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Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Yssian, the Abyssal Engine \n'b' Gargantuan undead , neutral evil \n'b' Armor Class 20 (natural armor) Hit Points 583 (35d20 + 216) Speed 50 ft., fly 40 ft.\n'b' STATS STR: 26 (+8) DEX: 12 (+1) CON: 23 (+6) INT: 17 (+3) WIS: 16 (+3) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +13, Wisdom +10 Skills Arcana +10, Insight +10, Intimidation +14, Perception +10 Damage Resistances acid, cold, fire, lightning, poison, thunder Damage Immunities necrotic Condition Immunities charmed , frightened , paralyzed , petrified , poisoned Senses darkvision 600 ft., passive Perception 20 Languages Abyssal, Celestial, Common, Infernal (can\xe2\x80\x99t speak); telepathy 100 ft. Challenge 21 (33,000 XP) \n'b' Special Traits \n'b'\n'b' Colossal Creature . Kaiju are creatures far larger than the scale of others. Conventional weapons, even highly-enchanted ones, lack the mass to deal serious wounds to a kaiju. The same is true for all but the mightiest spells. When a creature of Huge size or smaller deals damage to a kaiju with a weapon or feature, or with a spell of 8th level or lower, it deals half damage, which can be reduced further by resistance or saving throws. Siege weapons and creatures with the Siege Monster trait are treated like Gargantuan creatures. Gargantuan creatures and 9th-level spells (including lower-level spells cast with 9th-level slots) deal normal damage, which can be reduced further by resistance or saving throws. Kaiju deal double damage to objects and structures. They ignore normal difficult terrain , and treat thick forests, settlements, or mountains as difficult rather than impassable terrain. \n'b' Legendary Resistance (3/Day) . If Yssian, the Abyssal Engine fails a saving throw, it can choose to succeed instead. \n'b' Spell Deflection . When Yssian, the Abyssal Engine has at least one soul absorbed into its body and fails a saving throw against banishment , confusion , detect thoughts , dispel evil and good , dominate person , fear , geas , hypnotic pattern , imprisonment , magic jar , maze , suggestion , or anything that imposes the charmed condition, it can choose to have the spell target an absorbed soul instead. The spellcaster makes a special spell attack against Yssian, the Abyssal Engine. On a success, one soul is freed from Yssian, the Abyssal Engine\xe2\x80\x99s body, and can be restored to life as normal. \n'b' Turning Defiance . Yssian, the Abyssal Engine has advantage on saving throws against effects that turn undead. \n'b' Essence . At the start of an encounter, Yssian, the Abyssal Engine usually has 10 (3d4 + 3) Essence available. As an action, it can spend Essence to cast any necromancy spell. Its spellcasting ability is Charisma (spell save DC 22). It is a 20th-level spellcaster. \n'b'\n'b' Spell Slot Level \n'b' Essence \n'b'\n'b' 1st \n'b' 2 \n'b'\n'b' 2nd \n'b' 3 \n'b'\n'b' 3rd \n'b' 5 \n'b'\n'b' 4th \n'b' 6 \n'b'\n'b' 5th \n'b' 7 \n'b'\n'b' 6th \n'b' 9 \n'b'\n'b' 7th \n'b' 10 \n'b'\n'b' 8th \n'b' 11 \n'b'\n'b' 9th \n'b' 12 \n'b'\n'b' Actions \n'b'\n'b' Multiattack . Yssian, the Abyssal Engine makes one or two claw attacks and casts any one necromancy cantrip. \n'b' Claw . Melee Weapon Attack : +15 to hit, reach 20 ft., one target. Hit : 35 (6d8 + 8) slashing damage, and the target must make a DC 17 Constitution saving throw. On a failure, the target suffers one level of exhaustion . \n'b' Devour Soul . One creature within 20 feet of Yssian, must make a DC 17 Constitution saving throw. On a failure, it suffers 61 (7d8 + 30) necrotic damage, or half as much on a success. If this reduces the target to 0 hit points , its soul is absorbed into the body of Yssian. The creature cannot be brought back to life until its soul is released by the death of Yssian or through the Spell Deflection trait. Yssian can hold up to five souls at a time. \n'b'\n'b' Legendary Actions \n'b' Yssian, the Abyssal Engine can take 3 legendary actions , choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. Yssian, the Abyssal Engine regains spent legendary actions at the start of its turn. \n'b'\n'b' Claw . Yssian, the Abyssal Engine makes one claw attack . \n'b' Spellcasting . Yssian, the Abyssal Engine expends Essence to cast one necromancy spell. \n'b' Recover . Yssian, the Abyssal Engine regains 75 hit points . Once it uses this ability, it cannot do so again until the end of its next turn. \n'b'\n'b' About \n'b' Yssian, the Abyssal Engine is a single undead horror constructed of the bones and souls of countless individuals. When it comes to the Material Plane, it leaves behind a swath of destruction, consuming soul after soul to fuel ever greater necromantic magic. \n'b' Enforcer of Death\xe2\x80\x99s Edicts . What the gods of Death or the Fates decree, none may gainsay. Those who struggle against these decrees may find victory for a time through magic, guile, or force of arms, but when all other options fail, Yssian, the Abyssal Engine is sent to the Material Plane, and it does not fail. According to at least one legend, one who defeated Yssian, the Abyssal Engine would be greater than any power of Death itself, and would assume Death\xe2\x80\x99s place. \n'b' Soul Prison . Yssian, the Abyssal Engine slays the living and grows stronger, capturing their fleeing souls. Its captives cannot be restored to life, and only its destruction or a very specific set of circumstances can free one of those captives.