a kaiju with a weapon or feature, or with a spell of 8th level or lower, its damage is halved, and can be reduced further by resistance or saving throws. Siege weapons and creatures with the Siege Monster trait are treated like Gargantuan creatures. Creatures of size Huge and smaller can move through or occupy a kaiju\xe2\x80\x99s space. Gargantuan creatures and 9th-level spells (including lower-level spells cast with 9th-level slots) deal normal damage, which can be reduced further by resistance or saving throws. Kaiju deal double damage to objects and structures. They ignore normal difficult terrain , and treat thick forests, settlements, or mountains as difficult rather than impassable terrain. \n'b' Legendary Resistance (3/Day) . If White Death, the Avalanche fails a saving throw, it can choose to succeed instead. \n'b' Keen Scent . White Death, the Avalanche has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Cold . White Death, the Avalanche generates intense cold. A creature that touches it or hits it with a melee attack while within 5 feet of it takes 10 (3d6) cold damage. When White Death, the Avalanche starts its turn and is grappling a creature, that creature takes 21 (6d6) cold damage. \n'b' Actions \n'b' Multiattack . White Death, the Avalanche makes two claw attacks. If it hits a single creature with two claw attacks in the same turn, the creature suffers an additional 10 (3d6) slashing damage and 10 (3d6) cold damage. \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 20 ft., one target. Hit : 20 (4d6 + 6) slashing damage and 10 (3d6) cold damage, and the target is grappled (escape DC 19). White Death, the Avalanche can grapple up to two creatures simultaneously, but not more than one creature with the Colossal Creatures trait. \n'b' Icy Breath (Recharge 6) . White Death, the Avalanche exhales an icy blast in a 300-ft. cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 70 (20d6) cold damage on a failed save, or half as much damage on a successful one. \n'b' Legendary Actions \n'b' White Death, the Avalanche 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. White Death, the Avalanche regains spent legendary actions at the start of its turn. \n'b' Claw . White Death, the Avalanche makes one claw attack . \n'b' Frightful Gaze . White Death, the Avalanche forces one creature that it can see and that can see it to make a DC 18 Wisdom saving throw. On a failure, the creature is paralyzed for 1 minute. At the end of each of its turns, it can make a new saving throw, ending the effect on a success. \n'b' Icy Tomb (2 Actions) . While White Death, the Avalanche is in areas capable of producing avalanches, it can trigger an avalanche that strikes all creatures and objects on the ground within 500 ft. of it. Each creature in the area other than White Death, the Avalanche must make a DC 18 Dexterity saving throw. Creatures that fail suffer 21 (6d6) bludgeoning damage and 21 (6d6) cold damage, and are restrained . On a success, they suffer half damage and are not restrained . At the beginning of each turn that a creature remains restrained , it suffers 21 (6d6) cold damage. At the end of each of its turns, it can make a DC 18 Strength saving throw, ending the restrained effect on a success. Once White Death, the Avalanche uses this action, it can\xe2\x80\x99t do so in the same area again until the next snowfall.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Mezzalorn \n'b' Family: Demons \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 95 (10d10 + 40) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 13 (+1) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +6, Intimidation +6, Perception +6, Stealth +7 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 16 Languages Abyssal, Common, telepathy 100 ft. Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The mezzalorn demon has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The mezzalorn demon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : spiritual weapon , teleport (self only) \n'b' 3/day each : bane , blight \n'b' 1/day : hypnotic pattern \n'b'\n'b' Pheromones . When reduced to half or less of its maximum hit points , the mezzalorn releases a cloud of pheromones that excite the natural aggression of its kind, granting advantage on all attack rolls to any mezzalorn within 50 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mezzalorn makes one Sting attack and one Claw attack. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 4) slashing damage. \n'b' Sting . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage and the target must succeed at a DC 15 Constitution saving throw or suffer an additional 9 (2d8) poison damage and be poisoned for one hour. \n'b'\n'b' ABOUT \n'b' Mezzalorns (or wasp demons as they are sometimes called) are flying horrors from the rifts of the Abyss with the lower half of a nightmarish wasp. Where the wasp\xe2\x80\x99s head would be sprouts a head and arms that appear to be born of the cross between a howling monkey and an unholy insect. Its clawed arms are covered in spines and its wide-set insectoid eyes frame a flat-nosed face and mouth filled with razor sharp fangs. A mezzalorn stands as tall as a human and is about 10 feet long. Its body is dark with red bands and ends in a golden stinger. Its legs resemble those of a giant wasp and are covered in fine hairs and bristles. Its human-like visage is copper and sports matted dark hair. \n'b' These flying demons spend most of their time high above the Abyssal planes scouring the lands for food or patrolling a demon lord\xe2\x80\x99s domain. When serving under a demon lord or one of his generals, mezzalorns are often used as shock troops or first-assault troops in war. Mezzalorns are thoroughly evil and despise all non-demons, attacking them on sight. Slain creatures are carried back to their lair and distributed among the inhabitants of the nest. A nest is composed of just about anything a mezzalorn can find and carry: bones, debris, refuse, weapons, and so on.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'White Monster \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 212 (25d10 + 75) Speed 30 ft., fly 50 ft.\n'b' STATS STR: 19 (+4) DEX: 42 (+1) CON: 16 (+3) INT: 3 (-3) WIS: 34 (+2) CHA: 24 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Wis +6, Cha +6 Damage Resistances acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 12 Languages understands Abyssal but can\xe2\x80\x99t speak Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Frightful Presence . Each creature of the white monster\xe2\x80\x99s choice that is within 60 feet of the white monster and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the white monster\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Magic Resistance . The white monster has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The white monster makes a Bite attack, a Claws attack, and a Horns attack. When its cold breath is available, it can use the breath in place of its bite or horns. \n'b' Bite . Melee Weapon Attack : +8 to hit, range 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +8 to hit, range 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Horns . Melee Weapon Attack : +8 to hit, range 5 ft., one target. Hit : 10 (1d12 + 4) bludgeoning damage. \n'b' Cold Breath (Recharge 5-6) . The dragon head exhales cold in a 20-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 36 (8d8) cold damage on a failure and half as much on a success. \n'b'\n'b' ABOUT \n'b' The white monster appears as a rather unholy and evil chimera, white in color. Though it resembles a standard chimerical creature, it is far from average.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'White Stag \n'b' This beautiful and noble snow-white stag has an impressive rack of antlers and glows with an otherworldly, golden light. \n'b' Large celestial , chaotic good \n'b' Armor Class 13 (natural armor) Hit Points 45 (7d10 + 7) Speed 60 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 13 (+1) INT: 10 (+0) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Insight +4, Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages understands Celestial, Common, Elvish and Sylvan but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' Special Traits \n'b' Beloved by the Gods . When the white stag dies, the deity that created it curses the creature that dealt the killing blow. The cursed creature finds the natural world working against it: roots randomly rise up to trip the creature when it walks past a tree (5% chance per mile traveled in forested terrain), animals are more reluctant to obey (disadvantage on Wisdom ( Animal Handling ) checks), and the wind seems to always be blowing in the least favorable direction for the creature (scattering papers, sending the creature\xe2\x80\x99s scent in the direction of a creature tracking it, etc.). This curse lasts until it is lifted by a remove curse spell or after the cursed creature completes a task of penance for the deity or its temple. \n'b' Forest Runner . Difficult terrain doesn\xe2\x80\x99t slow the white stag\xe2\x80\x99s travel while in a forest. \n'b' Running Leap . With a 10-foot running start, the white stag can long jump up to 25 feet. \n'b' Actions \n'b' Multiattack . The white stag makes one gore attack and one hooves attack. \n'b' Gore . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Hooves . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 10 (2d6 + 3) bludgeoning damage. \n'b' About \n'b' White stags are celestial beings, sent by the gods to the Material Plane to provide guidance to mortal heroes. Their appearance is said to be an indication that great events are in the offing, and those who are privileged enough to see one of these creatures will have an important part to play. \n'b' Divine Messengers . When pious elves die and their spirits journey to the Outer Planes, some are accorded the honor of spending a year and a day serving the elven gods as a white stag before moving on to enjoy the afterlife. A deity will dispatch a white stag to the Material Plane when it wants to send a group of mortals on a divine quest, or it needs to give them a nudge in the right direction. \n'b' Forest Chase . A white stag always appears some distance away in a forest or deep wood. Surrounded by a nimbus of golden light, it is clearly an otherworldly creature. The stag will look directly at a group of travelers, but if approached, it will turn and sprint off through the trees. If chased, the stag will lead its pursuers through a number of obstacles in the forest before eventually coming to a halt at a spot that has some bearing on the travelers\xe2\x80\x99 quest. If the travelers are able to keep the stag in sight or to follow its tracks, they are likely to find a useful clue or item when the creature stops running. Sometimes, the pursuers may experience a vision or other divine revelation. \n'b' Dying Curse . A white stag always runs when attacked. If cornered, it defends itself to the best of its ability. Killing a white stag angers the gods who created it. When the stag dies, its body vanishes in a puff of white smoke, and the person who slew the creature is subject to a curse that can only be removed with magic or by performing a quest on behalf of the gods- sometimes both.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'White Whale \n'b' Gargantuan monstrosity , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 246 (17d20 + 68) Speed 0 ft., swim 30 ft.\n'b' STATS STR: 23 (+6) DEX: 11 (+0) CON: 18 (+4) INT: 5 (-3) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +11, Constitution +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses blindsight 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 15 (13,000 XP) \n'b' Special Traits \n'b' Hold Breath . The whale can hold its breath for 30 minutes. \n'b' Actions \n'b' Tail . Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 28 (4d10 + 6) bludgeoning damage. \n'b' Engulf . The whale fully opens its gaping maw and all Medium or smaller creatures and objects in a 30 ft. cone from its mouth must succeed on a DC 19 Strength saving throw or be completely engulfed by the whale. While swallowed, creatures are restrained and have total cover against attacks and other effects from outside the whale. Additionally, all creatures and objects in its interior take 24 (7d6) acid damage at the start of each of the whale\xe2\x80\x99s turns. If the whale takes 30 damage or more on a single turn from a creature inside it, the whale must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures and objects, which fall prone in a space within 10 feet of the whale. If the whale dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement. \n'b' Legendary Actions \n'b' The whale 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 whale regains spent legendary actions at the start of its turn. \n'b' Tail . The whale makes a tail attack . \n'b' Engulf (Costs 2 Actions) . The whale uses Engulf. \n'b' Tsunami (Costs 3 Actions) . The whale slams its tail against the water creating a 60-foot cone of water. Each creature in that area must make a DC 19 Strength saving throw. On a failed save, a creature takes 42 (12d6) bludgeoning damage and is pushed 30 feet and knocked prone . On a successful save, a creature takes only half damage. \n'b' About \n'b' Once in a blue moon, a giant albino whale is born. These monstrosities take only a year to reach 300 feet in length and hunt down anything they find on the high seas. While a far cry from the threat posed by a kraken or ancient sea dragon , white whales should not be underestimated. \n'b' These behemoths can sink large ships and have a gullet big enough to swallow an entire fishing boat. Those who find themselves in the belly of a white whale quickly discover that their troubles have just begun. A white whale\xe2\x80\x99s belly is extremely acidic, but the odd sailor has managed to escape from its huge gullet to tell the tale. \n'b' Adventurers, hunters, and bored nobles have been known to drop everything when a white whale is spotted. Those who hunt one down are remembered for decades, providing fame and prestige, or enough food, bone, and oil to end a whole village\xe2\x80\x99s poverty. Hunting a white whale is foolish and most never return. Others obsess for years after sighting a white whale, until they or the whale meet their end. \n'b' Battling Gargantuan Aquatic Monsters \n'b' When your players battle an aquatic monster from the deck of a ship, it is normal combat with a few considerations: \n'b' If your players are attacking the monster with cannons, they can produce huge amounts of damage per round. Increase the Challenge Rating (CR) of your encounters to compensate. \n'b' Decide if the sea monster attacks the ship, creatures on the ship\xe2\x80\x99s deck, or a bit of both. If appropriate, adjust the encounter CR to handle the added hit points of the ship that the sea monster needs to damage. \n'b' It is always a good tactic to have the creature dive at the end of its turn, only to appear on the other side of the ship during the next round.'}