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Generate a DND 5e Monster
{Generate a DND 5e Monster :b'White Wolf \n'b' Medium undead , neutral \n'b' Armor class 15 (natural armor) Hit points 45 (7d8 + 14) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 14 (+2) INT: 16 (+2) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses Perception +3, Stealth +4 Damage Resistances acid, cold, fire, lightning, thunder Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities exhaustion , grappled , paralyzed , petrified , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Proficiency Bonus +2 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ethereal Awareness . The white wolf can see ethereal creatures and objects. Incorporeal Movement. The white wolf 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. Keen Hearing and Smell. The white wolf has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Pack Tactics . The white wolf has advantage on an attack roll against a creature if at least one of the white wolf\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' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . \n'b' Etherealness . The black hound magically enters the Ethereal Plane from the Material Plane, or vice versa. \n'b'\n'b' ABOUT \n'b' This ghostly wolf is all white, with piercing red eyes. \n'b' White wolves are spawned when wolves are hunted to extinction in an area. Infused with the spirits of the dead beasts, white wolves return with a vengeance, hunting and killing anything that belongs to the humanoids who killed them. Eventually, they seek to lure the hunters into a trap, and there the white wolf enacts its bloodless revenge.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wicked Skull \n'b' Tiny monstrosity (shapechanger), chaotic neutral \n'b' Armor Class 13 Hit Points 7 (2d4 + 2) Speed 30 ft.\n'b' STATS STR: 6 (-2) DEX: 16 (+3) CON: 13 (+1) INT: 11 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Insight +3, Persuasion +4, Stealth +5 Senses darkvision 120 ft., passive Perception 11 Languages Common Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance (Object Form Only) . While the wicked skull remains motionless, it is indistinguishable from an ordinary object. \n'b' Jokester . The wicked skull has advantage on a Charisma ( Deception ) or Charisma ( Persuasion ) check if it includes mockery or a joke or riddle as part of the check. \n'b' Shapechanger . The wicked skull can use its action to polymorph into a Tiny object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Pseudopod . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage. \n'b' Petty Mockery . The wicked skull unleashes a string of insults laced with subtle enchantments at a creature it can see within 60 feet. If the target can hear the wicked skull (though it does not have to understand it), the target must succeed on a DC 11 Wisdom saving throw or have disadvantage on the next attack roll it makes before the end of its next turn. \n'b'\n'b' ABOUT \n'b' Some wicked skulls are willing to serve spellcasters, especially those who enjoy a good joke, as a familiar. Such wicked skulls have the following trait. \n'b' Familiar . The wicked skull can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the wicked skull senses as long as they are within 1 mile of each other. While the wicked skull is within 10 feet of its companion, the companion shares the wicked skull\xe2\x80\x99s Jokester trait. \n'b' At any time and for any reason, the wicked skull can end its service as a familiar, ending the telepathic bond . \n'b' Familiars \n'b' This skull chatters eerily, gently rocking as it comes to life. It calls out a warning in a hauntingly musical voice. \n'b' Origins Unknown . The origin of these shape-changing monstrosities is unknown, but they have come to be named \xe2\x80\x9cwicked skulls\xe2\x80\x9d after the form they favor most. Some scholars suggest that they took inspiration from the undead horrors known as skull lanterns. In some cases, there are tales of wicked skulls playing cruel tricks on townsfolk, masquerading as undead just long enough to cause true fright-then chattering before fleeing, harmless, into the night.\xc2\xa0Undoubtedly, these tricksters revel in disguising themselves as chatty inanimate objects to frustrate more competent adventurers with unsolvable riddles and bad directions. \n'b' Fun and Games . Wicked skulls crave entertainment above all else, and they do not consider their tricks to be malicious.\xc2\xa0Pretending to be a person transformed into an object or horrifying monster, giving confusing directions through a dungeon, or speaking only in rhymes are just a few tactics they seem to enjoy. A wicked skull avoids direct combat whenever possible and prefers to play mind games. \n'b' Stealthy Familiars . Every so often, a wicked skull grows attached to an adventurer who humors its tricks.\xc2\xa0In such cases, a wicked skull can become a faithful familiar. Its ability to speak and mimic objects makes these creatures particularly suited for general espionage.\xc2\xa0However, because wicked skulls delight in games and trickery, they are likely to abandon their chosen companion if they feel their creativity being stifled.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wicked Tuna \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 26 (4d10 + 4) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 13 (+1) INT: 3 (-4) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Senses passive Perception 12 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aggressive . As a bonus action, the wicked tuna can move up to its speed toward a hostile creature that it can see. \n'b' Blood Frenzy . The wicked tuna has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hit points . \n'b' Pack Tactics . The wicked tuna has advantage on an attack roll against a creature if at least one of the wicked tuna\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Water Breathing . The wicked tuna can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b'\n'b' ABOUT \n'b' There are a number of strange monsters in the ocean. The wicked tuna is one of the most bizarre. It hunts in groups and can be a menace to any seaside community. \n'b' Sizeable Sea Creature . Many fisherfolk and sailors are surprised at the size of the wicked tuna. This creature is almost the size of a small whale. Coastal communities have begun to fear them as much as sharks. \n'b' Wild Waves . Wicked tuna cause mayhem with fishing fleets. They sink boats, rip nets apart, and eat fisherfolk. Most people know to pull in their nets and head back to land if a wicked tuna arrives on the scene.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wickerman \n'b' A burning effigy lumbers across the open plains. It belches black smoke with every step it takes, and the tortured screams of the humanoids inside it fill the air. \n'b' Huge construct , neutral evil \n'b' Armor Class 8 Hit Points 138 (12d12 + 60) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 8 (-2) CON: 21 (+5) INT: 3 (-4) WIS: 14 (+2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +8, Constitution +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 120 ft. (blind beyond this radius), passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Berserk . If the staff controlling the wickerman is broken or is not being worn or carried by a humanoid, the wickerman goes berserk. On each of its turns while berserk, the wickerman attacks the nearest creature it can see. If no creature is near enough to move to and attack , the wickerman attacks an object with preference for an object smaller than itself. Once the wickerman goes berserk, it continues to do so until it is destroyed, until a new staff is created, or until the staff is worn or carried by a humanoid. \n'b' Blazing Fury . A creature that touches the wickerman or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. If the wickerman\xe2\x80\x99s flame is ever doused, it is incapacitated until the flame is rekindled by dealing at least 10 fire damage to it. \n'b' Water Susceptibility . If the wickerman is on fire, it takes 1 cold damage for every 5 feet it moves in water or for every gallon of water splashed on it. If the wickerman takes at least 100 points of cold damage within a 1 minute period, its flame is doused. \n'b' Actions \n'b' Multiattack . The wickerman makes two slam attacks. \n'b' Blazing Ray . Ranged Spell Attack : +6 to hit, range 120 ft., one target. Hit : 27 (5d10) fire damage. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) bludgeoning damage plus 5 (1d10) fire damage and the target is grappled (escape DC 16). The wickerman has two fists, each of which can grapple only one target. \n'b' Imprison . The wickerman makes one slam attack against a target it is grappling. If the attack hits, the target is imprisoned inside its burning body, and the grapple ends. A creature imprisoned in the wickerman is blinded , restrained , has total cover against attacks and other effects outside the wickerman, and it takes 17 (5d6) fire damage at the start of each of the wickerman\xe2\x80\x99s turns. Up to 6 Medium or smaller creatures can fit inside a wickerman\xe2\x80\x99s body. If the wickerman takes 25 damage or more from a creature inside of it, the wickerman must succeed on a DC 14 Constitution saving throw or the creature bursts free from it. The creature falls prone in a space within 10 feet of the wickerman. If the wickerman dies, all creatures inside of it are no longer restrained by it and can escape from the burning corpse by using 15 feet of movement, exiting prone . \n'b' About \n'b' Empowered by Sacrifice In ancient times, the druids of the flame burned people alive in giant wickermen as sacrifices to the gods. The druids soon discovered a strange phenomenon when they burned the wickermen: the sacrifices\xe2\x80\x99 souls were trapped within the construct, filling it with rage. The druids of the flame learned to control the wickerman\xe2\x80\x99s rage and turned their sacrifice into a weapon of war. \n'b' Staff of Willow . A branch of the willow tree used to create the wickerman is formed into a staff, carved with runes, and conditioned with incense. The wielder can control a wickerman as long as it is within 120 feet of the wickerman and must use its action to command the wickerman to take an action. \n'b' Construct Nature . The wickerman doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wickerman \n'b' Gargantuan construct , neutral \n'b' Armor Class 15 (natural armor) Hit Points 217 (14d20+70) Speed 30 ft.\n'b' STATS STR: 27 (+8) DEX: 15 (+2) CON: 20 (+5) INT: 1 (-5) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire, poison, psychic Damage Immunities cold Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Constant Blaze . A wickerman constantly burns but is never consumed. Its flames are magical. Immersion in water only suppresses the flames, and only for as long as the wickerman is immersed. While its flames are suppressed, the wickerman doesn\xe2\x80\x99t cause fire damage. \n'b' Fire Healing . Whenever the wickerman is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The wickerman makes two fist attacks. If it hits one creature with both fists, it can use Wicker Cage on the creature. \n'b' Barrage . Ranged Weapon Attack : +13 to hit, range 60/180 ft., one target. Hit : 22 (4d6 + 8) bludgeoning damage and 10 (3d6) fire damage. \n'b' Fist . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage and 10 (3d6) fire damage, and the target is grappled (escape DC 23). \n'b' Wicker Cage . The wickerman shoves a grappled creature into the cage built into its chest. The creature is blinded and restrained , it has total cover against attacks and other effects outside the wickerman, and it takes 21 (6d6) fire damage at the start of each of the wickerman\xe2\x80\x99s turns. If the wickerman takes 20 damage or more on a single turn from a creature inside it, the wickerman releases all caged creatures, which fall prone in a space within 10 feet of the wickerman. If the wickerman dies, a caged creature is no longer restrained by it and can escape from the wickerman\xe2\x80\x99s body by using 20 feet of movement, exiting prone . \n'b'\n'b' ABOUT \n'b' A wickerman is a towering wicker statue with a cage in its chest. Inanimate ones are used for sacrifices to gods or nature faiths, and the constructs to terrify a faith\xe2\x80\x99s enemies. A wickerman is created from 12,000 pounds of wicker and rare wood costing 10,000 gp. Activating the wickerman requires sacrificing a living humanoid inside its chest cage. Sacrificing a creature is an evil act.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bird, Blindingcrow \n'b' Family: Bird \n'b' Tiny monstrosity , unaligned \n'b' Armor Class 12 Hit Points 1 (1d4 -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'\n'b' Condition Immunities blindness Skills Perception +3 Senses darkvision 30 ft. Languages none Challenge 1/8 (25 XP) \n'b' Special Traits \n'b'\n'b' Blinding Sickness . A creature infected with blinding sickness must make a DC 9 Con saving throw after completing each long rest . On a failure, the infected creature gains 1 level of exhaustion ; on a success, it loses 1 level of exhaustion . The disease is cured when the creature has 0 levels of exhaustion , or through lesser restoration or comparable magic. The real danger from the disease, however, is blindness. When a creature reaches 3 levels of exhaustion caused by blinding sickness, or when it has taken 3 or more necrotic damage in less than 10 minutes from blindingcrows that carry the disease, the creature is permanently blinded . Greater restoration or comparable magic is needed to cure this blindness. \n'b'\n'b' Actions \n'b'\n'b' Beak . Melee Weapon Attack : +3 to hit (reach 5 ft.; one creature). Hit : 1 piercing damage, and the creature must make a successful DC 9 Con saving throw or take 1 necrotic damage and contract blinding sickness (see below). \n'b'\n'b' About \n'b' Environment Non-arctic land Organization solitary, pair, flock (3-12), or murder (13-100) \n'b' This glossy black crow has fleshy pustules and sores growing out from under its plumage. This bird is has a thick, heavy bill and even more surprisingly has a central third leg that ends in an array of sharpened talons. \n'b'\n'b' Blindingcrows are fairly intelligent carrion birds known for their problem-solving skills and ability to adapt within the city environment. Despite past attempts to exterminate them, blindingcrows are more common than ever in the city\xe2\x80\x99s trash dumps and are known for their distinctive screeching caw. Sociable, especially when not nesting, blindingcrows may gather in communal roosts on winter nights, sometimes with thousands or even tens of thousands roosting at one location. \n'b' When large groups of these birds gather, they sometimes form a huge swarming flock and chase predators in a behavior called mobbing . Loud noises are the most common cause for a murder of blindingcrows to attack an individual. \n'b' As foragers, these birds also clean up dead animals and garbage. In fact, blindingcrows are often blamed for overturning garbage cans when the real culprits are usually raccoons or dogs. From prolonged exposure to the toxins and wastes in their urban environments where the blindingcrows live and feed, they have developed an ironic affinity for a particular disease. Blinding sickness has festered within these birds, and they pass it from one to another during mating and while feeding. The feathers of these birds, although a glossy black, are marred by oozing, sores that drain diseased fluid and that dry and become encrusted. When the birds preen themselves, this diseased fluid transfers to their beaks where it infects their bite attacks. Despite their third claw and sinister reputation, blindingcrows are no more effective with claw attacks than a normal crow. Only when blindingcrows swarm do their claw attacks really present a threat and live up to their name. \n'b'\n'b' Additional Credit Author Jeffrey Swank, based on material by Richard Pett.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Widow\xe2\x80\x99s Blades \n'b' Small aberration , chaotic neutral \n'b' Armor Class 13 Hit Points 7 (3d6 \xe2\x80\x93 3) Speed 20 ft.\n'b' STATS STR: 7 (-2) DEX: 16 (+3) CON: 9 (-1) INT: 5 (-3) WIS: 7 (-2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 8 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Symbiotic Bond . The widow\xe2\x80\x99s blades latch onto the back of their host, granting them the following abilities. The host\xe2\x80\x99s movement speed is increased by 15 feet and they gain a climbing speed equal to their walking speed. The host may make an unarmed attack with the wings as a bonus action. The wings are a natural melee weapon with which the host is proficient. Attacks with the wings deal piercing damage equal to 1d6 + their Strength or Dexterity modifier (the host\xe2\x80\x99s choice), instead of the normal bludgeoning damage for an unarmed strike. If the host leaps at least 20 feet straight onto a creature and makes an attack using the wings, that creature must succeed on a DC 13 Strength saving throw or be knocked prone . \n'b' Pounce . If the widow\xe2\x80\x99s blades moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be forced\xc2\xa0 prone . If the target is prone , the widow\xe2\x80\x99s blades can make one wing attack against it as a bonus action. \n'b' Running Leap . With a 10-foot running start, the widow\xe2\x80\x99s blades can long jump up to 25 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. A creature hit by this attack is grappled (escape DC 14) and the widow\xe2\x80\x99s blades can\xe2\x80\x99t bite another target. If the creature remains grappled in this way for 1 minute, it becomes the widow\xe2\x80\x99s blades\xe2\x80\x99 host. \n'b' Wings . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' Widow\xe2\x80\x99s blades, so-named by the drow that cultivate them, are native to the Astral Plane, where they sail across psychic storms on membranous wings. The thin membranes that make up their sails cannot maintain its integrity on other planes, leaving behind webs of tattered skin and the barren skeleton of claw-like wings. When trapped on the Material Plane, widow\xe2\x80\x99s blades are forced to crawl across the ground on their bone-like wings, desperately seeking a host to help them survive and return home. When they do finally find a suitable host, widow\xe2\x80\x99s blades latch onto their flesh, enveloping the back of the rib cage and piercing through its tissue with the sharp bony frame of its sails. With talons buried deep within its host body, a widow\xe2\x80\x99s blades is able to realize its role once again as both a means of travel and a highly effective weapon. Longing to return to their home and sail again across an astral sea, widow\xe2\x80\x99s blades share their dreams of other worlds with their host as they sleep. \n'b' Gift of the Drow . The name widow\xe2\x80\x99s blades was given to these lost aberrants by the drow, as the first of their kind to host one was thought to have been blessed by the Spider Queen herself. Since then, the drow have developed rituals to breed widow\xe2\x80\x99s blades and bind them to worthy hosts. Only the greatest of drow warriors and priestesses are chosen to undergo the ritual and take on the likeness of their deity. \n'b' Non-drow hosts discovered by the dark elves are seen as an affront to their queen, and are often targeted for assassination. Drow that are allowed to bear the blades are trained to wield them as deadly weapons. \n'b' Alien Influence . The widow\xe2\x80\x99s blades gives its host the following flaw: \xe2\x80\x9cI have troubled dreams of flying over strange worlds, and no matter where I travel, I feel unfulfilled.\xe2\x80\x9d'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Misery \n'b' Family: Demons \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 13 Hit Points 66 (12d8 + 12) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 1 (-5) DEX: 17 (+3) CON: 12 (+1) INT: 14 (+2) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Cha +4 Skills Stealth +7 Damage Vulnerabilities radiant Damage Resistances acid, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, lightning, poison Damage Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 120 ft., passive Perception 11 Languages Abyssal, telepathy 120 ft. \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Horrific Appearance . Any humanoid that starts its turn within 30 feet of the misery demon and can see it must make a DC 11 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 misery demon 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 misery demon\xe2\x80\x99s Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the misery demon\xe2\x80\x99s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the misery demon. \n'b' Shadow Stealth . While in dim light or darkness, the demon can take the Hide action as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 10 (2d6 + 3) psychic damage or, if the demon had advantage on the attack roll, 17 (4d6 + 3) psychic damage. \n'b'\n'b' ABOUT \n'b' These black demons have great spreading wings like those of a bat, sweeping terror and misery through the world as they beat upon the air. \n'b' Misery demons enjoy attacking creatures that fear them, and will not hesitate to swoop down upon any foes running in fear. Misery demons hail from an unknown country in Faerie. \n'b' Up from the Pits . It\xe2\x80\x99s easy to forget that there are evil forces lurking just beneath the surface of Faerie. If Faerie is indeed Limbus, the first circle of Infernus, then this plague of demons are proof of its corruption. Bubbling up from the pits, these demons might be distantly related to malebranche but adapted to Faerie, spreading fear and misery by merely existing. \n'b' Suffering for All . Misery demons have little rhyme or reason to their actions other than to make the denizens of Faerie suffer. They are opposed to all immortals and find the presence of the relentlessly cheery fey to be physically painful. It\xe2\x80\x99s not long before they lash out in a murderous rage to sate their bloodlust.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wight Champion \n'b' Family: Wight \n'b' Medium undead , neutral evil \n'b' Armor Class 17 (splint) Hit Points 136 (16d8 + 64) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 18 (+4) INT: 11 (+0) WIS: 11 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Perception +3 Damage Vulnerabilities radiant Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities poison, necrotic Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive perception 13 Languages the languages it knew in life Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Indomitable (1/Day) . The champion can reroll a failed save. It must use the new roll. \n'b' Second Wind (1/Day) . As a bonus action, the champion regains 15 hit points . \n'b' Sunlight Sensitivity . While in sunlight, the champion has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Turn Resistance . The champion has advantage on saving throws against any effect that turns undead . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The champion makes three weapon attacks. It can use its Life Drain in place of one melee attack . \n'b' Life Drain . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) necrotic damage, and the target is grappled (escape DC 14). Until this grapple ends, the champion must use one hand to maintain the grapple, but can automatically hit the grappled creature with its Life Drain. The target must succeed on a DC 13 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the champion\xc2\x92s control, unless the humanoid is restored to life or its body is destroyed. The champion can have no more than 25 zombies under its control at one time. \n'b' Greatsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Handaxe . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 30/60 ft., one target. Hit : 6 (1d6 + 3) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wight Despoiler \n'b' Family: Wight \n'b' Medium undead , neutral evil \n'b' Armor Class 17 (half plate, shield) Hit Points 112 (15d8 + 45) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 16 (+3) INT: 10 (+0) WIS: 11 (+0) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Religion +3 Damage Vulnerabilities radiant \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities poison, necrotic Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive perception 10 Languages the languages it knew in life Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Draining Smite . When the despoiler hits a creature with a melee weapon attack , the despoiler can expend a spell slot to also hit the target with its Life Drain. If the despoiler expends a spell slot of 2nd level or higher, its Life Drain deals 4 (1d8) extra damage for each level above 1st. \n'b' Spellcasting . The despoiler is a 6th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The despoiler has the following paladin spells prepared:\n'b'\n'b'\n'b' 1st level (4 slots) : command , detect magic , shield of faith , thunderous smite \n'b' 2nd level (3 slots) : find steed , magic weapon , zone of truth \n'b' 3rd level (3 slots) : dispel magic , elemental weapon, magic circle \n'b'\n'b' Sunlight Sensitivity . While in sunlight, the despoiler has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Turn Resistance . The despoiler has advantage on saving throws against any effect that turns undead . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The despoiler makes two longsword attacks. If it is not wielding a shield, it can use its Life Drain in place of one melee attack . \n'b' Life Drain . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 4) 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 finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the despoiler\xc2\x92s control, unless the humanoid is restored to life or its body is destroyed. The despoiler can have no more than 25 zombies under its control at one time. \n'b' Longsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage, if used in two hands.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wight Hunter \n'b' Family: Wight \n'b' Medium undead , neutral evil \n'b' Armor Class 16 (studded leather) Hit Points 120 (16d8 + 48) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 19 (+4) CON: 16 (+3) INT: 10 (+0) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +7, Survival +6 Damage Vulnerabilities radiant \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities poison, necrotic Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive perception 16 Languages the languages it knew in life Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Favored Prey . When a creature fails a saving throw against the hunter\xc2\x92s Life Drain, the hunter can choose to make that creature its favored prey. The hunter gains a +4 bonus to weapon damage rolls against its favored prey. The creature remains the hunter\xc2\x92s favored prey for 24 hours. This effect ends early if the creature dies, or the hunter chooses a new favored prey. \n'b' Life Hunter . The hunter has advantage on Wisdom ( Survival ) checks to track living creatures. \n'b' Spellcasting . The hunter is a 5th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The hunter has the following ranger spells prepared:\n'b'\n'b'\n'b' 1st level (4 slots) : detect magic , hail of thorns, hunter\xe2\x80\x99s mark \n'b' 2nd level (3 slots) : pass without trace , spike growth \n'b' 3rd level (2 slots) : conjure barrage \n'b'\n'b' Sunlight Sensitivity . While in sunlight, the hunter has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Turn Resistance . The hunter has advantage on saving throws against any effect that turns undead . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The hunter makes two rapier attacks and uses its Life Drain, or makes two longbow attacks. If the hunter has a shortsword drawn, it can make a shortsword attack in place of its Life Drain. \n'b' Life Drain . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. A humanoid or beast slain by this attack rises 24 hours later as a zombie under the hunter\xc2\x92s control, unless the creature is restored to life or its body is destroyed. The hunter can have no more than 25 zombies under its control at one time. \n'b' Rapier . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Shortsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Longbow . Ranged Weapon Attack : +7 to hit, range 150/600 ft., one target. Hit : 8 (1d8 + 4) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wight Malignant \n'b' Family: Wight \n'b' Medium undead , neutral evil \n'b' Armor Class 16 (scale mail, shield) Hit Points 58 (9d8 + 18) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 15 (+2) INT: 10 (+0) WIS: 11 (+0) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Religion +3 Damage Vulnerabilities radiant \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities poison, necrotic Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive perception 10 Languages the languages it knew in life Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Draining Smite . When the malignant hits a creature with a melee weapon attack , the malignant can expend a spell slot to also hit the target with its Life Drain. If the malignant expends a spell slot of 2nd level or higher, its Life Drain deals 4 (1d8) extra damage for each level above 1st. \n'b' Spellcasting . The malignant is a 3rd level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The malignant has the following paladin spells prepared:\n'b'\n'b'\n'b' 1st level (4 slots) : command , detect magic , shield of faith , thunderous smite \n'b' 2nd level (2 slots) : find steed , magic weapon \n'b'\n'b' Sunlight Sensitivity . While in sunlight, the malignant has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Turn Resistance . The malignant has advantage on saving throws against any effect that turns undead . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The malignant makes two longsword attacks. If it is not wielding a shield, it can use its Life Drain in place of one melee attack . \n'b' Life Drain . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the malignant\xc2\x92s control, unless the humanoid is restored to life or its body is destroyed. The malignant can have no more than 12 zombies under its control at one time. \n'b' Longsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage, if used in two hands.