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Yufelun (Rock Hound) \n'b' Medium beast , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 75 (10d8+30) Speed 60 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 16 (+3) INT: 3 (-4) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid Senses passive Perception 15 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Senses . The yufelun has superior senses of sight and smell. This gives it advantage on all perception checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The yufelun makes two attacks with its claws and can either bite or use its acid breath. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6+2) slashing damage. If the yufelun hits one target with both of its claw attacks, that target is restrained as the creature wraps it up with its claws. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 7 (1d10+2) piercing damage. \n'b' Acid Breath . If the yufelun starts its turn with a creature restrained by its claws, it can breathe a gout of acid on the creature. The target takes 16 (3d10) acid damage. \n'b'\n'b' ABOUT \n'b' These beasts possess the general shape of large dogs. Barrel chests, massive legs, broad neck, and a huge head make these creatures stout as any rock. Their claws are thick and sharp; the fangs, though short, and manifold and bent inwards, designed for rending. But their most prominent features are the horns that ride their skulls. These coiled horns extend the beast\xe2\x80\x99s thick skull, marking the yufelun\xe2\x80\x99s age. The greater beasts have very long horns, lesser beasts have lesser horns. \n'b' Disorganized . The yufelun hunt in small packs of one to four; though there is no order to their hunting, nor planned attack where one yufelun takes up one task and another a different task. They hunt until they find a target and if the opportunity is ripe they attack, one at a time or all together. \n'b' Spawned by Orcs . The creatures do not breed. The orcs spawn them from sorcerous pits. They are born full-grown and as intelligent as they ever get. They begin hunting immediately. It is very common when encountering any number of rock hounds that an orc habitation is nearby as the creatures rarely travel far from their masters.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Yuki-onna \n'b' Medium undead , lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 104 (16d8+32) Speed fly 30 ft.\n'b' STATS STR: 6 (-2) DEX: 18 (+4) CON: 14 (+2) INT: 17 (+3) WIS: 21 (+5) CHA: 26 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +9, Cha +12 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, poison Damage Vulnerabilities fire Skills Intimidation +12, Stealth +12 Senses darkvision 60 ft., passive Perception 15 Languages Common Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The yuki-onna\xe2\x80\x99s spell casting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : blur \n'b' 3/day : cone of cold \n'b'\n'b' Snow Dependency . A yuki-onna that is outside of a snowing area and does not have its Snowstorm trait active because of a control weather spell has disadvantage on all attack rolls, saving throws, and ability checks. \n'b' Snowstorm . A yuki-onna is surrounded by whirling blasts of snow, even in areas that wouldn\xe2\x80\x99t allow for such weather, that comprise a 200-foot-radius spread. Within this area, the snowfall and wind gusts cause disadvantage on Wisdom ( Perception ) ability and ranged weapon attacks. A yuki-onna is unaffected by snowstorms or blizzards of any kind. A control weather spell can be used to negate the snowstorm. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The yuki-onna makes two cold touch attacks. \n'b' Cold Touch . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 33 (6d10) cold damage. If the target is a creature, it must succeed a DC 16 Constitution saving throw or be restrained for 1 round. \n'b' Child Form . The yuki-onna can take the form of a small child, retaining all of its stats and abilities. When the yukionna uses its cold-touch attack, it automatically reverts to its natural form. \n'b'\n'b' ABOUT \n'b' A yuki-onna is the restless spirit of a woman who froze to death in the snow and was never given a proper burial. \n'b' She roams the wilderness, constantly searching for intelligent creatures to kill and always appearing surrounded by swirling mists of snow and ice. \n'b' Eternally jaded by her unjust departure to the afterlife, a yuki-onna seeks to impose the same cruel fate upon those who still live, particularly men and those who sympathize or cooperate with them. Many foolish individuals are lured to their deaths by a yukionna\xe2\x80\x99s unparalleled beauty, which remains even as the evil spirit steadily freezes and kills her victims with her powers over frost. A yuki-onna is 5-1/2 feet tall. \n'b' The transition from life to undeath corrupts a yuki-onna\xe2\x80\x99s soul, and even a well-intentioned, good-hearted individual who freezes in the snow may become a treacherous yuki-onna. Most yukionnas immediately seek out those who wronged them in life, after which they reside in an area near what was their home, haunting and killing anyone who dares to come near. Yuki-onnas hardly ever make their presences known in rural areas with larger populations, and they prefer inhabiting the countryside and wilderness. When a yuki-onna is destroyed, her body melts as though ice, leaving only a small pool of water in its stead.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Yumerai \n'b' Medium fey , neutral \n'b' Armor Class 13 Hit Points 65 (10d8 + 20) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 17 (+3) CON: 14 (+2) INT: 13 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +4, Perception +4, Stealth +5 Damage Resistances psychic Condition Immunities unconscious Senses darkvision 60 ft., passive Perception 14 Languages all, telepathy 60 ft. \n'b' Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dream Leap . Once on its turn, the yumerai can use half its movement to step magically into the dreams of a sleeping creature within 5 feet of it. It emerges from the dreams of another sleeping creature within 1 mile of the first sleeper, appearing in an unoccupied space within 5 feet of the second sleeper. If there is no other sleeping creature within range when it uses this trait, the yumerai is stunned until the end of its next turn. \n'b' Innate Spellcasting . The yumerai\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : dancing lights , message , minor illusion \n'b' 3/day each : detect thoughts , silent image , sleep \n'b' 1/day each : confusion , major image \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The yumerai makes two psychic lash attacks. \n'b' Psychic Lash . Melee Spell Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (2d6) psychic damage. \n'b' Somnambulism . The yumerai targets one sleeping creature it can see within 30 feet of it. The yumerai can issue simple commands to the creature, such as \xe2\x80\x9c Attack that creature,\xe2\x80\x9d \xe2\x80\x9cRun over there,\xe2\x80\x9d or \xe2\x80\x9cFetch that object.\xe2\x80\x9d If the creature takes damage, receives a suicidal command, is told to move into damaging terrain, such as lava or a pit, or is grappled while carrying out the order, it can make a DC 13 Wisdom saving throw, awakening and ending the yumerai\xe2\x80\x99s control on a success. The yumerai can control only one sleeping creature at a time. If it takes control of another, the effect on the previous target ends. \n'b'\n'b' ABOUT \n'b' A slender creature with silvery skin moves delicately, as though unsure if the world around it is real. Star-like motes of white light dance in its black eyes. \n'b' A race of fey said to be born from the dreams of an ancient primeval being, yumerai walk in two worlds. Humanoid in appearance, they possess skin tones that range from pale silver to dark gray. Intrinsically tied to the dream world, they can use sleeping creatures as both weapons and transportation. \n'b' Alien Minds . Although yumerai spend most of their time in the waking world, they have difficulty remembering the differences between dreams and reality. This leads some to misunderstand basic laws of physics or to believe dreams events were real events. \n'b' Dream Walkers . A yumerai can enter an individual\xe2\x80\x99s dreams and use those dreams as a means of transportation to another\xe2\x80\x99s dreams. This process brief connects the creatures, though the yumerai tries not to make its presence known. When multiple people have the same dream, they may have had a yumerai pass through their sleeping minds. \n'b' The Gift of Sleep . For a yumerai, sleep serves as both a tool and a gift. As creatures unable to sleep or dream, the yumerai consider the ability to dream a gift that all mortals should appreciate. As they travel through mortal dreams, yumerai collect energy from the dreams and use it as a form of currency in fey realms. Fey use dream energy in much the same way mortals use paint, creating seemingly alive portraits or making illusions look, smell, sound, or taste more real. \n'b' The