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wight Tracker \n'b' Family: Wight \n'b' Medium undead , neutral evil \n'b' Armor Class 15 (leather) Hit Points 60 (8d8 + 24) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 18 (+4) CON: 16 (+3) INT: 10 (+0) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +6, Survival +5 Damage Vulnerabilities radiant Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities poison, necrotic Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive perception 15 Languages the languages it knew in life Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Favored Prey . When a creature fails a saving throw against the tracker\xc2\x92s Life Drain, the tracker can choose to make that creature its favored prey. The tracker gains a +2 bonus to weapon damage rolls against its favored prey. The creature remains the tracker\xc2\x92s favored prey for 24 hours. This effect ends early if the creature dies, or the tracker chooses a new favored prey. \n'b' Life Hunter . The tracker has advantage on Wisdom ( Survival ) checks to track living creatures. \n'b' Spellcasting . The tracker is a 3rd level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The tracker has the following ranger spells prepared:\n'b'\n'b'\n'b' 1st level (4 slots) : detect magic , hail of thorns, hunter\xe2\x80\x99s mark \n'b' 2nd level (2 slots) : pass without trace \n'b' Sunlight Sensitivity . While in sunlight, the tracker has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Turn Resistance . The tracker has advantage on saving throws against any effect that turns undead . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The tracker makes a rapier attack and uses its Life \n'b' Drain . If the tracker has a shortsword drawn, it can make a shortsword attack in place of its Life Drain. \n'b' Life Drain . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. A humanoid or beast slain by this attack rises 24 hours later as a zombie under the tracker\xc2\x92s control, unless the creature is restored to life or its body is destroyed. The tracker can have no more than 12 zombies under its control at one time. \n'b' Rapier . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Shortsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Longbow . Ranged Weapon Attack : +6 to hit, range 150/600 ft., one target. Hit : 8 (1d8 + 4) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wight Warrior \n'b' Family: Wight \n'b' Medium undead , neutral evil \n'b' Armor Class 16 (chain mail) Hit Points 75 (10d8 + 30) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 17 (+3) INT: 11 (+0) WIS: 11 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Perception +2 Damage Vulnerabilities radiant Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities poison, necrotic Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive perception 12 Languages the languages it knew in life Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Second Wind (1/Day) . As a bonus action, the warrior regains 10 hit points . \n'b' Sunlight Sensitivity . While in sunlight, the warrior has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Turn Resistance . The warrior has advantage on saving throws against any effect that turns undead . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The warrior makes two weapon attacks. It can use its Life Drain in place of one melee attack . \n'b' Life Drain . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) necrotic damage, and the target is grappled (escape DC 13). Until this grapple ends, the warrior must use one hand to maintain the grapple, but can automatically hit the grappled creature with its Life Drain. The target must succeed on a DC 12 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the warrior\xe2\x80\x99s control, unless the humanoid is restored to life or its body is destroyed. The warrior can have no more than 12 zombies under its control at one time. \n'b' Greatsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Handaxe . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 30/60 ft., one target. Hit : 6 (1d6 + 3) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wight, Barrow \n'b' Family: Wight \n'b' Medium undead , chaotic evil \n'b' Armor Class 14 (studded leather) Hit Points 45 (6d8 + 18) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Damage Resistances necrotic; bludgeoning, piercing and slashing from nonmagical weapons that are not silvered Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 13 Languages the language it knew in life Challenge 3 (700 XP) \n'b' Special Traits \n'b' Insanity Gaze . If a creature starts its turn within 30 feet of the barrow wight and the two of them can see each other, the barrow wight can force the creature to make a DC 13 Wisdom saving throw if the barrow wight is not incapacitated. On a failed save, the creature is affected by a short term madness effect for 1 minute. Determine the effect from the table below. A creature that isn\xc2\x92t surprised can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xc2\x92t see the barrow wight until the start of its next turn, when it can avert its eyes again. If the creature looks at the barrow wight in the meantime, it must immediately make the save. \n'b' Resurrection Vulnerability . Casting a raise dead or resurrection spell on the barrow wight destroys it unless it makes a Wisdom saving throw. \n'b' Sunlight Sensitivity . While in sunlight, the barrow wight has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' d% Effect (lasts 1 minute) \n'b' 01-20 \n'b' The target retreats into its mind and becomes paralyzed . The effect ends if the creature takes any damage. \n'b' 21-30 \n'b' The creature is incapacitated, and can only scream, laugh, or weep hysterically. \n'b' 31-40 \n'b' The creature is frightened and must use its actions to flee from the source of its fear. \n'b' 41-50 \n'b' The creature babbles incoherently and cannot speak normally or cast spells. \n'b' 51-60 \n'b' The creature must use its action to attack the nearest creature. \n'b' 61-70 \n'b' The creature hallucinates vividly, incurring disadvantage on all ability checks. \n'b' 71-75 \n'b' The creature does whatever anyone tells it to do that isn\xc2\x92t obviously self-destructive. \n'b' 76-80 \n'b' The creature experiences an overpowering urge to eat something strange, such as dirt, offal, or slime. \n'b' 81-90 \n'b' The creature is stunned . \n'b' 91-00 \n'b' The creature falls unconscious. The target can repeat the saving throw at the end of each of its turns. A successful save ends the effect and renders the target immune to the same barrow wight\xc2\x92s insanity gaze for 24 hours. \n'b' Actions \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d6+3) bludgeoning damage plus 6 (1d6 + 3) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target takes a long rest . The target dies if this effect reduces their hit point maximum to zero. A humanoid slain by this attack rises 1d4 rounds later as a barrow wight under the control of the wight that killed it, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than three barrow wights under its control at one time.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wight, Barrow \n'b' Family: Wight \n'b' Medium undead , chaotic evil \n'b' Armor Class 14 (studded leather) Hit Points 45 (6d8 + 18) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Damage Resistances necrotic; bludgeoning, piercing and slashing from nonmagical weapons that are not silvered Damage immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 13 Languages the language it knew in life Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Gaze of Insanity . If a creature starts its turn within 30 feet of the barrow wight and the two of them can see each other, the barrow wight can force the creature to make a DC 13 Wisdom saving throw if the barrow wight is not incapacitated. On a failed save, the creature is affected by a short-term madness effect for 1 minute. Determine the effect from the table below. \n'b'\n'b' d% \n'b' Effect (lasts 1 minute) \n'b'\n'b' 01-20 \n'b' The target retreats into its mind and becomes paralyzed . The effect ends if the creature takes any damage. \n'b'\n'b' 21-30 \n'b' The creature is incapacitated, and can only scream, laugh, or weep hysterically. \n'b'\n'b' 31-40 \n'b' The creature is frightened and must use its actions to flee from the source of the fear. \n'b'\n'b' 41-50 \n'b' The creature babbles incoherently and cannot speak normally or cast spells. \n'b'\n'b' 51-60 \n'b' The creature must use its action to attack the nearest creature. \n'b'\n'b' 61-70 \n'b' The creature hallucinates vividly, incurring disadvantage on all ability checks. \n'b'\n'b' 71-75 \n'b' The creature does whatever anyone tells it to do that isn\xe2\x80\x99t obviously self-destructive. \n'b'\n'b' 76-80 \n'b' The creature experiences an overpowering urge to eat something strange, such as dirt, offal, or slime. \n'b'\n'b' 81-90 \n'b' The creature is stunned. \n'b'\n'b' 91-00 \n'b' The creature falls unconscious. \n'b'\n'b' Sunlight Sensitivity . While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' The target can repeat the saving throw at the end of each of its turns. A successful save ends the effect and renders the target immune to the same barrow wight\xe2\x80\x99s insanity gaze for 24 hours. A creature that isn\xe2\x80\x99t surprised can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the barrow wight until the start of its next turn, when it can avert its eyes again. If the creature looks at the barrow wight in the meantime, it must immediately make the save. \n'b' Actions \n'b'\n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d6+3) bludgeoning damage plus 6 (1d6 + 3) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target takes a long rest . The target dies if this effect reduces their hit point maximum to zero. A humanoid slain by this attack rises 1d4 rounds later as a barrow wight under the control of the wight that killed it unless the humanoid is restored to life or its body is destroyed. The wight can have no more than three barrow wights under its control at one time. \n'b'\n'b' About \n'b' This creature appears as a rotting humanoid with leathery, gray skin drawn tight over its frame. Its eyes glow crimson. The creature\xe2\x80\x99s clothes appear as rotting and tattered rags. \n'b' Barrow wights are undead creatures akin to normal wights, but they are always found in or near barrows, usually guarding the treasure contained therein. They hate living creatures and attempt to destroy anyone who invades their resting place. \n'b' A barrow wight is a twisted, insane creature standing about 6 feet tall. \n'b' A barrow wight attempts to use its gaze attack on the closest creature to it when it is first encountered. Creatures not affected by its gaze are pummeled with its fists.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wight, Blood \n'b' Family: Wight \n'b' Large undead , neutral \n'b' Armor Class 16 (natural armor) Hit Points 95 (10d10 + 40) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 18 (+4) INT: 13 (+1) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7, Stealth +5 Damage Resistances fire, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t silvered Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 17 Languages the languages it knew in life Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Magic Weapons . The wight\xe2\x80\x99s weapon attacks are magical. \n'b' Sunlight Sensitivity . While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Actions \n'b' Multiattack . The blood wight makes one claw attack and one life drain attack. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The wight can grapple only one target. \n'b' Engulf . The wight engulfs one creature it has grappled , and the grapple ends. While engulfed, the creature is blinded and restrained , it has total cover against attacks and other effects outside the wight, and it takes 27 (6d8) necrotic damage at the start of each of the wight\xe2\x80\x99s turns. If the wight takes 30 damage or more on a single turn from a creature inside it, the wight must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all engulfed creatures, which fall prone in a space within 5 feet of the wight. If the wight dies, all engulfed creatures explode out from the corpse, falling prone 15 feet away. \n'b' Life Drain . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 4) 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 finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight\xe2\x80\x99s control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. \n'b' About \n'b' This creature looks like a tattered and desiccated humanoid about 8 feet covered in fresh blood which seems to ooze and weep from its body. \n'b' Its clothes hang in rags and are soaked in blood as well. Its hands end in sharpened claws and its eyes display no signs of life. \n'b' When a living creature bleeds to death on unholy ground, its corpse sometimes returns to life as a blood wight. Evil priests of Orcus, Jubilex, Lucifer and various other demon princes and devil lords often hold dark rituals where they bleed a living creature to death in order to create a blood wight. Blood wights generally detest living creatures, but if created by a clerical or necromantic ritual, the created blood wight will not harm its creator (unless attacked first). Blood wights are solitary creatures though occasionally more than one of these creatures is encountered (particularly when they have been created by an evil cleric or necromancer). \n'b' A blood wight stands 8 to 10 feet tall and weighs 400 to 550 pounds. It appears much as it did in life but its body constantly weeps and oozes blood, even leaving footprints as it moves across the ground. Blood wights that could speak in life retain the knowledge of all languages they knew, but for the most part blood wights do not communicate either with others of their kind or with living creatures (including their creator). \n'b' A blood wight enters combat slashing with its claws. Given a chance, it grabs the closest opponent and engulfs it, holding it inside its body until it drowns. Drowned foes are ejected from the blood wight\xe2\x80\x99s body into a heap on the ground (the blood wight later devours any creature it kills).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ahuizotl \n'b' Large monstrosity , neutral evil \n'b' Armor Class 15 (natural hide) Hit Points 170 (20d10 + 60) Speed 30 ft., swim 50 ft.\n'b' STATS STR: 22 (+6) DEX: 20 (+5) CON: 17 (+3) INT: 9 (-1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +9, Dex +8 Skills Deception +6, Stealth +8 Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Drowning Distress . While the ahuizotl is swimming within a body of water, it can create an audible and visual illusion of a beast or humanoid splashing and crying out in distress in a body of water. The illusion\xe2\x80\x99s speech is incoherent and panicked but draws beasts or humanoids (as chosen by the ahuizotl) to its aid. Creatures of the chosen type within 30 feet that are able to see or hear the illusion are drawn toward the illusion unless they succeed a DC 15 Wisdom saving throw. A creature that reaches the water\xe2\x80\x99s edge must attempt the saving throw again or be compelled to dive into the water and move towards the illusion, while suffocating in the water. The affected creature can survive in the water for a number of rounds equal to its Constitution modifier (minimum 1 round). At the start of its next turn, it drops to 0 hit points and is dying. A suffocating creature can attempt another Wisdom saving throw at the end of each of its turns in order to end this effect. Creatures immune to the charmed condition are immune to this effect, and creatures that save are immune to this ability for 24 hours. \n'b' Voice Mimicry . An ahuizotl can perfectly mimic the sound of humanoid sobbing and can even attempt to mimic voices it has heard. When mimicking a voice, an ahuizotl must make a Charisma ( Deception ) ability check opposed by its listener\xe2\x80\x99s Wisdom ( Insight ) check. If the listener has never heard the voice the ahuizotl is attempting to mimic, the listener has disadvantage on its Wisdom ( Insight ) check. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ahuizotl makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 28 (4d10 + 6) piercing damage. \n'b' Claws . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 11 (1d10 + 6) slashing damage. \n'b'\n'b' ABOUT \n'b' Carnage-hungry denizens of the swamp, at a glance ahuizotls look little different than overlarge otters or a variety of other water-dwelling mammals. Their hindquarters reveal them to be far stranger beasts, though, as each possesses a powerful tail ending in a fifth hand with deadly claws. From the depths of their aquatic homes, ahuizotls look skyward, watchful for any boat or intruder that might trespass into their territories. Upon sighting such prey, their tentacle-like tails burst from the murk, dragging their victims down to meet death amid their powerful jaws and the drowning mire. Yet for all their ferocity, ahuizotls are blasphemously wasteful, for all they desire from their meals are the crunch of dismembered teeth and nails and the cool slime of freshly extracted eyes. What remains they release forth to the waves, to other aquatic predators, and to their victims\xe2\x80\x99 shocked mourners. Ahuizotls measure roughly 8 feet long, with a powerful build causing their weights to average around 1,300 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Nabasu \n'b' Family: Demons \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 157 (15d8 + 90) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 22 (+6) DEX: 13 (+1) CON: 22 (+6) INT: 14 (+2) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +9 Skills Perception +7 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities paralyzed , poisoned Senses darkvision 120 ft., passive Perception 17 Languages Abyssal, Common, telepathy 100 ft. Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Gaze . When a creature that can see the nabasu\xe2\x80\x99s eyes starts its turn within 30 feet of the nabasu, the nabasu can force it to make a DC 15 Wisdom saving throw if the nabasu isn\xe2\x80\x99t incapacitated and can see the creature. On a failure, the creature loses a hit die. A creature that has lost its last hit die to the nabasu\xe2\x80\x99s death gaze has disadvantage on all death saves for the next 24 hours, and if it dies within that time, it rises as a ghoul in 1d4 rounds under the nabasu\xe2\x80\x99s control. Ghouls created in this way become free willed if the nabasu that created them dies. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the nabasu until the start of its next turn, when it can avert its eyes again. If the creature looks at the nabasu in the meantime, it must immediately attempt the save. While averting its eyes, any attacks on the nabasu are done at disadvantage. \n'b' Magic Resistance . The nabasu demon has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The nabasu\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' At will : darkness , teleport (self only) \n'b' 3/day each : silence , plane shift , ray of enfeeblement , vampiric touch \n'b' 1/day : regenerate \n'b'\n'b' Paralysis Aura (1/day) . As a bonus action, the nabasu releases a cloud of magical energy that can paralyze its foes. This cloud fills a 10-foot cube, and all creatures within that cube must succeed at a DC 17 Constitution saving throw or become paralyzed for one minute. A paralyzed creature may repeat the saving throw at the end of each of its turns, ending the effect on a success. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The nabasu makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) piercing damage. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b'\n'b' ABOUT \n'b' The horned head of the nabasu has a cruel and vaguely humanoid face that appears trapped in a constant state of rage and pain. Its ever-pervasive, glowing golden stare is known to strike its foes dead at its mere gaze. Their bodies are tall and wire thin, with gray reptilian skin and large leathery wings and spindly arms that end in hooked razor-sharp talons. \n'b' The majority of nabasu encountered outside of the Abyss are nabasu demonlings. These proud creations of the demon lords are sent to the Material Plane to feast on the souls of the innocent until they reach maturity and can re-enter the Abyss on their own. Once there, they devour the physical hearts and mortal souls of their prey, growing stronger and deadlier with each third victim they destroy. Nabasu derive great pleasure from torturing and killing other creatures.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wight, Lunar \n'b' Family: Wight \n'b' Medium undead , chaotic evil \n'b'\n'b' Armor Class 17 (natural armor) Hit Points 97 (13d8 + 39) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 16 (+3) INT: 11 (+0) WIS: 16 (+3) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +6 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 16 Languages Common Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Create Spawn . Any humanoid creature slain by a lunar wight under the light of the moon becomes a lunar wight itself in 1d4 rounds. If the corpse is kept from direct exposure to moonlight, then this transformation is delayed until the rise of the next full moon. Spawn so created are less powerful than typical lunar wights and suffer disadvantage on Wisdom ability checks and saving throws and have two fewer Hit Dice. Spawn are under the command of the lunar wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed lunar wights. They do not possess any of the abilities they had in life. \n'b' Gaze of Lunacy . If a creature begins its turn within 30 feet of the lunar wight and the two can see one another, the wight can force the target to make a DC 14 Wisdom saving throw if the wight isn\xe2\x80\x99t incapacitated. On a failed save, the creature becomes affected by the confusion spell for 1 minute. The creature can repeat this save at the end of each of its turns, ending the effect on itself with a success. A creature that isn\xe2\x80\x99t surprised can choose to avert its eyes and thus avoid making the saving throw at the start of its turn. If the creature does this, it cannot see the lunar wight until the start of its next turn, when it may choose to avert its eyes again. \n'b' Resurrection Vulnerability . A raise dead or similar spell cast on a lunar wight destroys it unless it succeeds on a Wisdom saving throw against the caster\xe2\x80\x99s spell save DC. Casting raise dead in this way does not require a material component. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) necrotic damage, and the target\xe2\x80\x99s Wisdom score is reduced by 1d4. The target falls drops to 0 hit points and is dying if its Wisdom score falls to 0. Otherwise, this reduction ends when the target completes a short or long rest . \n'b' Unearthly Shriek . The lunar wight unleashes a blood-curdling shriek. Any living creature within 30 feet that can hear this shriek must make a DC 14 Wisdom saving throw or become frightened for 1 minute. A frightened creature can attempt a new saving throw at the end of each of its turns, ending the effect on itself with a success. A creature that succeeds on this saving throw becomes immune to the lunar wight\xe2\x80\x99s shriek for 24 hours. \n'b'\n'b' About \n'b' Lunar wights are humanoids who rise as undead after being brutally slain and their corpse abandoned under the light of a full moon. Lunar wights arise when a dark spirit from beyond this world possesses the corpse and permanently enters the dead body. While still somewhat recognizable to those who knew them in life, the wight\xe2\x80\x99s face bears a deathly grimace set with beastlike teeth and its eyes glow with madness. Lunar wights burn with hatred for the living and they seek to devour the flesh and steal the vital energy of any living creature they come across. Oddly, the undead creature\xe2\x80\x99s arms hang by its sides, as if the bizarre spirit possessing the corpse were unfamiliar with the concept of such manipulative appendages or incapable of exerting more than rudimentary control over them. \n'b' The flesh of this gaunt walking corpse is pale and drawn; its sunken eye sockets glimmer with the cold deranged gleam of moonlight.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wight, Mask \n'b' Family: Wight \n'b' Medium undead , neutral evil \n'b' Armor Class 19 (natural armor) Hit Points 207 (18d8 + 126) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 18 (+4) CON: 24 (+7) INT: 15 (+2) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Dex +9, Con +12, Int +7, Wis +8, Cha +9 Damage Vulnerabilities radiant Damage Resistances acid, fire, lightning, cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , frightened , paralyzed , petrified , poisoned , stunned , unconscious Senses darkvision 60 ft., truesight 30 ft., passive Perception 13 Languages Abyssal, Common, Infernal Challenge 13 (10,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Necrotic Weapons . The mask wight\xe2\x80\x99s weapon attacks are magical. When the mask wight hits with any weapon, the weapon deals an extra 3d8 necrotic damage (included in the attack). \n'b' Single-Minded Purpose . The mask wight has advantage on attack rolls against fiends and creatures wielding fiendish power, such as tieflings or some sorcerers and warlocks. \n'b' Undead Nature . The mask wight doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mask wight makes two Khopesh of Oblivion attacks and one Spiked Gauntlet attack. If both Khopesh of Oblivion attacks hit one creature, the target must succeed on a DC 17 Wisdom saving throw or forget cherished memories of one object or location until it interacts with that object or location again. The object or location can\xe2\x80\x99t be an object on the target or a location within its sight when it fails this saving throw. \n'b' Khopesh of Oblivion . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) slashing damage plus 13 (3d8) necrotic damage. \n'b' Spiked Gauntlet . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) bludgeoning damage plus 13 (3d8) necrotic damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be forced prone . \n'b' Wail of the Forgotten (Recharge 6) . The mask wight emits an ear-piercing wail. Each creature within 30 feet of the mask wight must make a DC 17 Charisma saving throw. On a failure, a creature takes 35 (10d6) thunder damage and 27 (6d8) psychic damage and is deafened for 1 hour. On a success, a creature takes half the damage and isn\xe2\x80\x99t deafened . A creature killed by this wail is erased from the memories of every creature in the planes that ever saw or interacted with it, all written or pictorial references to the target fade away, and its body is obliterated. Only divine beings and creatures that saw the creature die are unaffected by this memory erasure. The slain creature can be restored to life only by means of a true resurrection or a wish spell. \n'b'\n'b' ABOUT \n'b' The frame of this withered demon\xe2\x80\x99s corpse barely fills the ash-colored plate armor that encases it. It carries a khopesh made of violet smoke, and a horned ivory mask devoid of features is nailed to its face. \n'b' Children of Fiends . Long ago, a demon lord of shadow fell in love with a demon goddess of the underworld. The two devised a plan to not merely slay their peers, but expunge them from time itself, leaving only each other. Shortly thereafter, the mask wights were conceived. \n'b' Rites of Annihilation . To create these undead, the lovers stole bodies of death knights from beneath the necropolis of an arch-lich and sacrificed a million condemned souls, draining their essence into ivory masks. Finally, the masks were hammered onto the knights with cold iron nails, and their armored husks were left at the bottom of the memory-draining River Styx for 600 years. When they rose, the mask wights marched out into the planes to bury knowledge and erase their quarry from memory and history.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wight, Sword \n'b' Family: Wight \n'b' Medium undead , lawful evil \n'b' Armor Class 16 (chainmail) Hit Points 66 (12d8+12) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 12 (+1) CON: 13 (+1) INT: 11 (+0) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4 Damage Resistances necrotic; bludgeoning, piercing and slashing from nonmagical weapons that are not silvered Damage immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 14 Languages the languages it knew in life Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Improved Critical . Greatsword attacks score a critical hit on a roll of 19 or 20. \n'b' Magical Weapons . Attacks by the sword wight using its weapons are considered to be magical. \n'b' Sunlight Sensitivity . While in sunlight, the sword wight has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Weapon Master . When using its greatsword attack, a sword wight may reroll any 1 on damage dice, keeping the second result. \n'b' Actions \n'b' Multiattack . The sword wight makes two greatsword attacks or two longbow attacks. It can use its life drain in place of one greatsword attack. \n'b' Greatsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 8 (2d6 + 1) slashing. \n'b' Life Drain . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d6 + 1) 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 finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight\xe2\x80\x99s control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. \n'b' Longbow . Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 5 (1d8 + 1) piercing damage. \n'b' Reactions \n'b' Parry . The sword wight adds 2 to its AC against one melee attack that would hit it. To do so, the sword wight must see the attacker and be wielding a melee weapon. \n'b' About \n'b' These wicked and depraved creatures lived and died by the sword, and now, their dark taint passes through their weapons to tear at your soul. \n'b' Much like the standard wight, these undead abominations are warped and twisted caricatures of their former selves. The sword wight bears a massive greatsword, and the cold touch of the grave courses through the creature, through the weapon, into the hapless target.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wight, Warlock \n'b' Family: Wight \n'b' Medium undead , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 65 (10d8 + 20) Speed fly 30 ft. (hover)\n'b' STATS STR: 11 (+0) DEX: 10 (+0) CON: 13 (+1) INT: 15 (+2) WIS: 13 (+1) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +2, Wis +3 Skills Perception +3, Stealth +2 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons; plus one other damage type of its choosing (see Fiend\xe2\x80\x99s Luck) Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 13 Languages the languages it knew in life Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fiend\xe2\x80\x99s Luck . At the start of an encounter, the warlock wight chooses one of the following damage types to have resistance to: acid, cold, fire, force, lightning, psychic, radiant, or thunder. \n'b' Headless Fortitude . If damage reduces the warlock wight to 0 hit points , it collapses as if destroyed. At the start of its next turn, it regains 25 hit points , provided the damage that destroyed it wasn\xe2\x80\x99t from a critical hit. Only the wight\xe2\x80\x99s head becomes active; the body remains inert. The wight retains all its stats and abilities except its Claws attack , which it can\xe2\x80\x99t use. It doesn\xe2\x80\x99t regain the use of expended spells. \n'b' Innate Spellcasting . The warlock wight\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The wight can innately cast the following spells, requiring no components.\n'b'\n'b'\n'b' At will : chill touch , fire bolt, minor illusion , poison spray, ray of frost , shocking grasp \n'b' 1/day each : blight *, dimension door , flesh to stone , hellish rebuke*, hypnotic pattern , shatter * \n'b'\n'b' Sunlight Sensitivity . While in sunlight, the warlock wight has disadvantage on attack rolls and on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' *cast using a 5th-level slot \n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +2 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' Life Drain . Melee Spell Attack : +6 to hit, reach 5 ft., one creature. Hit : 7 (1d6 + 4) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the warlock wight\xe2\x80\x99s control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. \n'b'\n'b' ABOUT \n'b' These are the rarest of all wights, since they\xe2\x80\x99re created only when warlocks who serve a particular, deceitful fiend fall completely for its lies and have themselves interred according to its complicated instructions. Most warlocks who serve fiends are smart enough to understand when they\xe2\x80\x99re being lied to by their patron, and even to expect it. Most, but not all. \n'b' No one knows the name or true nature of this fiend, since it never uses the same name or appearance twice when dealing with mortals. It\xe2\x80\x99s believed that for the fiend, that\xe2\x80\x99s part of the appeal in this arrangement. \n'b' Warlocks who become warlock wights are decapitated at the time of their interment. When the body rises, the head floats a few inches above the neck. Even when the body is destroyed, the head often survives and continues casting spells and draining life from its enemies. \n'b' Undead Nature . A warlock wight doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wight, Barrow Barrow Wight \n'b' Medium undead , lawful evil \n'b' Armor Class 19 (plate, shield ) Hit Points 133 (14d8 + 70) Speed 25 ft.\n'b' STATS STR: 22 (+6) DEX: 13 (+1) CON: 20 (+5) INT: 13 (+1) WIS: 17 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 13 Languages Common, Dwarven Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dream Haunting . The barrow wight may cast scrying on any creature currently affected by its nightmare touch without the use of components. It may also inflict horrifying nightmares on the subject, forcing the target to succeed on a DC 17 Wisdom saving throw or take 3d6 psychic damage after it completes a full rest. \n'b' Innate Spellcasting : The barrow wight\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 17). The barrow wight can innately cast the following spells, requiring no material components: \n'b'\n'b' 3/day each : fear , gaseous form , sleep \n'b' 1/day each : animate dead , call lightning \n'b'\n'b' Magic Resistance . The barrow wight makes saving throws against spells and magical affects with advantage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The barrow wight may make two falchion attacks, or one falchion and one nightmare touch attack Falchion. Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 12 (1d10 + 7) slashing damage, plus 9 (2d8) necrotic damage. \n'b' Nightmare Touch . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) necrotic damage and the target must make a DC 17 Charisma saving throw. On a failed saving throw, the target\xe2\x80\x99s hit point maximum is reduced by the damage taken and the target is haunted by horrifying nightmares. While affected, the target gains no benefit from a full rest. Targets affected by nightmare touch may repeat the saving throw at the end of a full rest to remove the effects. Greater restoration , dispel good and evil, or remove curse will also end the effects. On a successful saving throw, a creature is immune to the nightmare effects of nightmare touch for 24 hours, but not the reduction of hit point maximum. A humanoid whose hit point maximum is reduced to 0 by this attack becomes a normal wight at the next sunset under the control of the barrow wight . The barrow wight may not have more than six wights under its control at a time. \n'b'\n'b' LAIR ACTIONS \n'b' The bleak moods of a barrow wight influence the natural world around its barrow as well, allowing them to maintain a rather dismal demesne if they so choose. Cannier barrow wights, however, create pleasant conditions to lure the unwary into their domain, before a sudden change in the weather swathes their land in chill winds, clinging fogs, or driving rain. Lost and terrified victims seeking shelter may be taken captive, spirited away beneath the hills and cairns and turned into living dead bound to the wight \xe2\x80\x98s will. Barrow wights sometimes release their captives after a dream-haunted slumber, imparting a bit of their deathless shadow into the target\xe2\x80\x99s heart, soul, and mind and corrupting their thoughts and dreams from afar. These unfortunates become the barrow wight \xe2\x80\x98s unwitting pawns in undermining its enemies in the waking world or just in sowing misery and despair. Perhaps cruelest of all are those the barrow wight turns loose after their capture, allowing them to hope for rescue or escape from their living nightmare if only they could find their way out of the wight \xe2\x80\x98s necropolis, but the twisted enchantments laid on the wight\xe2\x80\x99s barrow subtly steer disoriented victims right back into the dread creature\xe2\x80\x99s clutches. \n'b' The barrow wight may take a lair action to cause one of the following effects on Initiative count 20 (losing ties). \n'b'\n'b' The barrow wight creates fog as though it had cast the fog cloud spell. The fog lasts until the end of initiative count 20 on the next round. \n'b' The barrow wight animates the spirits of the former servants buried with it. The spirits attack one creature that the barrow wight can see within 60 feet. The target must make DC 17 Constitution saving throw against the attack . On a failed saving throw, the target takes 6d6 (21) necrotic damage and is weakened. Weakened targets make Strength and Dexterity checks and saving throws at disadvantage until the end of initiative count 20 on the next round. A successful saving throw reduces the damage to half (10) and prevents the weakening. \n'b' The barrow wight knows the exact location of any creature within 6 miles of its barrow that is carrying an item stolen from the wight . \n'b'\n'b' REGIONAL EFFECTS \n'b' The region around the barrow wights lair is subject to the emotional whims of the creature, creating the following effects: \n'b'\n'b' The barrow wight can alter the weather within 6 miles of its barrow. This effect is identical to the control weather spell. \n'b' The barrow wight can pierce the veil between the Material plane and the Ethereal within 6 miles of its barrow, causing visions of dead spirits to appear in the region. These spirits are typically mindless husks posing no physical threat to Material world, but a creature encountering one or more of these spirits makes saving throws against fear effects at disadvantage while in the region. \n'b' The barrow wight can alter the appearance of the terrain within a 6-mile radius centered on its barrow. This effect is identical to the hallucinatory terrain spell. \n'b'\n'b' ABOUT \n'b' Forlorn and fearsome, barrow wights were once warlords or princes of old. While some few came to their current state by the powerful curse of a darkling power, most earned an eternity of unlife through their own dire and dreadful predations, whether in war and conquest or in the oppression and exploitation of their own people. \n'b' Immortal Greed . Barrow wights are usually sealed in death within ancient burial grounds, in grand cairns and mausoleums meant as both memorial and remonstrance for future generations of the exploits and final fate of tyrants. Arising into unlife, some barrow wights harbor no grandiose ambitions, preferring to simply lie forever in dark repose upon their funerary biers, surrounded by the treasures carried with them into the afterlife. Despite their seeming quiescence, however, their undead spirit loses none of its potency, and the power of its avarice infuses its resting place as it jealously tallies and catalogues every relic of its former glory, ready to unleash hell itself upon any with the effrontery to rob them. \n'b' Reign of Death . Most barrow wights, however, seek to establish kingdoms of the dead (or rarely of the living), that they may continue their reign in death as in life, sitting enthroned as a lord of old upon thrones hewn from the very living rock. While greed runs deeply in the cold heart of a barrow wight , it is not only avarice but a thirst for power and authority that drives them into their restless undead state. They crave obeisance and honors from others, be they mindless corpses, undead spawn, or cowed living minion.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wiitikowan Bear \n'b' Family: Wiitikowan \n'b' Large fey , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 66 (7d10+28) Speed fly 60 ft.\n'b' STATS STR: 22 (+6) DEX: 12 (+1) CON: 18 (+4) INT: 1 (+5) WIS: 13 (+1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5, Survival +5 Damage Immunities cold Damage Vulnerabilities fire Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The bear has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Nightmare Stalker . As an action, a wiitikowan can designate a creature within 120 feet as its quarry. It has advantage on Perception ( Wisdom ) and Survival ( Wisdom ) checks to detect its quarry. Each night, the wiitikowan can contact its quarry in its dreams. Each night, the victim must succeed at a Wisdom saving throw with a DC of 11. If the victim succeeds three nights in a row, they are no longer treated as a quarry and cannot be contacted again. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle . If the target fails the saving throw, they are frightened in the presence of the wiitikowan for 24 hours. A victim who fails the saving throw has dreadful visions unless they are immune to being frightened . If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target\xe2\x80\x99s hit point maximum to 0, the target dies, and the victim becomes a wiitikowan. The reduction to the target\xe2\x80\x99s hit point maximum lasts until removed by the greater restoration spell or similar magic, or until the victim completes a long rest after they are no longer the wiitikowans quarry. \n'b' Regeneration . The wiitikowan regains 10 hit points at the start of its turn. If the wiitikowan takes fire or radiant damage, this trait doesn\xe2\x80\x99t function at the start of the wiitikowan\xe2\x80\x99s next turn. The wiitikowan dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate .. \n'b' Taste of Terror . A wiitikowan is aware of the direction and approximate distance of any creature within 1 mile that is frightened . A wiitikowan can see any creature within 60 ft. that is frightened and pinpoint its location even if the creature is obscured. \n'b' Wind Walker . A wiitikowan may wind walk as a bonus action, affecting itself. In addition, a wiitikowan\xe2\x80\x99s movement, attacks, and senses are never impeded by wind or by natural or magical weather effects, including fog cloud and sleet storm . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bear makes two attacks with its bite or claw. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 17 (2d10+6) piercing damage and the target is exposed to wendigo fever. On a critical hit, a wiitikowan\xe2\x80\x99s bite deals triple damage rather than double. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 13 (2d6+6) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wiitikowan Raven \n'b' Family: Wiitikowan \n'b' Tiny fey , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 7 (3d4) Speed fly 60 ft.\n'b' STATS STR: 4 (-3) DEX: 16 (+3) CON: 10 (+0) INT: 1 (-5) WIS: 12 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5, Survival +5 Damage Immunities cold Damage Immunities fire Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\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' Nightmare Stalker . As an action, a wiitikowan can designate a creature within 120 feet as its quarry. It has advantage on Perception ( Wisdom ) and Survival ( Wisdom ) checks to detect its quarry. Each night, the wiitikowan can contact its quarry in its dreams. Each night, the victim must succeed at a Wisdom saving throw with a DC of 11. If the victim succeeds three nights in a row, they are no longer treated as a quarry and cannot be contacted again. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle . If the target fails the saving throw, they are frightened in the presence of the wiitikowan for 24 hours. A victim who fails the saving throw has dreadful visions unless they are immune to being frightened . If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target\xe2\x80\x99s hit point maximum to 0, the target dies, and the victim becomes a wiitikowan. The reduction to the target\xe2\x80\x99s hit point maximum lasts until removed by the greater restoration spell or similar magic, or until the victim completes a long rest after they are no longer the wiitikowans quarry. \n'b' Regeneration . The wiitikowan regains 10 hit points at the start of its turn. If the wiitikowan takes fire or radiant damage, this trait doesn\xe2\x80\x99t function at the start of the wiitikowan\xe2\x80\x99s next turn. The wiitikowan dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Taste of Terror . A wiitikowan is aware of the direction and approximate distance of any creature within 1 mile that is frightened . A wiitikowan can see any creature within 60 ft. that is frightened and pinpoint its location even if the creature is obscured. \n'b' Wind Walker . A wiitikowan may wind walk as a bonus action, affecting itself. In addition, a wiitikowan\xe2\x80\x99s movement, attacks, and senses are never impeded by wind or by natural or magical weather effects, including fog cloud and sleet storm . \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4+3) piercing damage and the target is exposed to wendigo fever. On a critical hit, a wiitikowan\xe2\x80\x99s bite deals triple damage rather than double.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wiitikowan Savage Hunter \n'b' Family: Wiitikowan \n'b' Medium humanoid , neutral \n'b' Armor Class 14 (studded leather) Hit Points 156 (24d8+48) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4, Survival +3 Senses darkvision 60 ft., passive Perception 11 Languages Common, Halat Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Mobility . The savage hunter can take the Dash action as a bonus action on each of its turns. \n'b' Reckless . At the start of its turn, the savage hunter can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. \n'b' Trackless . The savage hunter no longer leaves tracks that can be followed without magic. \n'b' Wendigo Fever . The savage hunter suffers disadvantage on Wisdom ability checks, and is frightened in the presence of the wiitikowan. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The savage hunter makes two melee weapon attacks or two ranged weapon attacks. \n'b' Battleaxe . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d10+2) slashing damage, or 6 (1d8+2) if wielded one-handed. \n'b' Gore . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8+2) piercing damage. \n'b' Longbow . Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 6 (1d8+2) piercing damage. \n'b' Handaxe . Ranged Weapon Attack : +4 to hit, range 20/60 ft., one target. Hit : 5 (1d6+2) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wild Child \n'b' Medium fey , chaotic neutral \n'b' Armor Class 17 (studded leather) Hit Points 120 (16d8 + 48) Speed 40 ft., fly 40 ft.\n'b' STATS STR: 16 (+3) DEX: 20 (+5) CON: 16 (+3) INT: 18 (+4) WIS: 12 (+1) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Charisma +10, Dexterity +10, Intelligence +9 Skills Acrobatics +10, Athletics +8, Persuasion +10 Condition Immunities charmed Senses darkvision 60 ft., passive Perception 20 Languages Sylvan, Common, Primordial Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Fey Step (Recharge 4-6) . As a bonus action, a wild child can teleport up to 30 feet to an unoccupied space she can see. \n'b' Innate Spellcasting . A wild child\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 19). A wild child can innately cast the following spells, requiring no components.\n'b'\n'b' At will : dancing lights , druidcraft \n'b' 3/day : blur , charm person , counterspell , dispel magic \n'b' 1/day : dimension door , dominate person , pass without trace , tree stride \n'b'\n'b' Magic Resistance . A wild child has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . A wild child\xe2\x80\x99s attacks are magical. \n'b' Actions \n'b' Multiattack . A wild child makes three attacks with her sword. \n'b' Honey Sword . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) slashing damage. Her sword drips with honey and some of it sticks to a creature she hits. If she is successful with a hit, she has advantage on all further sword attacks against that target. \n'b' Pollen Cloud (3/day) . A wild child releases a pollen cloud that fills a 20 ft. radius centered on her, lingering for 1 minute. Humanoids and beasts in the cloud when it appears, or that enter it later, must make a DC 19 Constitution saving throw. On a successful save, the creature can\xe2\x80\x99t be affected by the cloud for 24 hours. On a failed save, the creature is consumed with feelings of euphoria and is under the same effect as the confusion spell.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Nalfeshnee \n'b' Family: Demons \n'b' A towering, corpulent beast , this fiend has the hideous head of a boar and arms ending in fatty, four-fingered hands. \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 184 (16d10 + 96) Speed 20 ft., fly 30 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 22 (+6) INT: 19 (+4) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +11, Int +9, Wis +6, Cha +7 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses truesight 120 ft., passive Perception 11 Languages Abyssal, telepathy 120 ft. Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Magic Resistance : The nalfeshnee has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack : The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite : Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 32 (5d10 + 5) piercing damage. \n'b' Claw : Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 15 (3d6 + 5) slashing damage. \n'b' Horror Nimbus (Recharge 5-6) : The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be 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 nalfeshnee\xe2\x80\x99s Horror Nimbus for the next 24 hours. \n'b' Teleport : The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wild Horse \n'b' Large fey , chaotic neutral \n'b' Armor Class 12 Hit Points 26 (4d10 + 4) Speed 60 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages Understands Sylvan but can\xe2\x80\x99t speak it Challenge 1 (200 XP) \n'b' Special Traits \n'b' Agile Equine . The wild horse can use a bonus action to Disengage . \n'b' Keen Smell . The wild horse has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The wild horse makes two attacks with its hooves. \n'b' Hooves . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' Ethereal Stride (2/day) . The wild horse and its rider magically enter the Ethereal Plane from the Material Plane, or vice versa. \n'b' About \n'b' This chestnut brown horse is part of the Wild Hunt. It is an amazing sight to see these beasts racing at top speed with their riders urging them forward. \n'b' Racing the Moon . Wild horses are incredibly fast and have only been tamed by the wild riders. These creatures can also travel into the Ethereal Plane. \n'b' New Directions . There are occasions where the Wild Hunt abandoms the chase. If someone offers the group a better deal, they might choose a new target.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bird, Cockerel \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 50 ft.\n'b' STATS STR: 2 (-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' Languages none \n'b' Skills Perception +2 \n'b' Challenge 0 (10 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' Ferocity . When the cockerel drops to 0 hit points , it immediately makes one attack against a creature within 5 feet as a reaction before dying. \n'b' Fighting Fury . When a cockerel sees another member of its species or other similar-sized bird (other than a chicken), it instinctively triggers its fight response. It spends 1 round attempting to intimidate its opponent, then attacks, gaining a +1 bonus to attacks and damage. A cockerel in a fighting fury fights until it or its opponent is dead. \n'b'\n'b' About \n'b' Environment Any land \n'b' Organization solitary \n'b' Lanky and bedraggled, with thin feathers other than a wide tuft around the neck, this rooster is particularly ugly for its kind. Its wattle and comb are both shredded and torn from past battles, and razor-sharp spurs have been tied to the backs of its legs. \n'b' Cockfighting is a common pastime among the coarser citizens (and secretly many of the upper crust as well) and the gamecocks have been bred for centuries in the city just for these contests. The resulting breed of cockerel is a distempered gamecock known for its viciousness in fights and its instinct to continue fighting even after having taken a mortal wound. Many runners of cockfights no longer allow cockerels in their venues because of the likelihood that neither bird will survive and their investment in training a prized gamecock will be lost even in victory. Cockerels are bred with normal chickens and always attack another cockerel on sight unless restrained . \n'b' Before fighting matches that involve betting, some cockerels are outfitted with fighting spurs. razor-sharp blades tied to their legs. Fighting spurs replace the bird\xe2\x80\x99s beak attack with a spur attack, which has the same attack bonus and reach but does 1d4 slashing damage. \n'b' A cockerel stands 2 feet tall and weighs 10-15 pounds. \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'Wild Hound \n'b' Medium fey , chaotic neutral \n'b' Armor Class 13 Hit Points 22 (4d8 + 4) Speed 50 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 12 (+1) INT: 10 (+0) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Senses passive Perception 13 Languages Understands Sylvan but can\xe2\x80\x99t speak it Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Hasty Hound . The wild hound can use a bonus action to Disengage or Hide . \n'b' Keen Hearing and Smell . The wild hound has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Pack Tactics . The wild hound has advantage on an attack roll against a creature if at least one of the wild hound\xe2\x80\x99s allies is within 5 ft. of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . \n'b' Ethereal Stride (2/day) . The wild hound magically enters the Ethereal Plane from the Material Plane, or vice versa. \n'b' About \n'b' The wild hound is a ferucious hound that joins the Wild Hunt. These beasts race along with the wild horses and will follow the Master\xe2\x80\x99s commands. \n'b' Part of the Pack . The hound is very quick and can work in unison with the other members of the hunt. This creature can also travel into the Ethereal Plane.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wild Rider \n'b' Medium fey , chaotic neutral \n'b' Armor Class 13 Hit Points 78 (12d8 + 24) Speed 35 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 12 (+1) INT: 10 (+0) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +6, Animal Handling +5, Perception +5, Stealth +6 Senses passive Perception 15 Languages Sylvan Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Shapechanger . The wild rider can use an action to shapechange into a wild horse or a wild hound. Once transformed they have the stats of that creature. All their weapons and equipment change with them. They must use an action to change back into their true form. If they are killed, they revert back to their true form with all their original hit points . \n'b' Actions \n'b' Multiattack . The wild rider makes three attacks. \n'b' Spear of the Hunt . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 11 (2d8 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. If the saving throw result is 7 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake. \n'b' About \n'b' Astride the wild horses in the Wild Hunt are these chaotic fey. They are the fanatical followers of the Master of the Hunt. These fey are focused entirely on the hunt and are fiercely loyal to their leader. \n'b' Acting in Unison . The wild riders are a part of the hunt and will do whatever is necessary for the group. \n'b' Fleeting Form . These fierce fey can change their shape and become one of the hounds or horses in the Wild Hunt.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wild Sirocco \n'b' Large elemental , neutral \n'b' Armor Class 13 Hit Points 105 (14d10 + 28) Speed 0 ft., fly 80 ft. (hover)\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 15 (+2) INT: 5 (\xe2\x80\x933) WIS: 10 (+0) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities cold Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Auran, Ignan Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Blazing Maelstrom Form . The wild sirocco can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the sirocco or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. In addition, the sirocco can enter a hostile creature\xe2\x80\x99s space and stop there. The first time it enters a creature\xe2\x80\x99s space on a turn, that creature takes 3 (1d6) fire damage and must succeed on a DC 15 Strength saving throw or be forced prone . \n'b' Elemental Nature . The wild sirocco doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Water Susceptibility . For every 5 feet the wild sirocco moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The wild sirocco makes two Fiery Wallop attacks. \n'b' Fiery Wallop . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage. \n'b' Scorching Winds (Recharge 5\xe2\x80\x936) . The wild sirocco whips up scorching winds around it in a blaze. Each creature within 10 feet of the wild sirocco must make a DC 15 Strength saving throw. On a failure, a creature takes 21 (6d6) fire damage, ignites, and is thrown up to 20 feet in a random direction and forced prone . If a thrown creature strikes a solid surface, the creature takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If it is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be forced prone . Until a creature takes an action to douse the fire, an ignited creature takes 3 (1d6) fire damage at the start of each of its turns. \n'b'\n'b' ABOUT \n'b' A wide, swirling vortex of flame whips low across the desert sands, tearing through bramble with ease and terrorizing wandering camels. The whirling blaze rips up a palm tree, and after scorching it to a crisp, tosses the charred thing out before catching it again in its hot zephyrs like a delightful toy. \n'b' Born where the Elemental Planes of Air and Fire meet, these creatures are as capricious as the former and as consuming as the latter. Driven by a compulsion to burn through everything in its path, these fiery vortexes scoop up anything in reach, scorch it, then fling the wreckage wantonly. In the desert, this may mean cacti and sun-bleached bones; in a wizard apprentice\xe2\x80\x99s summoning room, this could mean far worse. \n'b' Eagerly Destructive . A wild sirocco is often excited to be summoned to another plane where it might test its fiery embrace upon anything flammable. It is discontent to guard anything, preferring to seek out foes so that it might carve a charred path and defeat them for its summoner. Every reputable wizard school warns its students against summoning these elementals, as a wild sirocco is an unruly ally at best and a volatile, unpredictable force of nature at worst.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wilderness Crone \n'b' Medium fey , neutral \n'b' Armor Class 17 (natural armor) Hit Points 105 (14d8 + 42) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 17 (+3) INT: 15 (+2) WIS: 18 (+4) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Wis +7 Skills Medicine +7, Nature +8, Stealth +3 Damage Resistances piercing Senses darkvision 60 ft., passive Perception 14 Languages Common, Sylvan Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Beast Passivism . No beast with an Intelligence of 3 or less can willingly attack the crone. They can be forced to do so through magical means. \n'b' Speak with Beasts and Plants . The crone can communicate with Beasts and Plants as if they shared a language. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The wilderness crone makes three Staff attacks. \n'b' Wild Staff . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage plus 4 (1d8) force damage. \n'b' Needle Breath (Recharge 5\xe2\x80\x936) . The crone exhales pine needles in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 28 (8d6) piercing damage on a failed save, or half as much damage on a successful one. \n'b' Spellcasting . The crone casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15):\n'b'\n'b'\n'b' At will : minor illusion , tree stride \n'b' 3/day each : goodberry, hold person , locate animals or plants \n'b' 1/day each : commune with nature , remove curse \n'b'\n'b' REACTIONS \n'b'\n'b' Transmigratory Strike . When the crone kills a Humanoid, she can immediately restore it to life as a Beast with a challenge rating no higher the Humanoid\xe2\x80\x99s CR or level. This reaction otherwise works like the reincarnate spell. \n'b'\n'b' ABOUT \n'b' An elderly woman with gnarled, bark-like skin and a cloak of pine branches stands beneath the boughs at the forest\xe2\x80\x99s edge. \n'b' Wilderness crones are not hags or evil, but they are often mistaken for both. They are protective of their forests, but if approached respectfully, they can be amicable and welcoming. \n'b' Wisdom of the Woods . Many seek wilderness crones for their knowledge and magic, but crones have no use for gold. They share their knowledge or power only after petitioners complete a task to protect or expand the forest. \n'b' Solitary and Reclusive . Wilderness crones live alone in remote forests. While they befriend beasts and plants and tolerate most fey, they are highly suspicious of intruders. They frighten away woodcutters, hunters, or others they believe will harm their home and its inhabitants. If intruders don\xe2\x80\x99t flee, the crones resort to direct confrontation. \n'b' Wild Crones . Wilderness crones mirror their environments, leading to variations. The most common wilderness crone inhabits temperate forests and is known as a \xe2\x80\x9cpine crone.