Horror of Nightmares . Yumerai usually look forward to the opportunity to experience new dreams. However, not all dreams are pleasant. Particularly horrifying nightmares may leave permanent mental scars on yumerai who witness them, changing them forever. These yumerai take on a sinister and sometimes sadistic personality, seeking to inflict the pain they felt through the nightmare on those around them. \n'b' Dream Walker . A yumerai doesn\xe2\x80\x99t require sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Yurei \n'b' Medium undead , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 110 (17d8 + 34) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 15 (+2) INT: 13 (+1) WIS: 15 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +6, Wis +6 Skills Perception +6, Insight +6, Stealth +7 Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 16 Languages Common Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Face of Death . When a creature that can see the yurei\xe2\x80\x99s face starts its turn within 30 feet of the yurei, the yurei can force it to make a DC 14 Constitution saving throw if the yurei isn\xe2\x80\x99t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature instantly dies of fright. Otherwise, a creature that fails the save is stunned . The stunned creature must repeat the saving throw at the end of its next turn, dieing on a failure or ending the effect on a success. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the yurei until the start of its next turn, when it can avert its eyes again. If the creature looks at the yurei in the meantime, it must immediately make the save. A creature immune to the frightened condition is immune to this face of death. \n'b' Innate Spellcasting . The yurei\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' Constant (self only) : spider climb , water walk \n'b' At will : blink \n'b' 1/day each : mislead , nightmare \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The yurei uses painful gaze and then makes two painful grasp attacks. \n'b' Painful Grasp . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 20 (3d10 + 4) force damage. If the target is a creature, it must make a DC 14 Constitution saving throw or become poisoned for 1 minute. \n'b' Painful Gaze (Recharge 6) . The yurei targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Constitution saving throw against this magic or take 42 (12d6) necrotic damage. \n'b' Choking Suffocation . A yurei targets a creature it can see causing something disgusting (such as a tangled clump of wet hair or a foul-tasting clot of rancid swamp mud) to manifest in the target\xe2\x80\x99s throat. The target must make a DC 14 Constitution saving throw or begin suffocating for the next 1 minute. The creature may repeat this saving throw at the end of each round to end suffocation. As soon as the victim succeeds at its saving throw against choking suffocation, the victim coughs up the disgusting foreign matter in a horrific display and must succeed at a DC 23 Constitution save or become poisoned for 1 minute. \n'b' Weird Insight . The yurei targets one creature it can see within 30 feet of it. The target must contest its Charisma ( Deception ) check against the yurei\xe2\x80\x99s Wisdom ( Insight ) check. If the yurei wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed . \n'b'\n'b' ABOUT \n'b' When a person dies a violent death in the grip of extreme emotion, such as in a blinding rage or in overwhelming sorrow, she may return from the dead as a twisted and horrific undead creature known as a yurei. These restless spirits remain consumed by the emotional torment that pervaded their demise and can feel a measure of peace only while causing other creatures to suffer as they did. To accomplish this, they haunt the people and places they knew in life in search of fresh victims for their painful grasp. \n'b' Regardless of whether they received a proper burial, the yurei always appears dressed in the remnants of funereal clothing, their faces partly obscured by long black hair. The restless spirit may seem to be dripping wet or caked with mud or filth, its flesh decayed or nearly skeletal, or otherwise showing distressing signs of neglect. Their bodies may appear contorted or disjointed, reflecting the pain that twists their very existence. \n'b' When a yurei uses nightmare, she typically creates dreams wherein the target is placed in the role of her murderer, so it may suffer her vengeance from beyond the grave.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zalikum \n'b' Huge construct , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 103 (9d12 + 45) Speed 20 ft., fly 80 ft.