\xe2\x80\x9d \n'b' Variants \n'b' Wilderness crones vary, depending on their home. To create a wilderness crone of a specific environment, use the statistics presented here, except as described below. Their CR is unchanged. \n'b' Arctic . Often called \xe2\x80\x9csnow crones,\xe2\x80\x9d crones of the boreal forests have icy skin and resistance to cold damage. A snow crone\xe2\x80\x99s Needle Breath is a barrage of ice shards that deals both cold and piercing damage. \n'b' Underground . Dubbed \xe2\x80\x9cstone crones,\xe2\x80\x9d crones tending fungal forests underground have stony skin and resistance to poison damage. A stone crone\xe2\x80\x99s Needle Breath is a cloud of spores that deals poison damage. \n'b' Volcanic . Known as \xe2\x80\x9ccinder crones,\xe2\x80\x9d crones seeding the soil of volcanic regions have red and orange skin and resistance to fire damage. A cinder crone\xe2\x80\x99s Needle Breath is a roar of flames that deals fire damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wilderness Knight \n'b' Medium humanoid (any race), any alignment \n'b' Armor Class 17 (half plate, shield) Hit Points 45 (7d8 + 14) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 11 (+0) CON: 14 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +5, Perception +3, Survival +5 Senses passive Perception 13 Languages Common Challenge 1 (200 XP) \n'b' Special Traits \n'b' Brave . The wilderness knight has advantage on saving throws against being frightened . \n'b' Keen Hearing and Sight . The wilderness knight has advantage on Wisdom ( Perception ) checks that rely on hearing and sight. \n'b' Actions \n'b' Multiattack . The wilderness knight can make two longsword attacks or one attack with its lance. \n'b' Lance . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 9 (1d12 + 3) piercing damage. \n'b' Longsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) piercing damage if used with two hands.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Will-o\xe2\x80\x99-Wisp \n'b' Tiny undead , chaotic evil \n'b' Armor Class 19 Hit Points 22 (9d4) Speed 0 ft., fly 50 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 28 (+9) CON: 10 (+0) INT: 13 (+1) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities lightning, poison Damage Resistances acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities exhaustion , grappled , paralyzed , poisoned , prone, restrained , unconscious Senses darkvision 120 ft., passive Perception 12 Languages the languages it knew in life Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Consume Life : As a bonus action , the will-o\xe2\x80\x99-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o\xe2\x80\x99-wisp regains 10 (3d6) hit points. \n'b' Ephemeral : The will-o\xe2\x80\x99-wisp can\xe2\x80\x99t wear or carry anything. \n'b' Incorporeal Movement : The will-o\xe2\x80\x99-wisp 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' Variable Illumination : The will-o\xe2\x80\x99-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o\xe2\x80\x99-wisp can alter the radius as a bonus action . \n'b'\n'b' Actions \n'b'\n'b' Shock : Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit : 9 (2d8) lightning damage. \n'b' Invisibility : The will-o\xe2\x80\x99-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell). \n'b'\n'b' About \n'b' This faintly glowing ball of light bobs gently in the air, the nebulous image of what might be a skull visible somewhere in its depths.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Will-o\xe2\x80\x99-the-Mist \n'b' Tiny undead , chaotic evil \n'b' Armor Class 19 Hit Points 60 (24d4) Speed 0 ft., fly 50 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 28 (+9) CON: 10 (+0) INT: 15 (+2) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Wis +5, Cha +4 Skills Deception +4, Perception +7, Stealth +12 Damage Resistances acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities lightning, poison Condition Immunities exhaustion , grappled , paralyzed , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., sense thoughts 60 ft., passive Perception 17 Languages Aklo, Common Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ephemeral . The will-o\xe2\x80\x99-the-mist can\xe2\x80\x99t hold or wear anything. \n'b' Feed on Emotions . When a will-o\xe2\x80\x99-the-mist starts its turn within 10 feet of a creature at 0 hit points or a creature that is charmed , frightened , enraged, or confused, it gains 5 temporary hit points . \n'b' Incorporeal Movement . The will-o\xe2\x80\x99-the-mist 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' Innate Spellcasting : The will-o\xe2\x80\x99-the-mist\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 13). The will-o\xe2\x80\x99-the-mist can innately cast the following spells, requiring no components: \n'b'\n'b' At will : dancing lights , fog cloud , hypnotic pattern \n'b' 1/day : hallucinatory terrain \n'b'\n'b' Invisibility . The will-o\xe2\x80\x99-the-mist is invisible . It can choose to become visible or invisible on its turn.\n'b'\n'b' Magic Resistance . The will-o\xe2\x80\x99-the-mist has advantage on saving throws against spells and other magical effects. \n'b' Sense Thoughts . A will-o\xe2\x80\x99-the-mist can sense the presence of sentient creatures ( Intelligence 2 or higher) within 60 feet as if it had blindsight. It can sense the presence and location of undead and constructs as long as they are intelligent, but it cannot detect creatures with Intelligence 1 or creatures protected by nondetection , mind blank , or a similar effect. \n'b'\n'b' ACTIONS \n'b'\n'b' Shock . Melee Spell Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8+3) lightning damage. \n'b' Spark . The will-o\xe2\x80\x99-the-mist can cause a spark to shock a target within 30 feet that it hit with its Shock attack within the last minute, dealing 9 (2d8) lightning damage on a failed DC 14 Constitution saving throw, or half as much on a success. A creature failing its saving throw is also paralyzed for 1d4 rounds, though it can attempt a new saving throw each round at the end of its turn to end the effect. A creature that succeeds on any of these saving throws is immune to being paralyzed by that will-o\xe2\x80\x99-the-mist\xe2\x80\x99s Spark attack for 1 minute. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The will-o\xe2\x80\x99-the-mist 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 will-o\xe2\x80\x99-the-mist regains spent legendary actions at the start of its turn. \n'b'\n'b' Shock . The will-o\xe2\x80\x99-the-mist makes a shock attack . \n'b' Spark (Costs 2 Actions) . The will-o\xe2\x80\x99-the-mist uses its Spark ability. \n'b' Cast Spell (Costs 3 Actions) . The will-o\xe2\x80\x99-the-mist casts one spell. \n'b'\n'b' ABOUT \n'b' Every trapper and bog farmer living near marshes or swamps has his own name for these faintly glowing balls of light \xe2\x80\x94jack o\xe2\x80\x99 the lanterns, walking fires, pine lights, spooklights, rushlights\xe2\x80\x94but all recognize them as dangerous predators and false guides in the darkness . A will-o\xe2\x80\x99-the-mist is even deadlier for its ability to not just lead folk astray by their lights and disappearance but to be able to shroud them in veils of mist and illusion that leave even careful travelers hopelessly lost.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Will-o\xe2\x80\x99-Wisp, Greater \n'b' Tiny undead , chaotic evil \n'b' Armor Class 20 \n'b' Hit Points 63 (18d4 + 18) \n'b' Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 30 (+10) CON: 12 (+1) INT: 15 (+2) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities lightning, poison \n'b' Condition Immunities exhaustion , grappled , paralyzed , poisoned , prone , restrained , unconscious \n'b' Senses darkvision 120 ft., passive Perception 13 \n'b' Languages Abyssal, Common, Infernal \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Consume Life . As a bonus action, the greater will-o\xe2\x80\x99-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 13 Constitution saving throw against this magic or die. If the target dies, the greater will-o\xe2\x80\x99-wisp regains 21 (6d6) hit points . \n'b' Ephemeral . The greater will-o\xe2\x80\x99-wisp can\xe2\x80\x99t wear or carry anything. \n'b' Incorporeal Movement . The greater will-o\xe2\x80\x99-wisp 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' Variable Illumination . The greater will-o\xe2\x80\x99-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The greater will-o\xe2\x80\x99-wisp can alter the radius as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The greater will-o\xe2\x80\x99-wisp makes two Shock attacks. \n'b' Entrancing Lights (Recharge 6) . The greater will-o\xe2\x80\x99-wisp emits hypnotic lights. All humanoid creatures that can see the lights must succeed on a DC 13 Wisdom saving throw or be charmed by the will-o\xe2\x80\x99-wisp for 1 hour. While charmed in this way, the creature is incapacitated and must use all of its movement to stumble toward the will-o\xe2\x80\x99-wisp. This effect ends if the creature takes damage or another creature uses its action to shake the creature to its senses. \n'b' Invisibility . The greater will-o\xe2\x80\x99-wisp and its light magically become invisible until it attacks or uses Consume Life, or until its concentration ends (as if concentrating on a spell). \n'b' Shock . Melee Spell Attack : +5 to hit, reach 5 ft., one target. Hit : 13 (3d8) lightning damage, and the target can\xe2\x80\x99t take reactions until the start of its next turn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Catscratch \n'b' Huge aberration , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 76 (8d12 + 24) Speed 30 ft., climb 15 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 17 (+3) INT: 3 (?4) WIS: 12 (+1) CHA: 8 (?1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities poisoned Skills Perception +3, Stealth +6 Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The catscratch has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Nine Lives (Recharges after a Short or Long Rest) . When the catscratch would be reduced to 0 hp , it instead drops to 9 hp . \n'b' Pounce . If the catscratch 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 14 Strength saving throw or be\xc2\xa0forced prone . If the target is prone, the catscratch can make one bite attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The catscratch makes one bite attack and one claw attack. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. A felid or feline humanoid that fails this saving throw contracts catscratch fugue (see sidebar). \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) slashing damage. \n'b' Vomit (Recharge 5-6) . The catscratch vomits poisonous bile in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save or half as much damage on a successful one. A felid or feline humanoid that fails this saving throw contracts catscratch fugue (see sidebar). \n'b'\n'b' ABOUT \n'b' This large sheepdog has luxuriant white-gold fur. \n'b' A pair of broad wings stretches out from the creature\xe2\x80\x99s back, and its eyes are filled with an intelligent, silvery gleam.\xc2\xa0The small cat emits a horrific yowl as its body begins to bulge and swell. Within moments, a massive, veined humanoid covered in patches of fur stands in the cat\xe2\x80\x99s place, casting a mad gaze. \n'b' Not of This World . A catscratch comes from parts unknown. No one is quite sure of its source, but wherever domestic cats are found, these creatures appear. It is a hybrid monster, created when an aberrant virus infects a cat or cat-like humanoid. \n'b' Summoned by Rage . An infected cat doesn\xe2\x80\x99t transform until it becomes angry, leaving many communities unaware of the disease until it is too late. Once a cat is sufficiently upset, it swells to a massive size , turning into a catscratch intent on destroying everything in sight. \n'b' Catscratch Fugue \n'b' Catscratch fugue is a bacterial infection that only affects felids and feline humanoids. This infectious organism is carried by debris falling into the Material Plane from the Void and is transmitted either through contact with the crash site or by being bitten by a carrier.\xc2\xa0Upon contact, the target must succeed on a DC 13 Constitution saving throw or become infected. Once the host is infected, catscratch fugue incubates inside it for 3 days. During this window, the victim\xe2\x80\x99s skin itches, and they are prone to violent mood swings.\xc2\xa0At the end of each long rest, the infected creature can repeat the saving throw, recovering from the disease on a success. A lesser restoration spell cast during the incubation time cures the disease.\xc2\xa0After the third day, if the infection is still present, any negative emotion causes the victim to transform into a monstrous catscratch intent on destroying everything around it. Only a wish spell can cure a catscratch once it has transformed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angel Cat, Seraph (Felim) \n'b' Tiny celestial , neutral good \n'b' Armor Class 14 (natural armor) Hit Points 10 (3d4 + 3) Speed 40 ft., climb 30 ft., fly 40 ft.\n'b' STATS STR: 3 (-4) DEX: 16 (+3) CON: 13 (+1) INT: 12 (+1) WIS: 13 (+1) CHA: 17 (+3) \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 1 (200 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 : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage and 2 (1d4) radiant damage. \n'b' Radiant Stare . Ranged Spell Attack : +5 to hit, range 30 ft., one target. Hit : 7 (1d8 + 3) radiant damage. \n'b' Healing Paws (3/day) . The felim lays its paws on a creature. That creature magically regains 2 (1d4) hit points . \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' Felim seraphs are celestial custodians responsible for the safety of Felidise and all who reside within. As Elurus\xe2\x80\x99 most trusted agents, they are sometimes tasked with aiding select mortals in benevolent quests away from Felidise. \n'b' Though they generally strive to avoid violence, felim seraphs detest unfairness and won\xe2\x80\x99t hesitate to get into dangerous situations to protect victims of injustice. \n'b' Pact of the Chain Familiar . At the gamemaster\xe2\x80\x99s discretion, a warlock with a pact of the chain may choose the form of a felim seraph for their familiar. \n'b' Variant \n'b' The following additional action to felim who must keep their celestial identity hidden while traveling to the world of mortals. \n'b'\n'b' Blessing of Elurus . The felim can use an action to magically polymorph into an ordinary cat, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the felim\xe2\x80\x99s choice). In its new form, the felim retains all of its statistics except its flying speed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Willow Tree Warrior \n'b' Large plant , neutral\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 18 (+4) INT: 10 (+0) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 (natural armor) Hit Points 57 (6d10 + 24) Speed 30 ft. Damage Resistances bludgeoning, piercing Damage Vulnerabilities fire Senses passive Perception 12 Languages Druidic, Elvish, Ledean, Sylvan Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Constrict . The warrior can use its bonus action to do 7 (1d8 + 3) bludgeoning damage to each grappled opponent. \n'b' False Appearance . While the warrior remains motionless, it is indistinguishable from a willow tree. \n'b' Siege Monster . The warrior deals double damage to objects and structures. \n'b' Actions \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage and if the target is Medium size or smaller it is grappled (escape DC 13). The warrior can have only two targets grappled at a time. \n'b' Tactics \n'b' A willow tree warrior prefers to wait in hiding until its target comes close. It then bursts into action, hoping to surprise its opponents, grasping at each new opponent. Once it has two grappled targets, it will try to squeeze the life out of them before moving on to new threats. Willow tree warriors fight until they perish, unless the situation calls for a strategic retreat. \n'b' Description \n'b' The slender young willow sways as if in a breeze \xe2\x80\x93 then its roots erupt from the ground and splay out like feet as it lurches forward. A pair of massive branches reach out, as if they are grasping arms, revealing ripples in its otherwise smooth bark that bear the semblance of a face. The creature is over 10 feet tall, lean and supple with smooth bark and long hair strands like willow branches. Their two branch-arms end in hands that are masses of thick, corded willow branches.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Willowhaunt \n'b' Huge undead , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 90 (12d12 + 12) Speed 20 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 12 (+1) INT: 9 (-1) WIS: 14 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +6, Cha +7 Skills Insight +5, Intimidation +7 Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 60 ft., passive Perception 12 Languages understands Common but can\xe2\x80\x99t speak, telepathy 60 ft. Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Living Projection . The willowhaunt\xe2\x80\x99s skeletal form is covered with a magical illusion that makes it look like a living willow tree. The willowhaunt can use a bonus action to dismiss this illusion until the end of its next turn. The changes wrought by this illusion fail to hold up to physical inspection. For example, the willowhaunt\xe2\x80\x99s trunk appears to be made of bark, but someone touching it would feel the tree\xe2\x80\x99s polished bones. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence ( Investigation ) check to discern the willowhaunt\xe2\x80\x99s true appearance. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The willowhaunt makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 10 ft., one creature. Hit : 9 (1d12 + 3) bludgeoning damage plus 7 (2d6) necrotic damage. \n'b' Provoke Murder . The willowhaunt chooses up to two creatures it can see within 30 feet of it. Each target must succeed on a DC 15 Wisdom saving throw or be overcome with murderous intent for 1 minute. While overcome with murderous intent, a creature has advantage on melee attack rolls and is compelled to kill creatures within 30 feet of the willowhaunt. The creature is unable to distinguish friend from foe and must attack the nearest creature other than the willowhaunt each turn. If no other creature is near enough to move to and attack , it stalks off in a random direction, seeking a new target to drag within 30 feet of the willowhaunt. 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' Whispers of Madness (Recharge 5-6) . The willowhaunt whispers in the minds of nearby creatures. Each creature of the willowhaunt\xe2\x80\x99s choice within 30 feet of it must make a DC 15 Wisdom saving throw. On a failure, a creature takes 18 (4d8) psychic damage and is afflicted with short term madness. On a success, a creature takes half the damage and isn\xe2\x80\x99t afflicted with madness. If a saving throw fails by 5 or more, the creature is afflicted with long term madness instead. A creature afflicted with madness caused by the willowhaunt\xe2\x80\x99s whispers has disadvantage on its saving throw against the Willowhaunt\xe2\x80\x99s Provoke Murder. \n'b'\n'b' ABOUT \n'b' The ghostly image of a healthy willow overlays a smaller tree composed of bones. Piles of bones litter the ground at its base. \n'b' Death Tree . When victims of murder or other violent deaths die in view of an otherwise healthy willow tree, their spirits flock to the tree. This destroys the willow and causes it to return as a mockery of a living tree. \n'b' The willowhaunt projects an image of its former appearance to put creatures at ease, at least long enough to convince them to approach. \n'b' Thirst for Blood . Willowhaunts thrive best in blood-soaked soil. They incite murderousness in those who come near by telepathically whispering conspiracies about a creature\xe2\x80\x99s allies. The willowhaunts encourage their victims to make small sacrifices to the willows, ensuring the willowhaunt\xe2\x80\x99s soil remains bloody. \n'b' Attractive to Death Cults . Swamp-based death cults cherish the discovery of a willowhaunt and sacrifice victims to create a grove of willowhaunts. Perversely, a willowhaunt prefers blood shed by unwilling creatures, and it demands the cultists bring victims it can force into a fight. \n'b' Undead Nature . The willowhaunt doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bird, Small \n'b' Family: Bird \n'b' Small beast , unaligned \n'b' Armor Class : 11 Hit Points 3 (1d6) Speed : 15 ft. fly 30 ft. (if flighted)\n'b' STATS STR: 1 (-6) DEX: 12 (+1) CON: 10 (0) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses : passive Perception 11 Languages : \xe2\x80\x93 Challenge : 0 (10 XP) \n'b' Actions \n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., 1 target. Hit : 1 point piercing damage. \n'b' About \n'b' This stat block applies to any small, non-predatory bird such as a turkey, peacock, etc. Some birds may have other abilities or improved actions , at the GM\xe2\x80\x99s discretion. A turkey, for example, might gain a claw or buffeting attack from the force of their wings or the spurs on the back of their legs. Some may have a flight speed, others may be flightless.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Willowman \n'b' Large fey , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 120 (16d10+32) Speed 30 ft., Swim 20 ft.\n'b' STATS STR: 19 (+4) DEX: 11 (+0) CON: 15 (+2) INT: 11 (+0) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Survival +5 Senses passive Perception 11 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blend . When in its native forest, the willowman is invisible unless it chooses to be seen. Elves, halflings, and gnomes have a chance to see the willowman with a perception check at a DC of 18. Once a willowman attacks or uses magic, it becomes visible for the rest of the encounter. \n'b' Regeneration . The willowman regenerates 5 hit points at the beginning of its turn, as long as it has at least one hit point. \n'b' Innate Spellcasting . The willowman\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' 4/day : cure wounds at 4th level. \n'b' 3/day : entangle \n'b' 2/day : sleep \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The willowman can strike twice with its claws. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 13 (2d8+4) slashing damage. \n'b' Spikes (Recharge 5-6) . The willowman can, as an action, hurl a wave of spikes from its body. It can either target a single target or a 10 ft. radius within 50 ft. of itself. If it targets a single target, that target must make a Dexterity save (DC 15), taking 35 (10d6) piercing damage on a failed save, or half as much on a successful save. If it targets an area, each creature in that area must make a dexterity save (DC 15), taking 17 (5d6) piercing damage on a failed save, or half as much on a successful save. \n'b'\n'b' ABOUT \n'b' These odd fey are thin, gnarled creatures vaguely humanoid in shape, though legs and arms are only vaguely discernible from one the other. Its body is root-like with no discernible muscle or tissue. The face of the willowman always appears vaguely like the face of the one who gave it life, the one who cut down the willow tree. from its body, shoulders, head, arms and all grow short, leafless branches making the creature appear as if the back-side of its being is covered in small rooty spikes. \n'b' Tree Spirits . Willowmen are born where willow trees once grew but were cut down for one purpose or the other. At times when a tree in its prime falls and for reasons known to few if any the willowman grows. Upon the chewed-up stump, a small stand of bark grows, jutting several feet above the stump. This takes on a humanoid shape over the next 24 hours and eventually breaks free. It continues to grow and evolve until it is 4, 5, or 6 feet tall. \n'b' Angry Loners . They are possessed of an unkind disposition, being born of regret and loss and they do not look upon any who approach the willow stump with kindness. They possess no language except some vague ability to speak to the trees, nor do they ever congregate, or hunt far from their stump. If they ever encounter the one who cut down their mother tree they are filled with a blind rage and will attack that individual without mercy. On occasion, druids befriend willowmen or charm them and they serve each other in whatever purposes drive them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wind Eater \n'b' A barely visible humanoid silhouette stalks the desolate and ruined place, killing any who would seek its secrets. \n'b' Medium undead , lawful evil \n'b' Armor Class 14 Hit Points 65 (10d8 + 20) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 18 (+4) CON: 14 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +4, Wisdom +5 Skills Perception +5, Stealth +6 Damage Resistances acid, cold, fire, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , grappled , paralyzed , poisoned , prone , restrained , unconscious Senses truesight 60 ft., passive Perception 15 Languages understands Common but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' Special Traits \n'b' Aura of Silence . A creature within 120 feet of the wind eater has disadvantage on Wisdom ( Perception ) checks that rely on hearing. All creatures within 20 feet of the wind eater are immune to thunder damage and are deafened. This trait works like the silence spell, except the effect moves with the wind eater and persists unless it is incapacitated or until it dies. \n'b' Incorporeal Movement . The wind eater 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 Blend . As a bonus action while in dim light or darkness, the wind eater becomes invisible. The invisibility lasts until the wind eater uses a bonus action to end it or until the wind eater attacks, is in bright light, or is incapacitated. Any equipment the wind eater wears or carries is invisible with it. \n'b' Undead Nature . The wind eater doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Innate Spellcasting . The wind eater\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring only somatic components:\n'b'\n'b' At will : silent image \n'b' 3/day each : blur , major image \n'b' 1/day : mirage arcana \n'b'\n'b' Actions \n'b' Multiattack . The wind eater makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' About \n'b' Warped by Arcane Catastrophe . The wrathful byproducts of cataclysms caused by arcane warfare, wind eaters were once humanoids. Now twisted into near-invisible, roughly human-shaped creatures, they wander their shattered homelands, attacking any intelligent life that comes near. \n'b' Wasteland Wardens . Though they take a spiteful pleasure in hurting creatures whose lives remind them of what they once were, wind eaters retain a kernel of decency, which motivates them to thwart any exploration of their homes. They seek to stop the deadly knowledge that destroyed their bodies and their homes from falling into other hands that might inflict the same misery elsewhere.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wind Weasel \n'b' In the autumnal deep forest, the wind stirs fallen leaves into swirling patterns-but some are not what they seem. The whipping winds tear at the skin of hapless travelers before resolving into fierce, weasel-like creatures with long, sickle-shaped claws. \n'b' Medium fey (shapechanger), chaotic neutral \n'b' Armor Class 13 Hit Points 52 (8d8 + 16) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5 Skills Perception +3, Stealth +5 Senses darkvision 60 ft., passive Perception 13 Languages Sylvan, Umbral Challenge 2 (450 XP) \n'b' Special Traits \n'b' Air Form (Whirlwind Form Only) . The wind weasel 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' Flyby (Whirlwind Form Only) . The wind weasel doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Hidden In The Wind (Whirlwind Form Only) . Until it attacks or uses Whirling Leaves, the wind weasel is indistinguishable from a natural dust devil unless a creature succeeds on a DC 15 Intelligence ( Investigation ) check. \n'b' Shapechanger . The wind weasel can use its action to polymorph into a whirlwind. It can revert back to its true form as a bonus action . It statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. While a whirlwind, it has a flying speed of 60 feet, immunity to the grappled , petrified , restrained , and prone conditions, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. The wind weasel can\xe2\x80\x99t make bite or claw attacks while in whirlwind form. \n'b' Windy Speed (Whirlwind Form Only) . When the wind weasel is subjected to the slow spell, it doesn\xe2\x80\x99t suffer the effects of the spell but instead is forced into its true form and incapacitated until the end of its next turn. \n'b' Actions \n'b' Multiattack . The wind weasel makes three attacks: one with its bite and two with its scythe claws. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Scythe Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) slashing damage. \n'b' Whirling Leaves (Whirlwind Form Only) . Each creature in the wind weasel\xe2\x80\x99s space must make a DC 13 Dexterity saving throw, taking 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Claws to Rip Flesh . Appearing as human-sized upright mustelids, these white and blue, furry fey of the deep forest are jealous of mortal intruders and can exact a heavy price from the incautious explorer. The claws on each front foot are extended like curved blades that inflict deep, scything wounds. \n'b' Wind Riders . Wind weasels have an affinity for the element of air. By running in a tight circle, a wind weasel can generate-and become one with-a swirling vortex of abrasive wind. The weasel uses the whirlwind to surprise and slash at its foes-or to flee if the fight proves unequal. \n'b' Seasonally Affected . During spring and summer, wind weasels are largely passive and spend most of their time in wind form, drifting lazily around the woodlands. As the leaves and temperatures fall, a wind weasel\xe2\x80\x99s mood becomes more vicious, and it actively seeks prey. Though largely beings of the wilds, wind weasels are known to associate with shadow fey and may sometimes be found as guards on the fringes of fey courts or deep woodland groves.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wind Witch \n'b' Large plant , chaotic evil \n'b' Armor Class 13 Hit Points 66 (12d8 + 12) Speed 30 ft., fly 60 ft. (hover)\n'b' STATS STR: 6 (\xe2\x80\x932) DEX: 16 (+3) CON: 12 (+1) INT: 6 (\xe2\x80\x932) WIS: 11 (+0) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +5 Skills Perception +2, Stealth +5 Damage Resistances bludgeoning, piercing Condition Immunities exhaustion , poisoned , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12 Languages understands Common but can\xe2\x80\x99t speak Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Cursed Plant . If damage reduces the wind witch to 0 hp , it becomes an inanimate tumbleweed and travels with the wind. It regains 5 hp every hour, regaining consciousness after the first. This trait doesn\xe2\x80\x99t function if the wind witch took fire damage on the same round it was reduced to 0 hp or if its body was destroyed. \n'b' Flammable . When a wind witch takes fire damage, it catches fire, taking 3 (1d6) fire damage at the start of each of its turns. The wind witch continues burning until it takes cold damage or is immersed in water. A creature that touches the wind witch or hits it with a melee attack while within 5 feet of it while it is burning takes 3 (1d6) fire damage. While burning, the wind witch deals an extra 3 (1d6) fire damage on each melee attack , and it deals 7 (2d6) fire damage to a captured creature at the start of its turn.\n'b'\n'b'\n'b' Tumbleweed Form . The wind witch can enter a hostile creature\xe2\x80\x99s space and stop there. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The wind witch can make two Slam attacks, or it makes one Slam attack and uses Capture. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8+ 3) bludgeoning and 4 (1d8) piercing damage. \n'b' Capture . The wind witch envelopes one Medium or smaller creature in its space. The target must succeed on a DC 13 Dexterity saving throw or be restrained inside the wind witch. While restrained , the target can\xe2\x80\x99t be hit by the wind witch\xe2\x80\x99s Slam attack , but the target takes 5 (2d4) piercing damage if it takes an action that requires movement, such as attacking or casting a spell with somatic components. When the wind witch moves, the captured creature moves with it. The wind witch can have only one creature captured at a time. A creature within 5 feet of the wind witch can take an action to pull a restrained creature out of the swarm. Doing so requires a successful DC 13 Strength check, and the creature making the attempt takes 5 (2d4) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Bouncy Escape . When it takes damage from a melee attack , the wind witch can move up to half of its flying speed. This movement doesn\xe2\x80\x99t provoke opportunity attacks. The wind witch releases a captured creature when it uses Bouncy Escape. \n'b'\n'b' ABOUT \n'b' A massive tumbleweed bounces along the barren landscape. \n'b' Suddenly it pivots and rushes forward with violent intent. The wind witch is a large, sentient tumbleweed that endlessly patrols the deserts and wastes. These cursed plants are full of malice for travelers who attempt to cross the desolate places wind witches call home. \n'b' Cursed Existence . Wind witches often accost unfortunate travelers lost in the vastness of the desert. Some wind witches work together with sand hags, bringing the hags new victims to torment. \n'b' Dogged Hunters . Once a wind witch has marked a group of travelers as prey, it harasses them for days, often returning to the travelers every few hours even after defeated. As long as the wind witch isn\xe2\x80\x99t completely destroyed, it returns for another attempt. \n'b' Fiery Destruction . Fire is a sure way of destroying a wind witch. However, this tactic comes with risk. Wind witches catch fire easily, but this seldom stops their attacks. They continue to attack after being set ablaze, scorching their prey as they burn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Windborne Dead \n'b' Medium undead , chaotic evil \n'b' Armor Class 15, or 17 while outdoors Hit Points 170 (20d8 + 80) Speed 5 ft., fly 100 ft.\n'b' STATS STR: 16 (+3) DEX: 20 (+5) CON: 18 (+4) INT: 17 (+3) WIS: 19 (+4) CHA: 21 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Wis +8 Skills Arcana +7, Intimidation +9, Perception +8, Religion +7 Damage Immunities poison Condition Immunities paralyzed , poisoned , prone Senses passive Perception 18 Languages any languages it knew in life Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Fear of Falling . Windborne dead still carry within them the memory of their final fall and are terrified of being reminded of it. Once per hour when a windborne dead touches the ground, even if it took no damage from falling, it takes 17 (5d6) psychic damage. \n'b' Undead Nature . The windborne dead doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Windsense . The windborne dead can detect the tiny gusts of wind caused by movement. It can pinpoint the location of any creature or object within 60 feet of it that moved since the end of the windborne dead\xe2\x80\x99s last turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The windborne dead makes two air burst attacks. \n'b' Air Burst . Ranged Spell Attack : +9 to hit, range 30 ft., one target. Hit : 19 (4d6 + 5) bludgeoning damage. \n'b' Hurl to the Winds . The windborne dead summons powerful winds to whisk its foes into the air, flinging the victims to their doom. The windborne dead can choose to affect either a 15-foot cone or a 5-foot radius around itself. Each creature in the area must succeed on a DC 16 Strength saving throw or be flung up to 30 feet in any direction, including up, and be forced prone . If a target strikes a solid surface during this movement, it takes 10 (3d6) bludgeoning damage. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be forced prone . \n'b' Crushing Vertigo (Recharge 5-6) . The windborne dead imparts the debilitating sensation of vertigo and falling from a great height. A creature that the windborne dead can see within 60 feet of it must make a DC 17 Wisdom saving throw. On a failed save, the target takes 42 (12d6) psychic damage and is poisoned until the end of its next turn. On a success, the target takes half as much damage and isn\xe2\x80\x99t poisoned . \n'b'\n'b' REACTIONS \n'b'\n'b' Accelerate Fall . When a creature that the windborne dead can see falls or descends in altitude, the windborne dead causes it to take 1d6 bludgeoning damage for each 10 feet it descends (in addition to any damage it would normally take from falling), whether or not the creature hits a surface at the end of this descent. Spells or effects that mitigate damage from falling (such as feather fall ) do not protect against this damage. \n'b'\n'b' ABOUT \n'b' Many windborne dead still bear fragments of the spell power they wielded in life, and such magically inclined dropdeads make powerful foes indeed. Evocation magic is an obvious choice for windborne dead wizards, as are abjuration and illusion spells that can debilitate enemies and inflict mortal fear. \n'b' However, regardless of its powers in life, a windborne dead can never cast feather fall \xe2\x80\x93 the spell which could have saved it from its horrible fate to begin with. \n'b' Power and creativity birth cruelty, and it is this combination that creates windborne dead. Sometimes cheekily referred to as \xe2\x80\x9cdropdeads,\xe2\x80\x9d these beings arise from spellcasters who die from terrible falls from tremendous heights. \n'b' Specifically, many windborne dead manifest from sorcerers or witches whose teleportation magic goes awry, leaving them stranded in the atmosphere, having failed to prepare even the most basic feather fall spell as a contingency . Other times, windborne dead arise from powerful spellcasters who are simply and unceremoniously flung from the top of a rival wizard\xe2\x80\x99s tower. \n'b' In any case, the fear of their final moments, the pain of their deaths, and the lingering teleportation magic used to bring about their downfall causes these doomed mortals to rise again as spiteful undead. These twisted souls go about the world seeking only to inflict their fate unto others, particularly spellcasters.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Windigo \n'b' Large monstrosity , chaotic evil\n'b' STATS STR: 19 (+4) DEX: 11 (+0) CON: 17 (+3) INT: 5 (-3) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 13 (natural armor) Hit Points 85 (10d10 + 30) Speed 30 ft. Saving Throws Constitution +6, Charisma +6 Skills Perception +4, Stealth +3, Survival +4 Damage Resistances bludgeoning, piercing, slashing from nonmagical weapons Damage Immunities cold Damage Vulnerabilities fire Condition Immunities exhaustion , frightened Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Howl . Before the the windigo has made any attacks, or after it has reduced a creature to 0 hit points , as a bonus action it can howl. All creatures within 120 feet who can hear it must succeed at a DC 14 Wisdom saving throw or become frightened of the windigo for 1 minute. A creature that succeeds at the initial saving to Howl is immune to the effect for 24 hours. A creature that fails may make another saving throw at the end of each of its turns, but success does not grant further immunity. \n'b' Insubstantial . Although the windigo is vulnerable to fire, it can sometimes become ethereal quickly enough to escape damage. It has advantage on saving throws made to avoid fire damage, and if successful takes no damage. Fire-based attack rolls against the windigo are made with disadvantage. \n'b' Keen Scent . The windigo has advantage on any Wisdom ( Perception or Survival ) rolls that rely on smell. \n'b' Actions \n'b' Multiattack . The windigo makes two incorporeal claw attacks. \n'b' Incorporeal Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage and 7 (2d6) cold damage. \n'b' Frost Breath (recharge 5-6) . The windigo exhales frost in a 40-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. \n'b' Possession (recharge 5-6) . The windigo enters the space of another creature, who must succeed on a DC 16 Charisma saving throw or be possessed by the windigo; the windigo then disappears, and the target is incapacitated and loses control of its body. The windigo now controls the body but doesn\xe2\x80\x99t deprive the target of its awareness. The windigo can\xe2\x80\x99t be targeted by any attack , spell, or other effect, and it retains its alignment, Intelligence , Wisdom , Charisma , immunity to being frightened , and Frost Breath. It otherwise uses the possessed target\xe2\x80\x99s statistics and attacks, but doesn\xe2\x80\x99t gain access to the target\xe2\x80\x99s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points , or the windigo ends it as a bonus action. If the target takes fire damage the windigo must make a Charisma saving throw with a DC equal to half the damage taken, or 10, whichever is greater. On a failure the windigo is forced out. Exposing the target to a strong heat source, such as holding it next to a bonfire, continuously for 1 minute will also force out the windigo. When the possession ends, the windigo reappears in an unoccupied space within 5 feet of the body. The target is immune to this windigo\xe2\x80\x99s Possession for 24 hours after succeeding on the saving throw or after the possession ends. \n'b' Reactions \n'b' Ethereal Shift . When the windigo is subject to the grappled or restrained condition, or moved against its will, as a reaction it can shift far enough into the ethereal plane to negate the effect. \n'b' Tactics \n'b' The windigo stalks and ambushes prey, first howling and then using its breath weapon. Against multiple enemies it will try to kill all but one, then possess the survivor and gorge on the fallen. If that plan is going poorly it will try to possess whoever appears to be physically strongest, and continue doing that each time it is forced out. \n'b' Description \n'b' Covered in shaggy white fur, this creature is towering and muscular yet at the same time gaunt and\xe2\x80\xa6insubstantial? Closer inspection reveals that it is slightly translucent, like a ghost , yet it leaves footprints in the snow. As it attacks it howls with a piercing shriek. \n'b' Curse of Gluttony . In the cold northern wastes, where the gods are said to have defeated and buried the Glutton, the land is tainted by a foul essence. Local lore has it that any being who tastes the flesh of its own kind, whether intentionally or not, is possessed and transformed into a crazed and ravenous windigo. \n'b' Incorporeal . The cursed windigo is forever trapped on the border between the ethereal and material, never fully one nor the other. Its predicament does offer benefits, though, as it can selectively shift partly in and out of the material plane at will, making it an elusive foe. It roams the northern wastes, slaying all those who cross its path, its fearsome howl echoing in the long night of the northern lands and filling the hearts of natives with terror. Being incorporeal, it cannot devour the beings it kills, though, which does nothing to improve its disposition. Instead it tries to possess its victims \xe2\x80\x93 the more sentient the better \xe2\x80\x93 and use its host to slay and devour other creatures, even though doing so does nothing to satiate its eternal hunger. \n'b' Unstable Servants . Some wicked northern shamans have learned the secret of how to trap a windigo spirit and use it to possess or slay a chosen victim. They jealously guard this knowledge, teaching it only to a designated successor as the culmination of their training.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Windrider \n'b' Medium elemental (titanspawn), chaotic evil\n'b' STATS STR: 13 (+1) DEX: 17 (+3) CON: 14 (+2) INT: 15 (+2) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 13 Hit Points 58 (9d8 + 18) Speed 40 ft., fly 90 ft. (hover) Skills Deception +6, Insight +4 Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, thunder Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 12 Languages Primordial (Auran), Titan Speech, plus any two other tongues Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Air Form . The windrider 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' Innate Spellcasting . The windrider\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components.\n'b'\n'b' At will : charm person , gust of wind , invisibility \n'b' 3/day each : suggestion , thunderwave \n'b' 1/day each : fear , wind walk \n'b'\n'b' Actions \n'b' Multiattack . The windrider makes three slam attacks. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. \n'b' Wicked Tricksters . Though windriders are capable of causing considerable damage to a ship all on their own, they prefer to manipulate sailors. The elementals encircle a craft invisibly and whisper in sailors\xe2\x80\x99 ears as they sleep, enticing them to acts of vandalism and sabotage, such as setting fire to the sails or contaminating the water supply. When one sailor is punished for his deeds, an elemental moves to the next, and so on through the crew until the situation becomes desperate and tensions are at a fever pitch. At this point, a windrider attempts to push one or more crew members into mutiny and then sits back to enjoy the bloodshed. \n'b' Tactics \n'b' If confronted, a windrider attempts to kill or drive off an attacker by hurling the creature back using its mastery of the winds or by using suggestion to incite an innocent bystander into fighting on its behalf. If all else fails, the elemental uses fear to send attackers scattering or hurls them about with thunderwave . \n'b' Description \n'b' Windriders are malicious elementals that once performed for the pleasure of a forgotten, legendary \xe2\x80\x9cLady of Winds,\xe2\x80\x9d luring sailors to their doom all along rugged coastline. Since the fall of the titans, these spirits have haunted the coasts and seas, feeding on the fear and desperation of ship crews and taking revenge for the fall of their mistress. \n'b' A windrider looks human, but as though made entirely of mist, continually whipped by winds. Its face is angular and cruel, alight with malicious intelligence.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Neophron \n'b' Family: Demons \n'b' Medium fiend (demon, shapechanger), chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 114 (12d8 + 60) Speed 40 ft. (10 ft., fly 90 ft. in giant vulture form)\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 20 (+5) INT: 8 (-1) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Constitution +8, Wisdom +6 Skills Survival +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 13 Languages Abyssal, telepathy 120 ft. Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Shapechanger . The neophron can use its action to polymorph into a Large giant vulture, or back into its true form. Its statistics, other than its size and speed, 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' Keen Sight and Smell . The neophron has advantage on Wisdom ( Perception ) checks that rely on sight or smell. \n'b' Magic Resistance . The neophron has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The neophron makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the neophron, and it takes 14 (4d6) acid damage at the start of each of the neophron\xe2\x80\x99s turns. The neophron can only swallow one creature at a time. If a humanoid dies while swallowed, it transforms into a ghast. At the start of its next turn, the neophron regurgitates the ghast into an unoccupied space within 10 feet. The ghast is under the neophron\xe2\x80\x99s control and acts immediately after the neophron in the initiative count. If the neophron takes 20 or more damage in a single turn from a creature inside it, the neophron must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the neophron. If the neophron dies, a swallowed creature is no longer restrained by it and can escape the corpse by using 5 feet of movement, exiting prone . \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. The target must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. As their vulture-like appearance suggests, neophron demons are found devouring carrion and blood sacrifices in hideous dark rites in deserts and across plains. Their ability to create undead makes them especially popular with vampires , ghouls, and other intelligent undead, and their flight and shapeshifting make them common scouts for evil armies. The following examples are drawn from the official campaign setting by Open Design LLC (though applicable elsewhere). \n'b'\n'b' About \n'b' This creature has the sallow skin and sharp features of a ghoul, but its mouth unhinges impossibly wide, the lower jaw reaching almost to its waist. It has a ruff of reddish feathers around its neck and black, hook-like claws on its fingers and toes. \n'b' Neophron are shapechanging, ghoulish demons that favor deserts and other areas where giant vultures are common, so they draw less attention when they change their shape. With a little care and a lot of luck, a neophron in its true form can pass as a ghoul , at a distance. \n'b' Impossible Hunger . Neophron ravenously devour any flesh they find, living and dead alike. No matter how much they eat, hunger gnaws at them, driving them to find new victims. Neophron can unhinge their maws to an impossible gape, and their guts defy all understanding of space, allowing them to swallow creatures their size. \n'b' Fonts of Undeath . Humanoids who die in the gullet of a neophron are doomed to serve dark gods of hunger without end. The demon vomits a newly-created undead to spread hunger across the world.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Windy Hopper \n'b' Tiny fey , chaotic neutral \n'b' Armor Class 14 (leather armor) Hit Points 17 (7d4) Speed 30 ft., fly 40 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5, Survival +3 Senses darkvision 60 ft., passive Perception 13 Languages Common, Elvish, and two others Challenge 1 (200 XP) \n'b' Special Traits \n'b' Fey Ancestry . The windy hopper has advantage on saving throws against being charmed or frightened , and magic can\xe2\x80\x99t put it to sleep . \n'b' Fey Step (recharge 2-3) . As a bonus action, the windy hopper can teleport up to 30 feet to an unoccupied space it can see. \n'b' Innate Spellcasting . The windy hopper\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). The windy hopper can innately cast the following spells, requiring no components:\n'b'\n'b' At will : comprehend languages , prestidigitation \n'b' 1/day each : calm emotions , faerie fire , feign death, knock \n'b'\n'b' Actions \n'b' Multiattack . The windy hopper makes two attacks. \n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 2 piercing damage plus 2 (1d4) poison damage. \n'b' Shortbow . Ranged Weapon Attack : +5 to hit, range 40/160 ft., one target. Hit : 2 piercing damage plus 2 (1d4) poison damage. \n'b' About \n'b' Everyone in the city knows the most useful messenger is this tiny fey. Windy hoppers usually deliver messages for nobles and royalty. However, anyone with enough gold can hire these flighty fey. \n'b' Air Mail . One of the reasons they are a popular choice to send messages is their flying ability. They can access many different areas in the city and avoid a lot of obstacles. Windy hoppers also have time to dance through the air with other windy hoppers on their routes. \n'b' Express Delivery . Their deliveries are quick and their success rate is quite high. Therefore, these fey have a good reputation with all the citizens of the city. However, some of the winged messengers have taken advantage of their position and sold information to nefarious individuals. \n'b' Big Appetite . Windy hoppers are known to have huge appetites. When they\xe2\x80\x99re really hungry, they\xe2\x80\x99ll even trade their services for food.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Windy Wailer \n'b' Large undead , neutral evil \n'b' Armor Class 14 Hit Points 75 (10d10 + 20) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 15 (+2) INT: 11 (+0) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7 Skills Perception +5 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 15 Languages Common Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ghostlight . When a creature that can see the windy wailer starts its turn within 30 feet of the wailer, the wailer can force it to make a DC 15 Wisdom saving throw if the wailer isn\xe2\x80\x99t incapacitated and can see the creature. On a failure, a creature is incapacitated and its speed is reduced to 0 as it is mesmerized by the windy wailer. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the windy wailer until the start of its next turn, when it can avert its eyes again. If the creature looks at the windy wailer in the meantime, it must immediately make the save. \n'b' Incorporeal Movement . The windy wailer can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b'\n'b' ACTIONS \n'b'\n'b' Chilling Touch . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) necrotic damage plus 7 (1d6) cold damage. \n'b' Wind Blast . Ranged Weapon Attack : +7 to hit, range 120 ft., one target. Hit : 14 (4d6) cold damage, and the target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the windy wailer and knocked prone . \n'b' Frightful Gale (Recharge 5-6) . The windy wailer unleashes freezing wind filled with fearful wailing in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 14 (4d6) cold damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t frightened . A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature reduced to 0 hp by the windy wailer\xe2\x80\x99s Frightful Gale and later revived is permanently marked by a shock of white hair somewhere on its body. \n'b'\n'b' ABOUT \n'b' A ghostly, moon-shaped comet flies above the water, a cloud of vapor and spectral lights trailing behind it. \n'b' Spirits of Violence . When sailors meet a violent end at sea within sight of the shore and leave no bodies behind to be buried, they sometimes arise as terrible undead known as windy wailers. Caught eternally in the last moments that took its life, the windy wailer seeks to spread its misery to others, raising the elements to overturn ships and drown sailors. \n'b' Found in Storms . Windy wailers are normally encountered in the midst of a great storm or other turbulent weather where they can hide amid the wind and rain before launching their attacks.\xc2\xa0They often strike when a group of sailors are at their most vulnerable, such as when the ship is close to rocks, the rigging has been damaged, or someone has been knocked overboard. \n'b' Unusual Allies . Aquatic undead, will-o\xe2\x80\x99-wisps, and wraiths are all drawn to the windy wailer\xe2\x80\x99s unnatural power, aiding the creature in its malefic activities or feeding in its wake. \n'b' Undead Nature . A windy wailer doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bird, Tiny \n'b' Family: Bird \n'b' Tiny beast , unaligned \n'b' Armor Class : 13 Hit Points 1 (1d4-1) Speed : 10 ft. fly 50 ft.\n'b' STATS STR: 1 (-6) DEX: 15 (+3) CON: 7 (-2) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Perception +3 Senses : passive Perception 13 Languages : \xe2\x80\x93 Challenge : 0 (10 XP) \n'b' Actions \n'b'\n'b' Beak . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1 piercing damage \n'b'\n'b' About \n'b' This stat block applies to any tiny bird, from a dove to a sparrow, a robin, cardinal, blue jay, canary or any other bird the GM wishes to mimic. Some birds may have special abilities such as mimicry (see Ravens), song or other abilities, at the GM\xe2\x80\x99s discretion. \n'b' Hummingbirds, for example, can hover and fly sideways and backwards, and might gain a bonus to AC or advantage on Dexterity -based saving throws as a result.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Winkfolk \n'b' Small humanoid (sleepfolk, ozian), neutral \n'b' Armor Class 11 Hit Points 10 (3d6) Speed 20 ft., burrow 20 ft.\n'b' STATS STR: 8 (-1) DEX: 12 (+1) CON: 10 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Vulnerabilities thunder Damage Resistances bludgeoning Senses passive Perception 12 Languages Common Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Very Sleepy . The winkfolk has disadvantage against effects that put it to sleep. It also has disadvantage on all Wisdom ( Perception ) checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Shortbow . Ranged Weapon Attack : +3 to hit, range 40/160 ft., one target. Hit : 4 (1d6 + 1) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake. \n'b' Burrow Defense . The winkfolk withdraws into its burrow. Until it emerges, the winkfolk gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its burrow, the winkfolk\xe2\x80\x99s speed is 0 and can\xe2\x80\x99t increase, it has disadvantage on Dexterity saving throws, it can\xe2\x80\x99t take reactions , and the only action it can take is a bonus action to emerge. \n'b' Hibernate . The winkfolk can use an action to touch a target, putting it into a deep state of hibernation. The winkfolk can force a nearby creature within 5 ft. to make a DC 10 Constitution saving throw. Creatures that are already unconscious have disadvantage on the saving throw. If the saving throw fails by 5 or more, the creature is instantly unconscious . Otherwise, a creature that fails the save begins to fall asleep and is restrained . The restrained creature must repeat the saving throw at the end of its next turn, becoming unconscious on a failure or ending the effect on a success. The unconsciousness lasts for six months or until the creature is shaken awake. Creatures that do not sleep are immune to this effect. \n'b'\n'b' ABOUT \n'b' This round-faced and widely yawning guard stands in a little niche in the rock. Strapped to his shoulders, instead of a knapsack, is a fat feather pillow, and as you approach opposite the guard\xe2\x80\x99s eyes close, and falling back against his cushion he begins gently to snore. The guard\xe2\x80\x99s nap is rudely interrupted by a pailful of pebbles that cascaded merrily down over his ears. There are twenty pails operating on a moving belt above his head and at three-minute intervals they pelt him awake. The buttons on the guard\xe2\x80\x99s uniform are illuminated and spelled out his name, \xe2\x80\x9cWINKS.\xe2\x80\x9d He holds a bow in one hand. \n'b' Sometimes known as gapers, these sleepy beings hibernate like bears. For six months of the year, they sleep in their burrows while the other half of the population stays away for six months, switching places as the time approaches. They are broadly divided into winkfolk and wakefolk. \n'b' Gillikin No More . Like hookfolk, sleepfolk appear to be drawn from gillikin stock. But how they got that way is a mystery. It seems likely they were affected by the Sand Man\xe2\x80\x99s sand, and are perhaps refugees from there who have since settled down in gillikin country. Whatever the case, they live in Gaper\xe2\x80\x99s Gulch now, and have adapted as best they can by sleeping seasonally. \n'b' Refugees from Mt. Illuso . Sleepfolk\xe2\x80\x99s sleep habits are thought to have emerged from an incredibly hostile environment. It\xe2\x80\x99s possible they were refugees from Mt. \n'b' Illuso, an incredibly dangerous place populated by the shapeshifting mimics. During the summer, when the shifting sun casts shadows, it\xe2\x80\x99s easiest if most of the sleepfolk hibernate while a few alert companions watch for predators. \n'b' Taper\xe2\x80\x99s Gulch . Sleepfolk live in Gaper\xe2\x80\x99s Gulch. There are no houses in Gaper\xe2\x80\x99s Gulch. In the center of the valley the rough stones and brush were cleared away and a series of flat rocks are spaced out almost like a gigantic checkerboard. \n'b' Tinkfolk are constantly sleepy, so much so that it\xe2\x80\x99s all they can do fire their arrows at intruders. To account for this weakness, they gather in groups of forty, assuming that at least one of their arrows will force a creature unconscious until their winkfolk comrades can remove the intruders. \n'b' Sleepy Guards . Winkfolk are loath to stay awake, but they do so in times of great danger when wakefolk alone are not enough to protect the group. They make for ineffective guards who are saved only by the potency of their sleep arrows. \n'b' Tinkfolk nobles are known as Sleeperoos and Great, Grand, and Most Snorious Gapers. They are chiefly occupied with getting their six-months of rest, which they value more than anything else. \n'b' Wakefolk are the counterparts to winkfolk. When awake, wakefolk eat breakfast from July first to August thirty-first; lunch from September first till October thirty-first; and dinner from November first till New Year\xe2\x80\x99s. When not eating, they sleep. The wakefolk are trained to sleep in summer and fall and to eat in winter and spring. The winkfolk constitute those who haven\xe2\x80\x99t trained yet or in the \xe2\x80\x9coff-season.\xe2\x80\x9d \n'b' Sleep Contagion . Wakefolk are industrious diggers, creating sleeping burrows (which looks like graves to outsiders) for their wakefolk companions. They also routinely bury intruders, and it\xe2\x80\x99s thought that humanoids who survive a full cycle while buried become sleepfolk themselves.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Winkfolk Noble \n'b' Small humanoid (sleepfolk, ozian), neutral \n'b' Armor Class 11 Hit Points 24 (7d6) Speed 20 ft., burrow 20 ft.\n'b' STATS STR: 8 (-1) DEX: 12 (+1) CON: 10 (+0) INT: 12 (+1) WIS: 16 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Vulnerabilities thunder Damage Resistances bludgeoning Senses passive Perception 15 Languages Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Very Sleepy . The winkfolk has disadvantage against effects that put it to sleep. It also has disadvantage on all Wisdom ( Perception ) checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Shortbow . Ranged Weapon Attack : +3 to hit, range 40/160 ft., one target. Hit : 4 (1d6 + 1) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake. \n'b' Burrow Defense . The winkfolk withdraws into its burrow. Until it emerges, the winkfolk gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its burrow, the winkfolk\xe2\x80\x99s speed is 0 and can\xe2\x80\x99t increase, it has disadvantage on Dexterity saving throws, it can\xe2\x80\x99t take reactions , and the only action it can take is a bonus action to emerge. \n'b' Hibernate . The winkfolk can use an action to touch a target, putting it into a deep state of hibernation. The winkfolk can force a nearby creature within 5 ft. to make a DC 10 Constitution saving throw. Creatures that are already unconscious have disadvantage on the saving throw. If the saving throw fails by 5 or more, the creature is instantly unconscious . Otherwise, a creature that fails the save begins to fall asleep and is restrained . The restrained creature must repeat the saving throw at the end of its next turn, becoming unconscious on a failure or ending the effect on a success. The unconsciousness lasts for six months or until the creature is shaken awake. Creatures that do not sleep are immune to this effect. \n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, the noble can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the noble. A creature can benefit from only one Leadership die at a time. This effect ends if the noble is incapacitated . \n'b' Contagious Yawn (5-6) . The noble yawns mightily. Any living creature within 60 feet who can see the noble must make a DC 13 Wisdom saving throw or yawn. A yawning creature has disadvantage on attack rolls and ability checks until the creature\xe2\x80\x99s next turn. On a successful saving throw, the creature is immune to the yawn of all sleepfolk for 1 hour. Constructs, undead, and creatures immune to charm effects are immune to this ability. \n'b'\n'b' ABOUT \n'b' This round-faced and widely yawning guard stands in a little niche in the rock. Strapped to his shoulders, instead of a knapsack, is a fat feather pillow, and as you approach opposite the guard\xe2\x80\x99s eyes close, and falling back against his cushion he begins gently to snore. The guard\xe2\x80\x99s nap is rudely interrupted by a pailful of pebbles that cascaded merrily down over his ears. There are twenty pails operating on a moving belt above his head and at three-minute intervals they pelt him awake. The buttons on the guard\xe2\x80\x99s uniform are illuminated and spelled out his name, \xe2\x80\x9cWINKS.\xe2\x80\x9d He holds a bow in one hand. \n'b' Sometimes known as gapers, these sleepy beings hibernate like bears. For six months of the year, they sleep in their burrows while the other half of the population stays away for six months, switching places as the time approaches. They are broadly divided into winkfolk and wakefolk. \n'b' Gillikin No More . Like hookfolk, sleepfolk appear to be drawn from gillikin stock. But how they got that way is a mystery. It seems likely they were affected by the Sand Man\xe2\x80\x99s sand, and are perhaps refugees from there who have since settled down in gillikin country. Whatever the case, they live in Gaper\xe2\x80\x99s Gulch now, and have adapted as best they can by sleeping seasonally. \n'b' Refugees from Mt. Illuso . Sleepfolk\xe2\x80\x99s sleep habits are thought to have emerged from an incredibly hostile environment. It\xe2\x80\x99s possible they were refugees from Mt. \n'b' Illuso, an incredibly dangerous place populated by the shapeshifting mimics. During the summer, when the shifting sun casts shadows, it\xe2\x80\x99s easiest if most of the sleepfolk hibernate while a few alert companions watch for predators. \n'b' Taper\xe2\x80\x99s Gulch . Sleepfolk live in Gaper\xe2\x80\x99s Gulch. There are no houses in Gaper\xe2\x80\x99s Gulch. In the center of the valley the rough stones and brush were cleared away and a series of flat rocks are spaced out almost like a gigantic checkerboard. \n'b' Tinkfolk are constantly sleepy, so much so that it\xe2\x80\x99s all they can do fire their arrows at intruders. To account for this weakness, they gather in groups of forty, assuming that at least one of their arrows will force a creature unconscious until their winkfolk comrades can remove the intruders. \n'b' Sleepy Guards . Winkfolk are loath to stay awake, but they do so in times of great danger when wakefolk alone are not enough to protect the group. They make for ineffective guards who are saved only by the potency of their sleep arrows. \n'b' Tinkfolk nobles are known as Sleeperoos and Great, Grand, and Most Snorious Gapers. They are chiefly occupied with getting their six-months of rest, which they value more than anything else. \n'b' Wakefolk are the counterparts to winkfolk. When awake, wakefolk eat breakfast from July first to August thirty-first; lunch from September first till October thirty-first; and dinner from November first till New Year\xe2\x80\x99s. When not eating, they sleep. The wakefolk are trained to sleep in summer and fall and to eat in winter and spring. The winkfolk constitute those who haven\xe2\x80\x99t trained yet or in the \xe2\x80\x9coff-season.\xe2\x80\x9d \n'b' Sleep Contagion . Wakefolk are industrious diggers, creating sleeping burrows (which looks like graves to outsiders) for their wakefolk companions. They also routinely bury intruders, and it\xe2\x80\x99s thought that humanoids who survive a full cycle while buried become sleepfolk themselves.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Winter Wolf \n'b' Large monstrosity , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 75 (10d10 + 20) Speed 50 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 14 (+2) INT: 7 (-2) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +3 Damage Immunities cold Senses passive Perception 15 Languages Common, Giant, Winter Wolf Challenge 3 (700 XP) \n'b' Special Traits \n'b' Keen Hearing and Smell : The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. \n'b' Pack Tactics : The wolf has advantage on an attack roll against a creature if at least one of the wolf\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Snow Camouflage : The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. \n'b' Cold Breath (Recharge 5-6) : The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' The arctic-dwelling winter wolf is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves\xe2\x80\x99 deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Winter Wolf of The Pit \n'b' Family: Winter Wolf \n'b' Large monstrosity , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 75 (10d10 + 20) Speed 50 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 14 (+2) INT: 7 (-2) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +3 Damage Immunities cold Senses passive Perception 15 Languages Common, Infernal, Winter Wolf Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The wolf has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Pack Tactics . The wolf has advantage on an attack roll against a creature if at least one of the wolf\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Snow Camouflage . The wolf has advantage on Dexterity ( Stealth ) checks made to hide in snowy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone . \n'b' Cold Breath (Recharge 5-6) . The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must succeed on a DC 12 Dexterity saving throw or take 18 (4d8) cold damage, or half as much damage on a success.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Winterghast \n'b' Medium undead , chaotic evil \n'b' Armor Class 13 Hit Points 78 (12d8 + 24) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 15 (+2) INT: 10 (+0) WIS: 13 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Vulnerabilities fire Damage Resistances necrotic Damage Immunities cold, poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Creeping Cold . A creature that fails its saving throw against the winterghast\xe2\x80\x99s bite attack becomes infected with the creeping cold disease. At the end of each long rest, the infected creature must succeed on a DC 13 Constitution saving throw each day or take 9 (2d8) cold damage and 5 (2d4) necrotic damage and suffer one level of exhaustion if the creature has no levels of exhaustion . The target\xe2\x80\x99s hp maximum is reduced by an amount equal to the necrotic damage taken. The exhaustion and hp maximum reduction last until the target finishes a long rest after the disease is cured. If the disease reduces the creature\xe2\x80\x99s hp maximum to 0, the creature dies, and it rises as a winterghast 1d4 hours later. A creature that succeeds on two saving throws against the diseases recovers from it. Alternatively, the disease can be removed by the lesser restoration spell or similar magic. \n'b' Hidden Stench . Fire damage melts some of the ice covering the winterghast, unleashing its horrific stench. Each creature within 20 feet of the winterghast when it takes fire damage must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The winterghast makes two attacks: one with its bite and one with its claw or two with its claws. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 7 (1d8 + 3) piercing damage plus 4 (1d8) cold damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or contract the creeping cold disease (see the Creeping Cold trait). \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' This blue-skinned corpse, covered in frosty patches with a ridge of icicles down its spine, lumbers forward. \n'b' Eater of Frozen Corpses . While most types of ghouls prefer freshly killed meat, winterghasts enjoy flesh afflicted with frostbite or gangrene. Since the opportunity for meals is diminished in less populated tundra, winterghasts are careful to avoid spawning additional winterghasts through the disease they inflict. This outlook also prevents winterghasts from gathering in large numbers, but they sometimes form clans for mutual protection and to keep other winterghasts from hunting in their territories. When times become lean, these clans often tear each other apart through infighting, and the survivors scatter to hunt in solitude. \n'b' Scorned by Darakhul . Even from their underground kingdoms, darakhul (Tome of Beasts, p. 216) are aware of the existence of winterghasts but believe them to be just as brutish as lesser ghasts and ghouls. Much of the darakhul\xe2\x80\x99s attitude derives from their inherent sense of superiority, since very few darakhul have encountered winterghasts. If not for the winterghasts\xe2\x80\x99 remote location, the darakhul would have attempted to wipe them out long ago. Some darakhul necromancers have researched the creation of darakhul-winterghast hybrids, eradicating the winterghasts\xe2\x80\x99 susceptibility to fire and their hunger for frostbitten flesh. These necromancers have had little success finding test subjects, delaying a darakhul conquest of arctic lands. \n'b' Hungry Dead Nature . A winterghast doesn\xe2\x80\x99t require air or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wintergrim \n'b' Small fey , chaotic good \n'b' Armor Class 13 (hide armor) Hit Points 26 (4d6 + 12) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 17 (+3) INT: 12 (+1) WIS: 16 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +5, Nature +3, Persuasion +2, Survival +5 Damage Resistances cold Condition Immunities charmed Senses darkvision 60 ft., passive Perception 13 Languages Common, Sylvan Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Unique Rules . If a creature breaks one of the wintergrim\xe2\x80\x99s rules of conduct, it becomes enraged. The wintergrim has advantage on Charisma ( Intimidation ) checks and attack rolls against the offending creature. An offending creature that succeeds on a DC 14 Charisma ( Persuasion ) check can calm the enraged wintergrim. If the offending creature has damaged the wintergrim in the last hour, it has disadvantage on this check. A creature that succeeds on a DC 12 Intelligence ( Investigation ) or Wisdom ( Insight ) check can determine the wintergrim\xe2\x80\x99s rules before enraging it. \n'b' Innate Spellcasting . The wintergrim\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components.\n'b'\n'b'\n'b' 3/day each : goodberry, speak with animals \n'b' 1/day each : lesser restoration , protection from poison \n'b'\n'b' ACTIONS \n'b'\n'b' Fist . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) bludgeoning damage. \n'b' Handaxe . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d6 + 4) slashing damage, or 8 (1d8 + 4) slashing damage if used with two hands to make a melee attack . \n'b'\n'b' ABOUT \n'b' This squat creature is covered in furs, making it almost as wide as it is tall. A large nose pokes through the furs, and its gentle eyes shine. \n'b' Spirit of Hospitality . Wintergrims are solitary fey who build their homes in remote locations. \n'b' When they are alone, they spend much of their time traversing the territory surrounding their homes, watchful for creatures in dire straits or in need of shelter. Wintergrims offer assistance and lodging to travelers they encounter and jump to the rescue for those in immediate peril. They readily share the furs in which they bundle themselves and are often laden with warm soups and beverages they share with visitors suffering from the elements. \n'b' Inscrutable Rules . A wintergrim\xe2\x80\x99s hospitality has limits, as each wintergrim has a unique set of behaviors it holds taboo within the confines of its home. Breaking its rules is so abhorrent to a wintergrim, it dares not even discuss the things it forbids. The rules range from the seemingly innocuous-such as leaving one\xe2\x80\x99s boots on when entering a wintergrim\xe2\x80\x99s home-to common societal norms-such as not attacking or killing another guest. Discovering a wintergrim\xe2\x80\x99s proscribed behavior is difficult, since the wintergrim ignores transgressions outside its home, perhaps giving a cryptic warning that it wouldn\xe2\x80\x99t tolerate the same in its domicile. Mere discussion about its rules may also provoke the fey. \n'b' Whatever the case, wintergrims demand rulebreakers leave their premises at once, resorting to pummeling those who fail to comply. \n'b' Competent Woodsfolk . As loners with occasional guests, wintergrims are necessarily self-sustaining. They are omnivorous, and they grow gardens, set traps, and hunt for their food. Though they are inured to cold temperatures, they enjoy having a house in which they can reside and share their hospitality. They are adept with the axes they wield to chop down trees for their homes and fires, but they are careful not to overharvest wood. Other than when they hunt, they rarely use their axes as weapons. They prefer to punch their opponents in the hope they can drive their foes away, resorting to their axes only in desperate situations.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Nerizo (Bloodhound Demon) \n'b' Family: Demons \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 85 (10d8 + 40) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 12 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7, Perception +5, Stealth +6 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 15 Languages Abyssal Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The nerizo demon has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The nerizo\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' At will : darkness , detect evil and good , teleport (self only) \n'b' 1/day : confusion \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The nerizo makes one Sting attack and two Claw attacks. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' Sting . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) 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' Spit Acid (recharge 5-6). The nerizo spits a 15-foot line of poison. All creatures caught in the line must make a DC 14 Dexterity saving throw, taking 18 (4d8) acid damage on a failure or half as much damage on a successful save. \n'b'\n'b' ABOUT \n'b' The vaguely humanoid man-sized nerizo demon has skin of deep navy blue. It has a scorpion-like tail, the hindquarters of a goat, and the head of a slathering hound whose jaws drip caustic acid. Its arms end in sharpened claws, and its feet are splayed hooves. Nerizos stand six feet tall and weigh about 160 pounds. \n'b' The bestial nerizo can be found on almost all layers of the Abyss. More animalistic than not, the nerizo are sometimes used as \xe2\x80\x9chunting dogs\xe2\x80\x9d by the greater demons and demon lords. The nerizo themselves realize that they may not be the smartest or strongest of the demons, but they resent being relegated to common hunting dogs for the greater demons. Nerizos often roam in deadly packs looking for lost and escaped spirits to torment among the rifts of the Abyss.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wisp of Yearning \n'b' Tiny undead , chaotic evil \n'b' Armor Class 18 Hit Points 37 (15d4) Speed 0 ft., fly 40 ft. (hover) ft.\n'b' STATS STR: 1 (-5) DEX: 26 (+8) CON: 10 (+0) INT: 13 (+1) WIS: 15 (+2) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, poison Condition Immunities exhaustion , grappled , paralyzed , poisoned , prone , restrained , unconscious Senses darkvision 120 ft., passive Perception 9 Languages the languages it knew in life Challenge 3 (700 XP) \n'b' Special Traits \n'b' Consume Desire . As a bonus action, the wisp can target a creature within 30 feet that has been charmed by the wisp. The target takes 7 (2d6) psychic damage, or 14 (4d6) psychic damage, if the target is within 5 feet of the wisp. The wisp regains a number of hit points equal to the damage dealt. While charmed , the target is unaware of this damage. \n'b' Ephemeral . The wisp can\xe2\x80\x99t wear or carry anything. \n'b' Incorporeal Movement . The wisp 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' Variable Illumination . The wisp sheds bright light in a radius of between 10 and 30 feet, and dim light in a radius of an equal number of feet. The wisp can change the radius as a bonus action. \n'b' Actions \n'b' Shock . Melee Spell Attack : +4 to hit, reach 5 ft., one creature. Hit : 7 (2d6) lightning damage. \n'b' Image of Desire . The wisp magically learns of a deep desire of a creature it can see within 40 feet. It creates an illusion around itself of a creature the target desires to be close to. For example, this can be a lost loved one, the subject of unrequited romantic feelings, or simply a creature that appears attractive and sexually desirable. The wisp\xe2\x80\x99s voice sounds appropriate to the illusion. The wisp must concentrate to maintain the illusion, like concentrating on a spell. At the start of each of its turns, the target must succeed on a DC 16 Wisdom saving throw. On a failure, the creature is charmed by the wisp for as long as it maintains the illusion. While charmed , the creature must obey the wisp\xe2\x80\x99s requests, provided these requests don\xc2\x92t put the creature in obvious danger, or require it to harm its allies. \n'b' Invisibility . The wisp, and its light, magically turn invisible until the wisp attacks or uses its Consume Desire. The wisp must concentrate to maintain its invisibility, like concentrating on a spell. \n'b' Wisps of yearning pulse gently with the rhythm of a calm heartbeat, aiming to put their prey at ease. They form from souls whose last thoughts were yearning for another, and lure in more victims by appearing as a vision of whoever they desire most, before feeding off their unfulfilled longing.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wispling \n'b' Tiny undead , chaotic evil \n'b' Armor Class 16\xc2\xa0 \n'b' Hit Points 3 (2d4 \xe2\x80\x93 2) \n'b' Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 22 (+6) CON: 9 (-1) INT: 7 (-2) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities lightning, poison \n'b' Damage Resistances acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical weapons \n'b' Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious \n'b' Senses darkvision 120 ft., passive Perception 10 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ephemeral . The wispling can\xe2\x80\x99t wear or carry anything. \n'b' Incorporeal Movement . The wispling 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' Variable Illumination . The wispling sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The wispling can alter the radius as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Shock . Melee Spell Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d6) lightning damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wispy Wayfarer \n'b' Small undead , neutral evil \n'b' Armor Class 12 Hit Points 13 (3d6 + 3) Speed 0 ft., fly 25 ft. (hover)\n'b' STATS STR: 7 (-2) DEX: 14 (+2) CON: 12 (+1) INT: 11 (+0) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 11 Languages the languages it knew in life Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the wayfarer remains motionless, it is indistinguishable from a normal cloth or sheet. \n'b' Incorporeal Movement . The wayfarer 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' Rejuvenation . If destroyed, the wayfarer magically re-forms fully healed after 5 (2d4) days in its ship. The wayfarer can be permanently destroyed only if the ill-gotten treasure aboard its ship is removed, which allows the spirit to move on to the afterlife. \n'b' Sailcloth . Magical effects that push by force of air, such as the spell gust of wind , push the wayfarer twice as far as they normally would. When pushed in this way, the wayfarer is not impeded by walls or objects. \n'b' Ship Bound . If the wayfarer moves more than 15 feet from the ship on which it died, it is destroyed but can still rejuvenate. \n'b' Undead Nature . A sitebound spirit doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Wispy Tatters . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) necrotic damage, and the target must succeed on a DC 12 Charisma saving throw or be magically unable to speak or cast spells with a verbal component until the end of the wayfarer\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' When a greedy soul perishes amid the wreckage of a treasure-laden pirate ship, sometimes their desire to keep stolen booty overrides their spirit\xe2\x80\x99s natural ascent to the afterlife. Such is the case for wispy wayfarers, whose essence is infused with the suffocating violence of the maelstrom that swallowed up its living body. \n'b' Wispy wayfarers generally guard a shipwreck alongside sturdier corporeal undead such as water-dwelling ghouls. They prefer not to announce their presence, perhaps hiding in plain sight as a ragged cloak strewn over a cobwebbed stair rail. Once battle is joined, they take advantage of their ability to pass through walls and floors to creep up on and silence any spellcasters, especially clerics and paladins. Because their own last words were lost in the raging wind and rain of a terrible storm, nothing disturbs a wispy wayfarer more than mortal prayers. From afar a wayfarer is hauntingly silent, though upon approaching the thing one can hear a soft howl, as of distant winds. \n'b' A wispy wayfarer resembles a humanoid skull missing its lower jaw and with coins over its eye sockets hovering above the animated tatters of an old canvas sailcloth draped over a disembodied ship mast. \n'b' A wispy wayfarer\xe2\x80\x99s raging soul can be quieted only once all the treasure aboard its ship is removed-a challenge most adventuring parties wholeheartedly welcome. However, if even one copper piece remains aboard its ship, the wayfarer will continue to manifest, stubborn to the end.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Eagle \n'b' Family: Bird \n'b' Large beast , neutral good \n'b' Armor Class 13 Hit Points 26 (4d10 + 4) Speed 10 ft., fly 80 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 13 (+1) INT: 8 (-1) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses passive Perception 14 Languages Giant Eagle, understands Common and Auran but can\xe2\x80\x99t speak them Challenge 1 (200 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' Multiattack : The eagle makes two attacks: one with its beak and one with its talons. \n'b' Beak : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Talons : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' About \n'b' A giant eagle is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Witch King \n'b' Medium fey , chaotic evil \n'b' Armor Class 20 (+2 plate) Hit Points 228 (24d8 + 120) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 20 (+5) CON: 20 (+5) INT: 20 (+5) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +13, Wisdom +11 Skills Athletics +13, Perception +11 Damage Immunities necrotic, poison Condition Immunities charmed , paralyzed , poisoned Senses darkvision 90 ft., passive Perception 21 Languages Abyssal, Common, Sylvan Challenge 21 (33,000 XP) \n'b' Special Traits \n'b' Aura of Fear . Any creatures within 60 ft. of the witch king must make a successful DC 20 Wisdom saving throw or become frightened for 1 minute. \n'b' Innate Spellcasting . The witch king\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 20). The witch king can innately cast the following spells, requiring no components.\n'b'\n'b' At will : detect magic , minor illusion , prestidigitation \n'b' 3/day : darkness , detect thoughts , dimension door , dispel magic , dominate person , fog cloud , water walk \n'b'\n'b' Magic Resistance . The witch king has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The witch king makes three attacks with his greatsword. \n'b' +3 Greatsword . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 16 (2d6 + 9) slashing damage plus 24 (7d6) necrotic damage. \n'b' Reactions \n'b' Parry . The witch king adds 2 to his AC against one melee attack that would hit him. To do so, the witch king must see the attacker and be wielding a melee weapon.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Witch Queen \n'b' Medium humanoid , evil or good \n'b' Armor Class 13 (16 with mage armor ) Hit Points 120 (16d8 + 48) Speed 40 ft., fly 80 ft. (with broom of flying )\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 16 (+3) INT: 20 (+5) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Charisma +8, Wisdom +9 Skills Arcana +9, Deception +8, Insight +9, Perception +9, Persuasion +8, Stealth +8 Senses darkvision 60 ft., passive Perception 19 Languages Abyssal, Common, Infernal, Primordial, Sylvan Challenge 14 (11,500 XP) \n'b' Special Traits \n'b' Magic Resistance . The Witch Queen has advantage on saving throws against spells and other magical effects. \n'b' Spellcasting . The Witch Queen is an 18th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The Witch Queen can cast the following wizard spells.\n'b'\n'b' Cantrips : acid splash , light , poison spray, prestidigitation \n'b' 1st level (4 slots) : charm person , disguise self , hex, mage armor , witch bolt \n'b' 2nd level (4 slots) : darkness , detect thoughts , misty step , suggestion \n'b' 3rd level (3 slots) : bestow curse , counterspell , fear , haste , lightning bolt \n'b' 4th level (3 slots) : blight , greater invisibility , polymorph \n'b' 5th level (3 slots) : conjure elemental , dominate person , scrying \n'b' 6th level (2 slots) : disintegrate \n'b' 7th level (1 slot) : forcecage \n'b' 8th level (1 slot) : control weather \n'b' 9th level (1 slot) : power word kill \n'b'\n'b' Water Susceptibility . For every 5 ft. the Witch Queen moves in water, or for every gallon of water splashed on it, it takes 10 cold damage. \n'b' Actions \n'b' Multiattack . The Witch Queen makes two attacks. \n'b' Dagger . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. Evil witches have poisoned daggers, targets must make a successful DC 19 Constitution saving throw or take 24 (7d6) poison damage, half damage on a save. \n'b' Broom of Flying . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage. \n'b' Reactions \n'b' Uncanny Dodge . When an attacker that the Witch Queen can see hits it with an attack , the Witch Queen can use its reaction to halve the attack\xe2\x80\x99s damage against it. \n'b' About \n'b' The Witch Queen can be appear as any kind of humanoid. They often have familiars with them. The witch\xe2\x80\x99s alignment affects what kind of creature will serve them. \n'b' Two Paths . Witches can take one of two paths. There are only good and evil witches. \n'b' Spellbooks . As with wizards, witches keep all their spells in a spellbook. If the spellbook is destroyed, so is their ability to cast spells. However, witches can also continue to add spells to their repertoire if they have their spellbooks. \n'b' Bewitched Brooms . Most witches use magical brooms to fly around. They can travel double their speed when mounted on their brooms.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Witch Totem \n'b' Tiny construct (titanspawn), any evil\n'b' STATS STR: 6 (-2) DEX: 13 (+1) CON: 12 (+1) INT: 8 (-1) WIS: 11 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 13 (natural armor) Hit Points 7 (2d4 + 2) Speed 20 ft., climb 20 ft. Skills Stealth +5 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 9 Languages Titan Speech (can\xe2\x80\x99t speak) Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Forest Camouflage . While it is in forest terrain and remains motionless, a witch totem is invisible. \n'b' Regeneration . The witch totem regains 1 hit point at the start of its turn. If the totem takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of its next turn. The witch totem is destroyed only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Traceless Passage . The witch totem can\xe2\x80\x99t be tracked except by magical means. It leaves behind no tracks or other evidence of its passage. \n'b' Actions \n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d3 + 1) slashing damage. \n'b' Dart . Ranged Weapon Attack : +3 to hit, range 10/30 ft., one target. Hit : 1 piercing damage plus 3 (1d6) poison damage. \n'b' Tactics \n'b' If forced or commanded to fight, a totem favors using darts. It uses its tiny claws only as a last resort, preferring instead to flee from enemies, sometimes escaping up into trees or other vegetation. \n'b' Description \n'b' A witch totem is a tiny, doll-like thing constructed from carved wood and fibrous bundles of twigs, leaves, grass, and other natural materials. \n'b' It stands not much more than a foot high and bears a rune etched upon its forehead. Witches\xe2\x80\x99 totems rarely initiate combat unless specifically commanded to do so. Instead, they usually remain hidden and then report enemies and interlopers back to their masters.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Witch Tree \n'b' Huge plant , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 94 (9d12 + 36) Speed 20 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 19 (+4) INT: 7 (-2) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Vulnerabilities fire Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid Condition Immunities charmed , exhaustion , frightened Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14 Languages Abyssal, Common, Goblin, Sylvan Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . As long as the witch tree remains motionless, it is indistinguishable from a normal willow tree. \n'b' Innate Spellcasting . The witch tree\xe2\x80\x99s innate spellcasting ability is Constitution (spell save DC 14). It can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 5/day : enthrall \n'b' 1/day : dominate monster \n'b'\n'b' Tendrils . The witch tree\xe2\x80\x99s tendrils can be cut, have an Armor Class of 15, 10 hit points , immunity to poison and psychic damage, and the witch tree\xe2\x80\x99s damage vulnerabilities, resistances, and other immunities. Cutting a creature free of the tendrils deals no damage to the witch tree. The tendrils can also be broken if a creature takes an action and succeeds on a DC 17 Strength check. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The witch tree uses its Constrict ability and makes four Tendril attacks. \n'b' Tendril . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 15 (3d6 + 5) bludgeoning damage and the target is grappled (escape DC 16). A grappled creature is restrained . \n'b' Constrict . All grappled creatures must make a DC 16 Constitution saving throw, taking 15 (3d6 + 5) bludgeoning damage, or half as much damage on a successful saving throw. \n'b'\n'b' ABOUT \n'b' From a distance, a witch tree is almost indistinguishable from a normal willow. Up close, however, a witch tree appears to be a tall, beautiful woman formed from a willow tree. The trees fronds form the woman\xe2\x80\x99s hair and fingers, while the branches and trunk create her arms and torso. The willow\xe2\x80\x99s roots form the woman\xe2\x80\x99s legs and feet. The witch tree\xe2\x80\x99s skin is thick and dark, resembling the bark of a tree. Witch trees gain nutrients from the soil where they take root, but they have a particular fondness for living flesh, particularly that of gnomes and orcs. As such, groves of these creatures can be found near such settlements. \n'b' The origin of the witch tree is clouded; on one side, sages argue that the witch tree is a magical creation created by an insane spellcaster to do his personal bidding. On the other side, sages argue that the witch tree resulted from miscast magic or is the result of \xe2\x80\x9cmagical leakage\xe2\x80\x9d perhaps created when a spellcaster attempting to create a magical wand or staff or other such item failed in his endeavors and cast aside the item, thereby allowing what magic it held to \xe2\x80\x9cleak\xe2\x80\x9d out into the surrounding soil. Regardless of the origin, the creature has multiplied significantly in numbers and shows no signs of becoming extinct anytime soon. \n'b' Some adventurers tell tales of a witch tree grove that lured the entire population of a small village to its death through magical charms and hexes. Such stories are not without merit, and most intrepid adventurers warn others of their kind when a witch tree grove has been discovered. When a discovery is made, hunters, druids, and warriors move against the witch tree in an effort to remove the threat before villagers and livestock begin disappearing.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Witch\xe2\x80\x99s Broom \n'b' Small construct , unaligned \n'b' Armor Class 10 Hit Points 11 (2d6 + 2) Speed 0 ft., fly 50 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 10 (+0) INT: 2 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire 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 \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The witch\xe2\x80\x99s broom is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the broom must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' False Appearance . While the witch\xe2\x80\x99s broom remains motionless and isn\xe2\x80\x99t flying, it is indistinguishable from a normal broom. \n'b' Magical Mount . The witch\xe2\x80\x99s broom counts as a Large creature for the purposes of determining if a creature can ride it. \n'b' Magic Resistance . The witch\xe2\x80\x99s broom has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Whack . Melee Weapon Attack : +2 to hit, reach 5 ft., one creature. Hit : 4 (1d6 + 2) bludgeoning damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Nysrock (Cobra Demon) \n'b' Family: Demons \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 105 (10d10 + 50) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 20 (+5) INT: 16 (+3) WIS: 19 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +9 Skills Deception +8, Intimidation +8, Perception +8, Stealth +6 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 100 ft., passive Perception 18 Languages Abyssal, Celestial,? Common, Draconic, Infernal, telepathy 100 ft. Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The nysrock demon has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The nysrock\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : blight , dispel magic , teleport (self only) \n'b' 3/day each : bane , spiritual weapon \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The nysrock demon makes one Sting attack and one other attack . \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage and the target must succeed at a DC 17 Constitution saving throw or suffer an additional 18 (4d8) and be poisoned for one hour. A creature already suffering the poisoned condition caused by a nysrock is also stunned until the end of its next turn. \n'b' Spit Poison . Ranged Weapon Attack : +6 to hit, range 30/120 ft., one target. Hit : 11 (2d8 + 2) poison damage and the target must succeed at a DC 17 Constitution saving throw or be blinded until the end of its next turn. \n'b' Sting . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 15 (4d4 + 5) piercing damage and the target must succeed at a DC 17 Constitution saving throw or suffer an additional 18 (4d8) poison damage and be poisoned for one hour. A creature already suffering the poisoned condition caused by a nysrock is also stunned until the end of its next turn. \n'b'\n'b' ABOUT \n'b' Nysrock demons are horrid, 14-foot-long cobras with vaguely humanoid faces that protrude from a broad hood. Golden scales run down the length of its snake body to end in a scorpion\xe2\x80\x99s stinger that oozes unholy venom. They weigh between 350 and 450 pounds. \n'b' Believed to be the offspring of a marilith and a naga, the nysrock is a sinister denizen of the Abyss that is often found in the courts of various demon lords where they serve as advisors and counselors. Their cunning intellects are used to full effect by their masters in weaving battle plans and plots and intrigues against rival lords and enemies. \n'b' Rumors abound (supposedly from an eyewitness who lived to tell the tale) of an abyssal plane ruled by a massive nysrock at least 40 feet long. Its palace is a network of underground tunnels populated with all manner of snakes, fiendish serpents, and intelligent and cunning reptiles of all shapes and sizes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Witchalder \n'b' Medium plant , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 102 (12d8 + 48) Speed 30 ft\n'b' STATS STR: 19 (+4) DEX: 9 (\xe2\x80\x931) CON: 18 (+4) INT: 9 (\xe2\x80\x931) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +2, Wis +6 Skills Athletics +7, Perception +6, Stealth +2 Damage Vulnerabilities fire Damage Resistances bludgeoning Condition Immunities charmed , poisoned Senses passive Perception 15 Languages understands Sylvan but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Deep Roots . The witchalder has advantage on Strength and Dexterity saving throws made against effects that would move it against its will along the ground. \n'b' False Appearance . While the witchalder remains motionless, it is indistinguishable from a diseased or dying alder tree. \n'b' Sunlight Regeneration . While in sunlight, the witchalder regains 5 hp at the start of its turn if it has at least 1 hp . \n'b' Speak with Plants . The witchalder can communicate with Plants as if they shared a language. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The witchalder makes two Slam attacks. It can replace one attack with a use of Throttle. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 18 (4d6 + 4) bludgeoning damage. The target is grappled (escape DC 15) if it is a Medium or smaller creature and the witchalder doesn\xe2\x80\x99t have two other creatures grappled . \n'b' Shape Wood . The witchalder alters the shape of any one Medium or smaller wooden object (or portion of an object) no more than 5 feet in any dimension that it can see within 30 feet, forming it into any shape that suits the witchalder\xe2\x80\x99s purposes. For example, it could warp a boat\xe2\x80\x99s planks so it takes on water, seal a wooden door to its frame (or make a new door in a wooden wall), or twist a wooden weapon out of shape (or restore a warped one). Warped thrown or ranged weapons and ammunition become useless, while warped melee weapons give disadvantage on attack rolls. This action can\xe2\x80\x99t create items that ordinarily require a high degree of craftsmanship, such as a pulley. If the target is being worn or carried, the creature wearing or carrying it can make a DC 15 Dexterity saving throw, avoiding the effect on a success. \n'b' Throttle . One creature grappled by the witchalder must make a DC 15 Strength saving throw. On a failure, the creature takes 18 (4d6 + 4) bludgeoning damage and can\xe2\x80\x99t breathe, speak, or cast spells with verbal components until the grapple ends. On a success, the creature takes half the damage and remains grappled but suffers no other effects of Throttle. \n'b' Pollen Cloud (Recharge 6) . The witchalder releases a cloud of poisonous pollen. Each creature within 15 feet of the witchalder must make a DC 15 Constitution saving throw. On a failure, a creature takes 22 (5d8) poison damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t incapacitated . An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' A willowy, treelike figure with a mop of branches for hair undulates across the forest floor on a tangle of long, fleshy roots. It peers through the trees, watching for signs of danger. \n'b' Wood hags create witchalders by corrupting alder trees and endowing them with intelligence and a wicked demeanor. Resembling gaunt, horrific treants, witchalders are bound to the hag\xe2\x80\x99s will by the dark ritual that awakens them. Wood hags frequently employ witchalders as wandering watchdogs, compelling them to patrol the area near the hag\xe2\x80\x99s lair or act as guardians of the hag\xe2\x80\x99s gardens. \n'b' Dark Gardens and Bloodstone Henges . While most witchalders serve hags, some work with dark fey or bloodthirsty druid circles. In these cases, the witchalder works with the most powerful caster or most charismatic fey; ancient witchalders are treated as trusted servants in dark fey courts. \n'b' Capture Visitors . When a witchalder throttles a visitor to unconsciousness or incapacitates them with a pollen cloud, it takes them to their wood hag creator, an allied fey, or a druid elder to question or sacrifice.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Witchfire \n'b' Medium undead , chaotic evil \n'b' Armor Class 16 Hit Points 90 (20d8) Speed fly 50 ft.\n'b' STATS STR: 10 (+0) DEX: 20 (+5) CON: 10 (+0) INT: 12 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Performance +9 Damage Resistances acid, fire, lightning bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 12 Languages Common, Infernal Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal Movement . A witchfire can move through other creatures and objects as if they were difficult terrain . She takes 5 (1d10) force damage if she ends her turn inside an object. \n'b' Innate Spellcasting . A witchfire\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 1/day : fog cloud \n'b'\n'b' ACTIONS \n'b'\n'b' Witchfire Bolt . Ranged Spell Attack . +9 to hit, range 60. Hit : 33 (8d6 + 5) fire damage and target has disadvantage on hide checks and cannot benefit from invisibility for 10 minutes. \n'b'\n'b' ABOUT \n'b' When an exceptionally vile hag or witch dies with some malicious plot left incomplete, or proves too horridly tenacious to succumb to the call of death, the foul energies of these wicked old crones sometimes spawn incorporeal undead known as witchfires. These ghostly creatures appear much as they did in life, although the grotesque undead energy that births them makes them appear young and attractive and wreathes their insubstantial bodies in a powerful aura of sickly green flame, a ghostly fire referred to as \xe2\x80\x9cwitchflame\xe2\x80\x9d in local legends. Strings of will-o\xe2\x80\x99-wisps are often found in the immediate vicinity of witchfires and are typically led by the undead, leading scholars to speculate that the creatures feed off of a witchfire\xe2\x80\x99s flames and fury.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Witchfire \n'b' Medium undead , chaotic evil \n'b' Armor Class 16 Hit Points 90 (20d8) Speed fly 50 ft.\n'b' STATS STR: 10 (+0) DEX: 20 (+5) CON: 10 (+0) INT: 12 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Performance +9 Damage Resistances acid, fire, lightning bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 12 Languages Common, Infernal Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal Movement . A witchfire can move through other creatures and objects as if they were difficult terrain . She takes 5 (1d10) force damage if she ends her turn inside an object. \n'b' Innate Spellcasting : A witchfire\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components: \n'b'\n'b' 1/day : fog cloud \n'b'\n'b' ACTIONS \n'b'\n'b' Witchfire Bolt . Ranged Spell Attack : +9 to hit, range 60. Hit : 33 (8d6 + 5) fire damage and target has disadvantage on hide checks and cannot benefit from invisibility for 10 minutes. \n'b'\n'b' ABOUT \n'b' When an exceptionally vile hag or witch dies with some malicious plot left incomplete, or proves too horridly tenacious to succumb to the call of death, the foul energies of these wicked old crones sometimes spawn incorporeal undead known as witchfires. These ghostly creatures appear much as they did in life, although the grotesque undead energy that births them makes them appear young and attractive and wreathes their insubstantial bodies in a powerful aura of sickly green flame, a ghostly fire referred to as \xe2\x80\x9cwitchflame\xe2\x80\x9d in local legends. Strings of will-o\xe2\x80\x99-wisps are often found in the immediate vicinity of witchfires and are typically led by the undead, leading scholars to speculate that the creatures feed off of a witchfire\xe2\x80\x99s flames and fury.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Witchlight \n'b' Family: Witchlight \n'b' Tiny construct , neutral \n'b' Armor Class 14 Hit Points 10 (4d4) Speed fly 50 ft.\n'b' STATS STR: 1 (-5) DEX: 18 (+4) CON: 10 (+0) INT: 10 (+0) WIS: 13 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Immunities poison, radiant Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 13 Languages understands the language of its creator but can\xe2\x80\x99t speak Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Dispel Magic Weakness . Casting dispel magic on a witchlight paralyzes it for 1d10 rounds. \n'b' Luminance . A witchlight normally glows as brightly as a torch. The creature can dim itself to the luminosity of a candle, but it cannot extinguish its light. Because of its glow, the witchlight has disadvantage on Dexterity ( Stealth ) checks. \n'b' Thin As Light . While a witchlight is not incorporeal, it can pass through any opening that light can. \n'b'\n'b' Actions \n'b'\n'b' Light Ray . Ranged Weapon Attack : +6 to hit, range 30 ft., one target. Hit : 6 (1d4 + 4) radiant damage. \n'b' Flash (Recharge 5-6) . The witchlight emits a bright burst of light that blinds all sighted creatures within 30 feet for 1d4 rounds unless they succeed on a DC 10 Constitution saving throw.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Witchlight \n'b' Family: Witchlight \n'b' Tiny construct , any \n'b' Armor Class 12 Hit Points 20 (8d4) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 1 (\xe2\x80\x935) DEX: 14 (+2) CON: 10 (+0) INT: 10 (+0) WIS: 15 (+2) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Immunities poison, psychic, radiant Condition Immunities blinded , charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone Senses darkvision 60 ft., passive Perception 14 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The witchlight is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the witchlight 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 . The witchlight doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Variable Illumination . The witchlight sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The witchlight can alter the radius as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Light Blast . Melee or Ranged Spell Attack : +4 to hit, range 30 ft., one target. Hit : 5 (1d6 + 2) radiant damage. \n'b' Flash (3/Day) . The witchlight emits a bright burst of light. Each creature within 20 feet of the witchlight must succeed on a DC 12 Dexterity saving throw or be blinded for 1 minute. A creature can make a DC 12 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' This tiny ball of bright light seems to emanate from a crystalline center. \n'b' Wizard Servants . Also called a \xe2\x80\x9cspooklight,\xe2\x80\x9d a witchlight is a wizard\xe2\x80\x99s servant created from a tiny piece of quartz. It appears as a floating ball of flickering light similar to a will-o\xe2\x80\x99-wisp. The hue of quartz used during the creature\xe2\x80\x99s creation determines the color of each witchlight\xe2\x80\x99s illumination. After the quartz is prepared, it is animated through an extended magical ritual cast under a full moon and a clear, starry sky. Consequently, they are extremely rare. \n'b' Flashing Light Code . A witchlight always shares the same alignment as its creator. Although it cannot speak, a witchlight understands the languages of its creator, and many spellcasters have taught their witchlights a coded cipher, allowing it to spell out words by flaring and dimming its light . When necessary, a witchlight can spell words in the air by flying so quickly that its trail of light forms letters. \n'b' Free Roaming . If the witchlight\xe2\x80\x99s master dies within one mile of the witchlight, it explodes in a brilliant but harmless flash of light. If it loses its master under any other circumstance, it becomes masterless. While masterless, it\xe2\x80\x99s free to do as it pleases. Evil masterless witchlights can be surprisingly cruel, not unlike will-o\xe2\x80\x99-wisps. They seek to lure lost travelers into swamps or traps by using their glow to imitate the light of a safe haven. Conversely, good masterless witchlights guide travelers to places of safety or along safe paths, and they are prized by pilots and guides. Neutral witchlights exhibit a playful nature\xe2\x80\x94sometimes mingling inside the cavities of weapons, gems, or other curiosities, causing them to be mistaken for magic items. More than one \xe2\x80\x9c wizard\xe2\x80\x99s staff \xe2\x80\x9d is just an impressive-looking stick with a witchlight perched on top. \n'b' Familiars \n'b' Some witchlights are willing to serve spellcasters as a familiar. Such witchlights have the following trait. \n'b' Familiar . The witchlight can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the witchlight senses as long as they are within 1 mile of each other. While the witchlight is within 10 feet of its companion, the companion can\xe2\x80\x99t be blinded . At any time and for any reason, the witchlight can end its service as a familiar, ending the telepathic bond .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ostrich, War \n'b' Family: Bird \n'b' Large beast , unaligned \n'b' Armor Class 11 Hit Points 42 (5d10 + 15) Speed 60 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 16 (+3) INT: 2 (-4) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages \xe2\x80\x94 Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Leaping Pounce . If the war ostrich jumps at least 15 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 forced prone . If the target is prone, the ostrich can make one Beak attack against it as a bonus action. \n'b' Standing Leap . The war ostrich\xe2\x80\x99s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. \n'b'\n'b' ACTIONS \n'b'\n'b' Beak . 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 : 7 (2d4 + 2) bludgeoning damage. \n'b' Intimidating Screech . The war ostrich screeches at a creature it can see within 30 feet of it. The target must succeed on a DC 13 Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn, as the screech rattles it. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Skittish . The war ostrich takes the Dash or Disengage action. \n'b'\n'b' ABOUT \n'b' The large, flightless bird dove in and out of battle, screeching defiantly as its rider drove a spear into its foes. \n'b' In the wild, war ostriches are dangerous and skittish, prone to lashing out with punishing kicks while sprinting around the battlefield. Humanoids in grasslands use them to create chaos by driving a flock of fast-moving war ostriches into a caravan or enemy troop formations. \n'b' Faster than Horses . War ostriches have been domesticated for centuries. They are a fearsome sight on the field of combat when bearing warriors into battle. War ostriches are heavily employed in regions where horses are rare or impractical or where their leaping ability enables cavalry to charge over broken ground. Stubborn and willful, these creatures are difficult to train. Once trained though, they are loyal and fierce mounts, fighting to the death in battle alongside their riders.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Witchlight, Elder \n'b' Family: Witchlight \n'b' Tiny construct , neutral \n'b' Armor Class 14 Hit Points 28 (8d4 + 8) Speed fly 50 ft.\n'b' STATS STR: 1 (-5) DEX: 18 (+4) CON: 13 (+1) INT: 10 (+0) WIS: 16 (+3) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Immunities poison, radiant Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 15 Languages understands the language of its creator but can\xe2\x80\x99t speak Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Dispel Magic Weakness . Casting dispel magic on an elder witchlight paralyzes it for 1 minute. \n'b' Luminance . An elder witchlight normally glows as brightly as a torch. The creature can dim itself to the luminosity of a candle, but it cannot extinguish its light. Because of its glow, the witchlight has disadvantage on Dexterity ( Stealth ) checks. \n'b' Thin As Light . While an elder witchlight is not incorporeal, it can pass through any opening that light can pass through. \n'b'\n'b' Actions \n'b'\n'b' Light Ray . Ranged Weapon Attack : +6 to hit, range 30 ft., one target. Hit : 8 (1d8 + 4) radiant damage. \n'b' Flash (Recharge 5-6) . The elder witchlight emits a bright burst of light that blinds all sighted creatures within 30 feet for 1 minute unless they succeed on a DC 12 Constitution saving throw.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wizard\xe2\x80\x99s Poppet \n'b' Tiny construct , neutral \n'b' Armor Class : 18 Hit Points 7 (3d4) Speed : 20 ft.\n'b' STATS STR: 6 (-2) DEX: 18 (+4) CON: 10 (0) INT: 4 (-3) WIS: 10 (0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Perception +2 Senses : darkvision 60 ft., passive Perception 12 Damage Resistances : bludgeoning, piercing from nonmagical weapons Damage Immunities : necrotic, poison Condition Immunities : charmed , poisoned , sleeping, incapacitated Languages : Understands its creator\xe2\x80\x99s language but cannot speak Challenge : 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Find Target : When ordered to find its chosen target, a poppet does so unerringly, as though guided by a locate creature spell which is unaffected by distance, polymorph , running water, or any other form of barrier or spell confusion . \n'b' Self-Repair : Given enough time, and access to enough cloth, a poppet can repair itself by tearing off strips of cloth and adding them to its own body, allowing it to spend hit dice to recover damage during a short rest just as a player character could. In addition, the wizard\xe2\x80\x99s poppet recovers from a long rest just as a player character could. Finally, as a bonus action, the poppet can regain 1d4 hit points by shifting around its own body structure. It can do this 3/long rest times. \n'b' Telepathic Link : So long as the poppet is on the same plane of existence as its master, it can communicate telepathically with its master. \n'b'\n'b' Actions \n'b'\n'b' Assassinate (Recharge 6) . Melee Weapon Attack : strike with advantage, reach 5 ft., one target. Hit : triple maximum damage. \n'b' Tiny Blade : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4+4) slashing damage. \n'b'\n'b' About \n'b' A wizard\xe2\x80\x99s poppet is a tiny doll given the semblance of life. They are capable of serving as menial labor, but the true purpose of their creation is assassination. During creation, a sympathetic link is created between the poppet and another (often by including a strand of hair in the other\xe2\x80\x99s body). \n'b' Upon command, the poppet hunts its destined prey through the use of this unique connection. \n'b' Constructing the Wizard\xe2\x80\x99s Poppet \n'b' A wizard\xe2\x80\x99s poppet is treated as a homunculus in most respects, including its creation. It costs 1,000 gp to create, including 10 gp for the body. Creating the body requires an intelligence check (DC 15). The ritual to animate the body requires a 7th level character. Completing the ritual requires the casting of discern location and true strike on the final day of the ritual. The creation process otherwise follows all the specifics outlined under the \xe2\x80\x98Creating A Homunculus\xe2\x80\x99 rules.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wizard\xe2\x80\x99s Shackle \n'b' Tiny monstrosity , neutral \n'b' Armor Class 11 Hit Points 16 (3d4 + 9) Speed 5 ft.\n'b' STATS STR: 1 (-5) DEX: 12 (+1) CON: 16 (+3) INT: 1 (-5) WIS: 11 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 30 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Arcane Sense . A wizard\xe2\x80\x99s shackle can automatically detect the location of any active spell or magical item within 30 feet not hidden behind 10 feet of dirt, 5 feet of stone, 1 foot of common metal, or 5 inches of lead. \n'b' Magic Resistance . The wizard\xe2\x80\x99s shackle has advantage on saving throws against spells and magical effects. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 3 (1d4 + 1) piercing damage and the wizard\xe2\x80\x99s shackle attaches to the target. While it is attached, any time the target attempts to cast a cantrip or spell, it takes 10 (3d6) psychic damage and must make a DC 10 Constitution saving throw. On a failed saving throw, the target fails to cast the spell and if a spell slot was used, it is wasted. The wizard\xe2\x80\x99s shackle can be removed as an action by the target or another creature. If a creature or creature to which the wizard\xe2\x80\x99s shackle is attached attempts to remove the wizard\xe2\x80\x99s shackle, the attached target must succeed on a DC 13 Constitution saving throw. On a failed saving throw, the target is unconscious for 1 minute. \n'b' About \n'b' This tiny creature appears to be a gray-green leech. \n'b' The wizard\xe2\x80\x99s shackle is a 6-inch long, leech-like creature. Though it is small in size, it is greatly feared by spellcasters, for its bite drains arcane magic from a caster\xe2\x80\x99s mind. In some rare instances, evil spellcasters have harvested these monsters and set them loose in an enemy spellcaster\xe2\x80\x99s tower or laboratory. \n'b' A wizard\xe2\x80\x99s shackle attacks from ambush. It favors hiding on ledges, bookshelves, doors, and other such places where it can drop on spellcasters that pass underneath it. A wizard\xe2\x80\x99s shackle injects an anesthetic when it bites, so it is possible that its bite goes unnoticed (DC 12 Perception check to notice).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Woe Siphon \n'b' Medium fey , chaotic neutral \n'b' Armor Class 14 (natural armor) Hit Points 45 (6d8 + 18) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 16 (+3) INT: 5 (-3) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Condition Immunities charmed , frightened , exhaustion Senses darkvision 120 ft., passive Perception 11 Languages Common, Sylvan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Detect Sentience . The woe siphon can magically sense the presence of creatures with an Intelligence of 5 or higher up to 1 mile away. It knows the general direction to the creatures but not their exact locations. \n'b'\n'b' ACTIONS \n'b'\n'b' Siphoning Fist . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage plus 5 (2d4) psychic damage. The target must succeed on a DC 13 Charisma saving throw or its hp maximum is reduced by an amount equal to the psychic damage taken. The woe siphon regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. \n'b' Cause Despair . The woe siphon can overwhelm a creature with intense feelings of inadequacy. One creature the woe siphon can see within 60 feet of it must succeed on a DC 13 Charisma saving throw or become overwhelmed with despair for 1 minute. A creature overwhelmed with despair has disadvantage on ability checks and attack rolls. 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 this woe siphon\xe2\x80\x99s Cause Despair for the next 24 hours. \n'b' Invisibility . The woe siphon magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the woe siphon wears or carries is invisible with it. \n'b'\n'b' ABOUT \n'b' This flabby creature squints with beady eyes, licks its lips, and places a bone-white hand to the gaping hole punched through its chest. \n'b' Miserable Visage . Woe siphons are a sad sight when compared to their beautiful and terrible fey brethren. They appear as misshapen humanoids with translucent, glossy skin. \n'b' All woe siphons possess a through-and-through hole in the chest where their heart should be. When underfed, this hole appears ragged and torn, like a fresh wound. When well-fed, a fragile layer of skin forms over the gap. \n'b' Pain Gorger . Woe siphons feed on negative emotions. To sustain themselves, many migrate to places where sentient creatures suffer in vast numbers or where historical suffering took place, such as mass graves or ancient battlefields. \n'b' Particularly deadly or dangerous underground locales are common hunting grounds of the hungry woe siphon. Once inside such a place, a woe siphon inflicts suffering on any who cross its path. A favorite tactic involves invisibly stalking adventuring parties to torment their victims for as long as possible before attacking outright.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Pestilenzi \n'b' Family: Demons \n'b' Small fiend (demon), chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 27 (5d6 + 10) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 11 (+0) DEX: 18 (+4) CON: 14 (+2) INT: 9 (-1) WIS: 15 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Abyssal, telepathy 120 ft. Challenge 3 (700 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The pestilenzi demon\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The demon can innately cast the following spells, requiring no material components: \n'b' At will : teleport , invisibility (self only) \n'b' 3/day each : grease , gust of wind \n'b' 1/day : fear \n'b' Pestilenzi Rot . The pestilenzi demon is suffused with rot and decay, its bite carrying horrid infections that prevent hit points from being regained while slowly withering the infected creature to a dried husk. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage and the creature must succeed on a DC 14 Constitution saving throw against disease or become poisoned until the disease is cured and unable to regain hit points . 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 and the inability to regain hit points lasts until the disease is cured. \n'b' Summon Demon (1/day) . The demon has a 20 percent chance of summoning 1d4 dretches or one pestilenzi demon .