\n'b' STATS STR: 19 (+4) DEX: 17 (+3) CON: 21 (+5) INT: 8 (-1) WIS: 10 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Cha +5 Skills Perception +3 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, necrotic, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 13 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Flyby . The zalikum doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Ghastly Heated Body . A creature that touches the zalikum or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage and 3 (1d6) necrotic damage. \n'b' Rejuvenation . The zalikum can store the souls of up to 3 victims inside it at one time. If it has at least 1 soul, a destroyed zalikum gains a new body in 1d10 days, regaining all its hp and becoming active again. The new body appears within 5 feet of its sandy remains. If its sandy remains are soaked with holy water and buried in consecrated ground, its trapped souls are freed, and the zalikum can\xe2\x80\x99t rejuvenate. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The zalikum makes one beak attack and one talon attack. \n'b' Beak . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) piercing damage plus 3 (1d6) fire damage and 3 (1d6) necrotic damage. If a creature is slain by this attack, its body crumbles to sand, and the zalikum stores its soul. The creature can be restored to life only if the zalikum is destroyed and can\xe2\x80\x99t rejuvenate (see the Rejuvenation trait). \n'b' Talon . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage plus 3 (1d6) fire damage and 3 (1d6) necrotic damage. \n'b' Death-infused Desert Breath (Recharge 6) . The zalikum exhales superheated sand infused with the power of damned souls in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. If a creature\xe2\x80\x99s saving throw fails by 5 or more, the creature also suffers one level of exhaustion . \n'b'\n'b' ABOUT \n'b' Waves of heat shimmer around a gigantic vulturelike creature made of sand. The sand crackles with dark energy, and the creature\xe2\x80\x99s eyes burn with malign intelligence. \n'b' An enormous vulture forged from sand and malignant power, a zalikum is created by mages who capture souls of the damned and infuse them into the superheated sands of the desert. \n'b' Abyssal Ties . The souls infusing a zalikum are from the Abyss. A zalikum\xe2\x80\x99s creator can gather these souls from the Abyss themselves, but, more often, the creator makes a deal with a demon in exchange for the souls. Unfortunately for the creator, the demon usually hands over souls that aren\xe2\x80\x99t the easiest to control, leading many creators to die at the talons of their zalikums. Such destruction frees the demon from its bonds, releasing it and the zalikum into the world. \n'b' Innumerable Lives . The souls infusing the sand of the zalikum can reform it after it has been destroyed. This process consumes some of the power of the souls, forcing the zalikum to devour more souls to fuel further rebirths. \n'b' Construct Nature . A zalikum doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Birhaakamen Shaman \n'b' Family: Birhaakamen \n'b' Medium monstrosity , neutral \n'b' Armor Class 12 Hit Points 71 (13d8 + 13) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 13 (+1) DEX: 14 (+2) CON: 13 (+1) INT: 12 (+1) WIS: 16 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +4, Wisdom +6 Skills Arcana +4, Acrobatics +4, Athletics +3, Medicine +6, Nature +4, Perception +6, Survival +6 Senses passive Perception 16 Languages Auran, Common, Druidic Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Carrion Eaters . The birhaakamen have advantage on saving throws against diseases and being poisoned . \n'b' Spellcasting . The birhaakamen shaman is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following druid spells prepared.\n'b'\n'b' Cantrips (at will): guidance , mending , produce flame , shillelagh \n'b' 1st level (4 slots): cure wounds , detect magic , faerie fire , thunderwave \n'b' 2nd level (3 slots): barkskin , gust of wind , lesser restoration \n'b' 3rd level (2 slots): call lightning , lightning bolt , meld into stone \n'b'\n'b' Actions \n'b' Quarterstaff . Melee Weapon Attack : +3 to hit (+6 to hit with shillelagh ), reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage, 5 (1d8 + 1) bludgeoning damage if wielded with two hands, or 7 (1d8 + 3) bludgeoning damage with shillelagh .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zaratan \n'b' Gargantuan monstrosity (titan), unaligned \n'b' Armor Class 25 (natural armor) Hit Points 507 (26d20 + 234) Speed 10 ft., swim 50 ft.\n'b' STATS STR: 30 (+10) DEX: 3 (-4) CON: 28 (+9) INT: 10 (+0) WIS: 11 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +8, Wis +8, Cha +8 Damage Resistances fire, lightning, thunder; bludgeoning, piercing, slashing Damage Immunities cold, poison Condition Immunities frightened , paralyzed , poisoned Senses blindsight 120 ft., passive Perception 10 Languages Aquan Challenge 26 (90,000 XP) \n'b' Special Traits \n'b'\n'b' Fortified Shell . The zaratan ignores any attack against its shell that doesn\xe2\x80\x99t do 30 points of damage or more. Attacking the zaratan\xe2\x80\x99s head or flippers bypasses this trait. \n'b' Endless Breath . The zaratan breathes air, but it can hold its breath for years. \n'b' False Appearance . While the zaratan remains motionless on the surface of the ocean (except for drifting) it is indistinguishable from a small island. \n'b' Siege Monster . The zaratan does double damage to objects and structures. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The zaratan makes one bite attack and two flipper attacks. \n'b' Bite . Melee Weapon Attack : +18 to hit, reach 10 ft., one target. Hit : 26 (3d10 + 10) piercing damage and the target is grappled (escape DC 20). Until the grapple ends, the target is restrained and the zaratan can\xe2\x80\x99t bite another target. \n'b' Flipper . Melee Weapon Attack : +18 to hit, reach 15 ft., one target. Hit : 19 (2d8 + 10) bludgeoning damage and the target must succeed on a DC 26 Strength saving throw or be pushed 10 feet away from the zaratan. \n'b' Swallow . The zaratan makes one bite attack against a Huge or smaller creature it is grappling. If the attack hits, the target takes 26 (3d10 + 10) piercing damage, is swallowed, and the grapple ends. A swallowed creature is blinded and restrained , but has total cover against attacks and effects outside the zaratan. A swallowed creature takes 28 (8d6) acid damage at the start of each of the zaratan\xe2\x80\x99s turns. The zaratan can have any number of creatures swallowed at once. If the zaratan takes 40 damage or more on a single turn from a creature inside it, the zaratan must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the zaratan. If the zaratan dies, swallowed creatures are no longer restrained and can escape by using 30 feet of movement, exiting prone . \n'b'\n'b' Legendary Actions \n'b' The zaratan 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 zaratan regains spent legendary actions at the start of its turn. \n'b'\n'b' Move . The zaratan moves up to half its speed. \n'b' Swipe . The zaratan makes one flipper attack . \n'b' Consume (2 actions) . The zaratan makes one bite attack or uses Swallow. \n'b'\n'b' About \n'b' One of the rocks suddenly lurches, and rises out of the water. A great eye glides open in the side of what seemed to be a boulder, and a massive, beaklike mouth gapes in the surf. \n'b' Island Reefs . The zaratan is an impossibly huge sea turtle so large that entire ecosystems develop and grow on its stony, mountainous shell. Drifting on warm ocean currents or settled on shoals, they are often mistaken for small tropical islands. The creature\xe2\x80\x99s head is at least 100 feet in diameter, with a ridge in the center like a tall hill. Its head resembles a massive boulder, and its 200-foot long flippers are mistaken for reefs. \n'b' Ageless Slumber . Zaratans spend their millennia-long lives in slumber. They drift on the surface of the ocean, their mouths slightly open, and reflexively swallow larger creatures that explore the \xe2\x80\x9ccave.\xe2\x80\x9d They spend centuries at a time asleep. A zaratan may know secrets long lost to the world, if only it can be awakened and bargained with. \n'b' Deep Divers . Waking a zaratan is a dangerous proposition, as their usual response to any injury severe enough to waken them is to dive to the crushing black depths. Some zaratan commune with oceanic races in this time, such as deep ones, sahuagin, or aboleth.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zebra, Riding \n'b' Large beast , unaligned \n'b' Armor Class 14 Hit Points 23 (2d10 + 12) Speed 50 ft.\n'b' STATS STR: 16 (+3) DEX: 18 (+4) CON: 18 (+4) INT: 6 (-2) WIS: 15 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The zebra has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Minor Concealment . Creatures have disadvantage on ranged attacks against the zebra if it is part of a group of three or more zebra, and no two are more than 5 feet apart. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Hooves . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Though smaller and a bit slower than horses, zebras have great endurance and agility. They are vicious animals and do not need to be trained to use their hooves or bite in combat. Zebras stand 4 to 5 feet tall at the shoulder and weigh about 700 pounds. Their striped coloration makes it harder to target individuals accurately when they are standing or moving in a group.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Demon, Spree \n'b' Family: Demons \n'b' This wild gnome\xe2\x80\x99s shaggy hair is matted on one side with blood. It has razorlike claws, and its teeth are filed to points. \n'b' Small fiend (demon), chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 84 (13d6 + 39) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 17 (+3) CON: 16 (+3) INT: 10 (+0) WIS: 8 (-1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Wisdom +2 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities frightened , poisoned Senses darkvision 60 ft., passive Perception 9 Languages Abyssal, Common, Gnomish Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Frothing Rage . The spree demon has advantage on attacks if it saw another spree demon make a successful attack within the last minute. \n'b' Spree Madness . If a creature confused by the spree demon\xe2\x80\x99s claw attack reduces a target to 0 hp , the confused creature must make a successful DC 14 Wisdom saving throw or gain a short-term madness (see the System Reference Document 5.1). If a creature fails this saving throw again while already suffering from a madness, it gains a long-term madness instead. \n'b' Actions \n'b' Multiattack . The spree demon makes two claw attacks. If both attacks hit the same target, the target must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. While frightened this way, the creature believes it has shrunk to half its normal size. All attacks against the creature do an extra 7 (2d6) psychic damage, and the creature\xe2\x80\x99s attacks do half damage. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage plus 10 (3d6) poison damage, and the creature must make a DC 14 Constitution saving throw. On a failure, the target can\xe2\x80\x99t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn for 1 minute. This works like the confusion spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. \n'b' About \n'b' Gnomes who die while succumbing to vile, homicidal desires sometimes return as murderous, demonic creatures. \n'b' Instigators of Madness . Spree demons have a similar appearance to gnomes, but they look even more deranged. They seek to infect others with their murderous desires and inflict curses on those they harm. A single spree demon can incite violence that cripples a city for weeks, but they prefer to group up to spread mayhem all the quicker.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zeitgeist \n'b' Medium humanoid , chaotic neutral \n'b' Armor Class 14 (16 in Darting Form) Hit Points 82 (11d8 + 33) Speed 20 ft. in Sluggish Form, 40 ft. in Darting Form\n'b' STATS STR: 17 (+3) DEX: 18 (+4) CON: 16 (+3) INT: 12 (+1) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities psychic Condition Immunities exhaustion , frightened Senses passive Perception 10 Languages Common Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Darting Escape (Darting Form Only) . The zeitgeist can take the Dash or Disengage action as a bonus action on each of its turns. \n'b' Timewarped Body . At the start of each of the zeitgeist\xe2\x80\x99s turns, roll a die. On an even roll, its body stretches and speeds up as it takes on a darting form. On an odd roll, its body becomes more solid and slows down as it takes on a sluggish form. Its statistics are the same in each form, except as noted here. \n'b' Darting Form . While in a Darting form, the zeitgeist\xe2\x80\x99s Armor Class increases by 2, and its speed is 40 feet. \n'b' Sluggish Form . While in a Sluggish form, the zeitgeist has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and its speed is 20 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . In its darting form, the zeitgeist makes three darting rend attacks. In its sluggish form, the zeitgeist makes two sluggish slam attacks. \n'b' Darting Rend (Darting Form Only) . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 6 (1d4 + 4) slashing damage plus 7 (2d6) force damage. \n'b' Sluggish Slam (Sluggish Form Only) . Melee Weapon Attack : +6 to hit, reach 5 feet., one target. Hit : 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) force damage. If the zeitgeist scores a critical hit, the target is also knocked prone . \n'b' Tormented Scream (Recharge 5-6) . The zeitgeist cries out, releasing some of its internal torment in a 30-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Rewind (Recharge 4-6) . When the zeitgeist takes damage or when it starts its turn afflicted with a condition, it can rewind time around it, preventing the damage or undoing the condition. It can use this reaction even while paralyzed or stunned . \n'b'\n'b' ABOUT \n'b' The mumbling humanoid alternates between bursts of speed and inactivity as it struggles to focus on the reality around it. \n'b' Caught in a chronological maelstrom, zeitgeists struggle to interact with whatever reality presents itself in that moment. \n'b' Zeitgeists are humanoids who were warped by some misuse or accident of time magic. They are \xe2\x80\x9cghosts\xe2\x80\x9d of time, flittering from plane to plane, timeline to timeline, unable to anchor themselves with any sort of stability for long. \n'b' Fast and Slow . Warped by time magic, a zeitgeist finds itself alternating between speeding around its foes and being barely able to