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wolf \n'b' Large beast (ozbeast), lawful neutral \n'b' Armor Class 12 Hit Points 26 (4d10 + 4) Speed 50 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 13 (+1) INT: 12 (+1) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +4 Senses passive Perception 16 Languages Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The alpha wolf has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Pack Tactics . The alpha wolf has advantage on an attack roll against a creature if at least one of the alpha wolf\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Pounce . If the alpha wolf moves at least 20 feet straight toward a creature and then hits it with a bite 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 alpha wolf can make one additional bite attack against it as a bonus action. \n'b' Running Leap . With a 10-foot running start, the alpha wolf can long jump up to 25 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' This pack of wolves moves in unison, as if compelled by a magical force. Alpha wolves are the biggest and strongest of a wolf pack. They are smart enough to question orders but will generally do what their told if commanded by a Wicked Witch. \n'b' Most wolf packs work together, but wolf swarms are larger packs that take cooperation to another level entirely, compelled by the silver whistle to do the whistler\xe2\x80\x99s bidding.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wolf Pack Leader \n'b' Large swarm of Medium beasts (ozbeast), lawful neutral \n'b' Armor Class 12 Hit Points 52 (8d10 + 8) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Damage Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages Common Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The wolves have advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \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 Medium wolf. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Bites . Melee Weapon Attack : +4 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 11 (2d8 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if the swarm has half of its hit points or fewer. \n'b'\n'b' ABOUT \n'b' This pack of wolves moves in unison, as if compelled by a magical force. Alpha wolves are the biggest and strongest of a wolf pack. They are smart enough to question orders but will generally do what their told if commanded by a Wicked Witch. \n'b' Most wolf packs work together, but wolf swarms are larger packs that take cooperation to another level entirely, compelled by the silver whistle to do the whistler\xe2\x80\x99s bidding.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wolf Reaver Dwarf \n'b' Medium humanoid ( dwarf ), any chaotic \n'b' Armor Class 16 (chain shirt, shield) Hit Points 76 (9d8 + 36) Speed 25 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 19 (+4) INT: 9 (-1) WIS: 11 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Intimidation +3 Senses darkvision 60 ft., passive Perception 10 Languages Common, Dwarvish Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Danger Sense . While conscious, the wolf reaver dwarf has advantage on Dexterity saving throws. \n'b' Dwarven Resilience . The wolf reaver dwarf has advantage on saving throws against poison. \n'b' Pack Tactics . The wolf reaver dwarf has advantage on attack rolls against a creature if at least one of the dwarf\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Reckless . At the start of its turn, the wolf reaver dwarf can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The wolf reaver dwarf makes one Battleaxe attack and two Spear attacks, or it makes three Handaxe attacks. \n'b' Battleaxe . Melee Weapon Attack : +6 to hit, reach 5 ft, one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. \n'b' Handaxe . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' Spear . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack . \n'b'\n'b' ABOUT \n'b' Like his totem, the wolf reaver dwarf travels in a pack with its brothers in arms, looking for worthy challenges to prove its combat prowess. Rushing into battle beside its allies for glory as much as plunder, the wolf reaver dwarf throws caution to the wind and fights without care for its own safety.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wolffish \n'b' Large beast , neutral evil \n'b' Armor Class 11 \n'b' Hit Points 22 (4d8 + 4) \n'b' Speed 0 ft., swim 20 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 13 (+1) INT: 1 (-5) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities cold \n'b' Skills Perception +2, Stealth +3 \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages Aquan \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Pack Tactics . The wolffish has advantage on an attack roll against a creature if at least one of the wolffish\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Siege Monster . The wolffish deals double damage to objects and structures. \n'b' Slippery . The wolffish has advantage on ability checks and saving throws made to escape a grapple. \n'b' Underwater Camouflage. The wolffish has advantage on Dexterity ( Stealth ) checks made while underwater. \n'b' Water Breathing . The wolffish can breathe only underwater. \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. If the target is a creature, the wolffish can choose to deal no damage with the attack to disarm the target. The target must succeed on a DC 12 Strength saving throw or drop one item it is holding on the ground. \n'b'\n'b' ABOUT \n'b' This fish has an enormous head and pointed teeth. \n'b' Wolffish are fierce predators that can be summoned by zogs to attack their enemies. They don\xe2\x80\x99t normally congregate in swarms, but zog summonings bring them together in vicious bands of up to twelve. \n'b' Vicious Jaws . Wolffish are accustomed to living at the bottom of the ocean floor, where they are resistant to freezing temperatures. Their teeth are particularly wicked, which gives them their name, and for good reason-a wolffish\xe2\x80\x99s grinding teeth can bite through most hard-shelled creatures.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wolffish Swarm \n'b' Large swarm of Medium wolffish , neutral evil \n'b' Armor Class 11 \n'b' Hit Points 78 (12d8 + 12) \n'b' Speed 0 ft., swim 20 ft.\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 13 (+1) INT: 1 (-5) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities cold \n'b' Damage Resistances bludgeoning, piercing, slashing \n'b' Damage Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned \n'b' Skills Perception +2, Stealth +3 \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages Aquan \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Siege Monster . The wolffish deals double damage to objects and structures. \n'b' Slippery . The wolffish has advantage on ability checks and saving throws made to escape a grapple. \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 Medium wolffish. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Underwater Camouflage. The wolffish has advantage on Dexterity ( Stealth ) checks made while underwater. \n'b' Water Breathing . The wolffish can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 11 (2d8 + 3) piercing damage, or 7 (1d8 + 3) is the swarm has half its hit points or fewer. If the target is a creature, the wolffish swarm can choose to deal no damage with the attack to disarm the target. The target must succeed on a DC 13 Strength saving throw or drop one item it is holding on the ground. \n'b'\n'b' ABOUT \n'b' This fish has an enormous head and pointed teeth. \n'b' Wolffish are fierce predators that can be summoned by zogs to attack their enemies. They don\xe2\x80\x99t normally congregate in swarms, but zog summonings bring them together in vicious bands of up to twelve. \n'b' Vicious Jaws . Wolffish are accustomed to living at the bottom of the ocean floor, where they are resistant to freezing temperatures. Their teeth are particularly wicked, which gives them their name, and for good reason-a wolffish\xe2\x80\x99s grinding teeth can bite through most hard-shelled creatures.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wollahog \n'b' Medium beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 52 (7d8 + 21) Speed 30 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Charge . If the wollahog 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 4 (1d8) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 13 Strength saving throw or be forced\xc2\xa0 prone . \n'b' Cold Acclimated . The wollahog is naturally adapted to cold climates. \n'b' Keen Hearing and Scent . The wollahog has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b'\n'b' Actions \n'b'\n'b' Tusk . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) slashing damage. \n'b'\n'b' About \n'b' With thick gray tusks jutting from a protruding lower jaw, this plump, boar-like creature is covered in heavy blue-gray wool.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Swarm, Ravens \n'b' Family: Bird \n'b' Medium swarm of Tiny beasts, unaligned \n'b' Armor Class 12 Hit Points 24 (7d8 \xe2\x80\x93 7) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 6 (-2) DEX: 14 (+2) CON: 8 (-1) INT: 3 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone, restrained , stunned Senses passive Perception 15 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Swarm : The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points. \n'b' Actions \n'b' Beaks : Melee Weapon Attack : +4 to hit, reach 5 ft., one target in the swarm\xe2\x80\x99s space. Hit : 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. \n'b' About \n'b' A screeching cawing whirlwind of buffeting wings, clawing talons and pecking beaks.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wolpertinger \n'b' A strange amalgam of creatures, the antlered rabbit hops on the stump, spreading its wings and releasing a high-pitched shriek from behind its fangs. \n'b' Tiny monstrosity , unaligned \n'b' Armor Class 13 Hit Points 9 (2d4 + 4) Speed 30 ft., burrow 10 ft., fly 30 ft.\n'b' STATS STR: 6 (-2) DEX: 16 (+3) CON: 14 (+2) INT: 5 (-3) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Charge . If the wolpertinger moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 2 (1d4) piercing damage. \n'b' Flyby . The wolpertinger doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Standing Leap . The wolpertinger\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Gore . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Keening (Recharge 6) . The wolpertinger emits a piercing shriek. Each creature within 30 feet that can hear the wolpertinger must succeed on a DC 13 Constitution saving throw or be deafened for 1 minute. A beast with an Intelligence of 4 or lower that is in the area must also succeed on a DC 13 Wisdom saving throw or be frightened until the beginning of its next turn. \n'b' About \n'b' Mischievous Beasts . The wolpertinger possesses a talent for mischief and petty theft involving food but otherwise does little harm if unprovoked. An angry wolpertinger, on the other hand, makes for a frightening enemy, dropping from the sky, antlers first, on the object of its ire. \n'b' Desired by Fey . Some fey develop unusual compulsions around wolpertingers, describing them as divinely adorable, delightful, and utterly charming. While wolpertingers are certainly unusual, the fey often become obsessed enough to pay large sums for a live animal. Bearfolk consider them reliable guides through forests, claiming they can speak. No other humanoids have reported wolpertinger speech, and it seems likely that the bearfolk may be teasing their fey and gnomish friends. \n'b' Gnome Friends . Wolpertingers have a fondness for gnomes and dwell in forests near gnomish settlements. Gnomes often raise wolpertingers as companions and many gnomish wizards have wolpertinger familiars. \n'b' Familiar . Some wolpertingers are willing to serve spellcasters as a familiar . Such wolpertingers have the following trait. The wolpertinger can serve another creature as a familiar , forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the wolpertinger senses as long as they are within 1 mile of each other. While the wolpertinger is within 10 feet of its companion, the companion shares the wolpertinger\xe2\x80\x99s Standing Leap trait. At any time and for any reason, the wolpertinger can end its service as a familiar, ending the telepathic bond .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wolverine \n'b' Medium beast , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 39 (6d8 + 12) Speed 25 ft., burrow 10 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 14 (+2) INT: 2 (-4) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The wolverine makes two claw attacks. If the wolverine hits the same target with both attacks, the target takes an extra 3 (1d6) slashing 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' Some armies are able to train and use wolverines to burrow underneath enemy holdings and fortifications. Once these fierce creatures have emerged inside enemy lines, they act as shock troops, softening up the enemy while the army uses the tunnel the wolverine burrowed to move its forces into place.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wood Ward \n'b' Medium construct , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 19 (2d10 +8) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 12 (+1) CON: 18 (+4) INT: 3 (-4) WIS: 12 (+1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Immunities poison, psychic, bludgeoning, piercing and slashing from nonmagical attacks not made with adamantine weapons Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 11 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The wood ward is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The wood ward has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The wood ward makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +3 to hit, reach 5 ft. one target. Hit : 3 (1d4 + 1) bludgeoning damage. \n'b' Horror Gaze (1/Day) . The wood ward\xe2\x80\x99s eye sockets release an eerie glow in a 30-foot cone. Each creature in the area must succeed on a DC 10 Charisma saving throw or be 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 wood ward\xe2\x80\x99s Horror Gaze for the next 24 hours. \n'b'\n'b' ABOUT \n'b' This human-shaped amalgam of wood, leather, and forest debris lumbers forward on uneven legs. \n'b' In remote villages plagued by evil spirits, locals erect wood and straw people to ward against the spirits in much the same way farmers use similar figures to ward against crows. \n'b' Animated Protectors . When great danger threatens the village, ancient rituals that are passed from generation to generation can be invoked to awaken the wards to defend the village. Wood wards aren\xe2\x80\x99t awakened lightly, however, as the villagers rarely possess the rituals to return the wards to their slumber. \n'b' Implements of Terror . Unknown to most villages that possess them, wood wards were originally created by evil druids to sow terror in logging villages that were encroaching on the forest. The druids circulated wards around these villages, spreading rumors of their protective capabilities. Most of the druids succumbed to age, heroes, or other forces before getting the chance to enact their schemes, and the villages continued on with wards that did exactly as rumored. Some druid circles still possess the knowledge for awakening the true nature of the wood wards, and stories have surfaced of villages in the darkest depths of the forest going silent, possessing nothing but empty houses and a wall of silent wood wards. \n'b' Construct Nature . A wood ward doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Piscodemon \n'b' Family: Demons \n'b' Medium fiend (demon), neutral evil \n'b' Armor Class 20 (natural armor) Hit Points 127 (15d8 + 60) Speed 30 ft., swim 50 ft.\n'b' STATS STR: 22 (+6) DEX: 18 (+4) CON: 18 (+4) INT: 14 (+2) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Con +8, Wis +6, Cha +7 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities poisoned Senses blindsight 30 ft., darkvision 60 ft, passive Perception 12 Languages Abyssal, Demonic, Infernal; telepathy 100 ft. Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The piscodemon can breathe air and water. \n'b' Magic Resistance . The piscodemon has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The piscodemon\xe2\x80\x99s weapon attacks are magical. \n'b' Improved Critical . The piscodemon\xe2\x80\x99s weapon attacks score a critical hit on a roll of 19 or 20. \n'b' Innate Spellcasting . The piscodemon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : dispel magic \n'b' 3/day each : fly , stinking cloud \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The piscodemon makes one Claw attack and one Tentacle attack or two Claw attacks. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) piercing damage and the target is grappled (escape DC 18). The piscodemon has two claws, each of which can grapple only one target. \n'b' Teleport . The piscodemon magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. \n'b' Tentacle . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 11 (1d10 + 6) bludgeoning damage plus 5 (1d10) poison damage and the target must succeed on a DC 16 Constitution saving throw or be poisoned for one hour. \n'b'\n'b' ABOUT \n'b' The cannon fodder of the Lower Planes, piscodemons are by no means weak. Their powerful armored bodies resemble a lobster standing on two legs, with a short fish-like tail, and a centipedal head fringed with writhing tentacles. Their numbers are great, which is the only reason they remain in existence, for their lords and masters throw them away in battle like so many empty seed pods and abuse them in any manner their whims devise.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Woods Ape Druid \n'b' Family: Woods Ape \n'b' Medium monstrosity , unaligned \n'b' Armor Class 11 (16 with barkskin ) Hit Points 172 (23d8 + 69) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 17 (+3) DEX: 13 (+1) CON: 16 (+3) INT: 11 (+0) WIS: 20 (+5) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +4, Wisdom +9 Skills Medicine +9, Nature +4, Perception +9, Stealth +5 (+9 in forested terrain), Survival +13 Damage Immunities poison Condition Immunities charmed , frightened , poisoned Senses darkvision 60 ft., passive Perception 19 Languages Druidic Challenge 15 (13,000 XP) \n'b' Special Traits \n'b' Land\xe2\x80\x99s Stride . The woods ape can move through nonmagical difficult terrain without using extra movement, and can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, the woods ape has advantage on saving throws against plants that are magically created or manipulated to impede movement. \n'b' Innate Spellcasting . The woods ape\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells, requiring no material components. \n'b' At will : create or destroy water , detect poison and disease , entangle , guidance , mending , speak with animals , speak with plants , tree stride \n'b' 3/day each : animal messenger , barkskin , call lightning , locate animals or plants , pass without trace \n'b' 1/day each : awaken , commune with nature , conjure animals , plant growth \n'b' Spellcasting . The wood ape druid is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared. \n'b' Cantrips (at will): druidcraft, resistance , shillelagh \n'b' 1st level (4 slots): cure wounds , fog cloud , thunderwave \n'b' 2nd level (3 slots): barkskin , enhance ability , gust of wind , spider climb \n'b' 3rd level (3 slots): call lightning , dispel magic , plant growth \n'b' 4th level (3 slots): control water , divination , freedom of movement \n'b' 5th level (2 slots): commune with nature , greater restoration , reincarnate , tree stride \n'b' 6th level (1 slot): heal \n'b' Actions \n'b' Multiattack . The woods ape makes two Quarterstaff attacks or two Claw attacks. \n'b' Quarterstaff . Melee Weapon Attack : +6 to hit (+9 to hit with shillelagh ), reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage, 8 (1d8 + 3) bludgeoning damage if wielded with two hands, or 9 (1d8 + 5) bludgeoning damage with shillelagh . \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft. or range 10/20 ft., one target. Hit : 10 (2d6 + 3) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Woods Ape Warrior \n'b' Family: Woods Ape \n'b' Medium monstrosity , unaligned \n'b' Armor Class 11 (16 with barkskin ) Hit Points 97 (13d8 + 39) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 17 (+3) INT: 12 (+1) WIS: 18 (+4) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +7, Constitution +6 Skills Athletics +7, Nature +4, Perception +7, Stealth +5 (+8 in forested terrain), Survival +7 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 17 Languages Druidic Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Brave . The woods ape warrior has advantage on saving throws against being frightened . \n'b' Improved Critical . The woods ape warrior scores a critical hit with a weapon attack on a roll of 19 or 20. \n'b' Land\xe2\x80\x99s Stride . The woods ape can move through nonmagical difficult terrain without using extra movement, and can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, the woods ape has advantage on saving throws against plants that are magically created or manipulated to impede movement. \n'b' Innate Spellcasting . The woods ape\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells, requiring no material components. \n'b' At will : create or destroy water , detect poison and disease , entangle , guidance , mending , speak with animals , speak with plants , tree stride \n'b' 3/day each : animal messenger , barkskin , call lightning , locate animals or plants , pass without trace \n'b' 1/day each : awaken , commune with nature , conjure animals , plant growth Martial Advantage. Once per turn, the woods ape warrior can deal an extra 13 (3d8) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the warrior that isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Multiattack . The woods ape makes two Claw attacks. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft. or range 10/20 ft., one target. Hit : 13 (2d8 + 4) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Woods Ape, Advanced \n'b' Family: Woods Ape \n'b' Medium monstrosity , unaligned \n'b' Armor Class 12 (16 with barkskin ) Hit Points 112 (15d8 + 45) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 12 (+1) WIS: 20 (+5) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +4, Wisdom +8 Skills Nature +7, Perception +8, Stealth +5 (+8 in forested terrain), Survival +11 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 18 Languages Druidic Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Land\xe2\x80\x99s Stride . The woods ape can move through nonmagical difficult terrain without using extra movement and can pass through nonmagical plants without being slowed by them and without taking damage if they have thorns, spines, or a similar hazard. In addition, the woods ape has advantage on saving throws against plants that are magically created or manipulated to impede movement. \n'b' Innate Spellcasting . The woods ape\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can cast the following spells, requiring no material components: \n'b' At will : animal messenger , create or destroy water , barkskin , detect poison and disease , entangle , guidance , hunter\xe2\x80\x99s mark, mending , speak with animals , speak with plants , tree stride \n'b' 3/day each : call lightning , conjure animals , conjure woodland beings , cure wounds , lightning bolt , locate animals or plants , pass without trace \n'b' 1/day each : awaken , commune with nature , conjure fey , dominate beast , plant growth \n'b' Actions \n'b' Multiattack . The woods ape makes two Claw attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Woods Haunt \n'b' Tiny fey (titanspawn), neutral evil\n'b' STATS STR: 4 (-3) DEX: 25 (+7) CON: 12 (+1) INT: 12 (+1) WIS: 17 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 17 Hit Points 14 (4d4 + 4) Speed 10 ft., fly 60 ft. (hover) Skills Stealth +9 Senses darkvision 60 ft., passive Perception 11 Languages Sylvan, Titan Speech Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Perfect Invisibility . The woods haunt is invisible and casting spells or making attacks does not cause it to become visible. \n'b' Innate Spellcasting . The woods haunt\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no components.\n'b'\n'b' At will : detect magic , druidcraft, silent image , speak with animals , thaumaturgy \n'b' 1/day each : dancing lights , sleep \n'b'\n'b' Magic Resistance . The woods haunt has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Dagger . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b' Tactics \n'b' The woods haunt does not engage in combat directly. It uses its supernatural powers of illusion to trick the unwary to their deaths instead. \n'b' Description \n'b' Most spirits of the forest are benign creatures, content to observe and sometimes assist travelers in times of need. Yet certain deep forests across the land are ancient and twisted and bear no love for any human or elf . Such a forest is often the home of a woods haunt, a spiteful spirit that delights in leading traveling parties to their doom. \n'b' Tricksters of the Forest . A woods haunt is rarely seen, preferring to remain at a distance and use its magic to alter their perceptions. Ranger lore describes these spirits by the effects that they have on their surroundings, turning a knot of a tree into a cruel, leering face or a swirl leaves becoming the shape of a tall, gaunt man. These strange effects are the only means to detect a woods haunt\xe2\x80\x99s presence without magic and many wanderers are unaware of their peril until it is too late. \n'b' A Price to Pay . The woods haunt uses its powers of illusion to lure forest travelers into many dangerous situations: tricking them into walking in circles for days on end, deceiving them as to the strength and depth of a river, or leading them straight to the lair of a fearsome predator, to name just a few possibilities.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Woodshade \n'b' Tiny fey , neutral evil \n'b' Armor Class : 18 Hit Points 30 (10d4) Speed : fly 90 ft.\n'b' STATS STR: 7 (-2) DEX: 18 (+4) CON: 10 (0) INT: 16 (+3) WIS: 16 (+3) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Animal Handling +6, Nature +6, Perception +6, Stealth +7, Survival +6 Senses : darkvision 120 ft., passive Perception 16 Damage Vulnerabilities : cold iron, radiant Damage Resistances : necrotic, bludgeoning, piercing and slashing from nonmagical weapons Damage Immunities : critical hits, poison, disease Condition Immunities : charmed , diseased, paralyzed , petrified , poisoned , sleeping Languages : Druidic, elven, sylvan Challenge : 5 (1,800 XP) \n'b' Special Traits \n'b' Wilderness Mastery : The woodshade has advantage on all Animal Handling , nature, perception, stealth and survival checks, as well as on all saving throws while in a wooded area. \n'b' Wilderness Illusion : While in a forest or wooded area, the woodshade may use any druid spell of 5th-level or lower at will as a normal action. Note that these affects are treated as the spell in question, except as detailed above (i.e. the Intelligence save, up to ten targets may be selected, etc.). As spell-like abilities, the woodshade does not require components to create these magical effects. The spell save DC for these spells is 14 ( Wisdom -based). \n'b' Woodland Cantrip : The woodshade may cast any cantrip from the druid or bard spell list as a bonus action. The spell save DC for these spells is 14 ( Wisdom based). \n'b' Actions \n'b' Spell . Melee or Ranged Spell Attack : +5 to hit. Reach, targets and damage based on spell. \n'b' About \n'b' Woodshades dwell in the dark, twisted hearts of the ancient forests of the world -forests whose history stretches back to the earliest annals of the world. They are black spirits who delight in destroying those who disturb their realms. In its \xe2\x80\x9cnatural\xe2\x80\x9d form a woodshade is nothing more than a small, black mass of roiling energy. But in the course of their lives they often gather the detritus of the forest to them, creating an animate clump of dead leaves, dry wood, and dirt. Few, however, are ever given the chance to actually see the woodshade, for it prefers to work its evil from afar.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Woodwose \n'b' Broad-chested and muscular, this feral-looking man\xe2\x80\x99s torso is covered in a coat of thick, dark hair. His eyes are deep-set and black, and his beard is matted and tangled with bits of twig. His only clothes are a headdress and a loin cloth woven from ivy leaves. \n'b' Medium humanoid , chaotic neutral \n'b' Armor Class 13 (natural armor) Hit Points 27 (6d8) Speed 30 ft., climb 20 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 11 (+0) INT: 10 (+0) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +2, Perception +4, Stealth +3, Survival +4 Senses passive Perception 14 Languages Common, Elvish, Sylvan Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Fey Touched . The woodwose has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put the woodwose to sleep . \n'b' Speak with Beasts and Plants . The woodwose can communicate with beasts and plants as if they shared a language. \n'b' Innate Spellcasting . The woodwose\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 12). The woodwose can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : shillelagh \n'b' 3/day : pass without trace \n'b' 1/day : entangle \n'b'\n'b' Actions \n'b' Club . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage, or 7 (1d8 +3) bludgeoning damage with shillelagh . \n'b' Shortbow . Ranged Weapon Attack : +3 to hit, range 80/320 ft., one target. Hit : 4 (1d6 + 1) piercing damage plus 5 (2d4) poison damage. \n'b' About \n'b' Woodwoses are hairy, near-naked wild humans of the woods who live close to nature, deep in the ancient forests where the boundary between the Material Plane and the lands of the fey becomes blurred. \n'b' Hairy Climbers . Woodwoses are very hairy. Their bodies are covered in a thick coat apart from the faces, hands, and feet.\xc2\xa0Despite their heavy physiques, woodwoses are able climbers, allowing them to use the tallest trees of the wood as vantage points. \n'b' Friends of the Fey . Bands of woodwoses can often be found following a green knight of the woods or other powerful fey, and they are usually on friendly terms with forest-dwelling elves. Stealthy hunters capable of casting druidic magic, woodwoses remain vigilant against orcs, forest marauders, over-zealous foresters, and any others who seek to harm the animals, trees, and plants of the woodlands. Their jet black eyes glow emerald green when they are angered. \n'b' Mysterious Origins . Woodwoses have lived in the remotest parts of the world\xe2\x80\x99s forests for centuries and are only remembered by most civilised societies in fireside tales. One far-fetched story says that the first wild men of the woods were human children who fled into the forest to escape a band of savage raiders and were raised by wolves or other wild animals. Another says they were normal men who were cursed with their hairy bodies and somewhat warped physiques by the Queen of Witches for spying on her while she bathed beneath a woodland waterfall.'}