keep up with them. This alternating is random and outside of the zeitgeist\xe2\x80\x99s control, often pulling it forward in the middle of a conversation or slowing it when attempting to escape an enemy. \n'b' Unstable Body and Mind . The constant instability of being pulled between planes and timelines leaves zeitgeists unable to focus, at best, and deranged, at worst. If a moment of clarity pierces its madness, a zeitgeist might attempt a quick conversation or simply remain motionless, enjoying the temporary reprieve from its tortured existence. \n'b' Still Living . Though named \xe2\x80\x9cghosts,\xe2\x80\x9d zeitgeists aren\xe2\x80\x99t dead; rather, something mysterious about their situation sustains them. Similar to a ghost, a zeitgeist might be tied to a particular location, albeit at different points in time. The location might be the site of the magical mishap that created it, a place steeped in planar or time magic, or a place stable enough in time to help the zeitgeist anchor itself and its sanity. \n'b' Timewarped Nature . A zeitgeist doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zemilin \n'b' Tiny undead , lawful evil \n'b' Armor Class 11 Hit Points 22 (4d4 + 12) Speed 15 ft.\n'b' STATS STR: 7 ( 2) DEX: 12 (+1) CON: 16 (+3) INT: 11 (+0) WIS: 9 ( 1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities radiant Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands any languages it knew in life but can\xe2\x80\x99t speak Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Vision Ward . The zemilin emits a magical aura that blocks divination magic. Any creature within 10 feet of the zemilin can\xe2\x80\x99t be targeted by any divination magic, or perceived through magical scrying sensors. \n'b'\n'b' ACTIONS \n'b'\n'b' Cursed Needle . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage. While tethered to another creature with Hex Bond, the zemilin can choose itself as the target for this attack . When it does so, the attack automatically hits, and the tethered creature must succeed on a DC 12 Constitution saving throw or suffer one of the following effects (zemilin\xe2\x80\x99s choice) until the end of its next turn: Armpit. The target has disadvantage on attack rolls and ability checks using Strength or Dexterity .\n'b'\n'b'\n'b' Eye . The target is blinded . \n'b' Tendon . The target\xe2\x80\x99s walking speed is halved and it has disadvantage on Dexterity saving throws. \n'b'\n'b' Hex Bond . A creature the zemilin can see within 60 feet of it must succeed on a DC 12 Charisma saving throw or be tethered to the zemilin for 1 minute. Whenever the zemilin takes damage other than radiant damage, the target takes an equal amount of psychic damage. The effect ends if the zemilin drops to 0 hit points , if the zemilin and the target become separated by more than 60 feet, or if the zemilin takes radiant damage. A tethered creature can spend its action to repeat the saving throw, ending the effect on a success. \n'b' Spellcasting . The zemilin casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 12):\n'b'\n'b'\n'b' 1/day each : locate creature , speak with dead \n'b'\n'b' ABOUT \n'b' A zemilin is the soul of a once living creature, cursed with entrapment inside a magical fetish. Stitched together from old, ragged cloth, and held together by rusty pins and needles, this effigy often resembles a children\xe2\x80\x99s toy. However, any child would be brave to play with it. \n'b' Few beings flourish in imprisonment, and with the passing of decades, even the most pious of souls can turn malevolent. Such is the fate of zemilins, and any creature should be wary when dealing with one. To share their pain is often their sole motivation, and while they can be valuable companions, everything comes at a price. \n'b' Cursed Vessel \n'b' The zemilin can\xe2\x80\x99t regain hit points from resting or healing magic. Instead, a creature can restore all of a damaged zemilin\xe2\x80\x99s hit points by spending 1 hour using weaver\xe2\x80\x99s tools or constant castings of the mending spell. \n'b' As long as it isn\xe2\x80\x99t completely destroyed, the zemilin can be repaired in this way even if it has been reduced to 0 hit points . \n'b' Repairing the zemilin comes with a drawback, however. Any creature that restores the zemilin is subject to a fell curse that gives it disadvantage on death saving throws, and the zemilin will follow the creature\xe2\x80\x99s every instruction. This curse lasts until another creature repairs the zemilin, transferring the curse to them. The curse cannot be ended by any means short of a remove curse spell cast at 7th level or higher. Doing so lifts the curse binding the zemilin and allows it to pass on to the afterlife, destroying its physical form.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zeus: Supreme God of the Sky \n'b' Huge celestial (divinity), neutral \n'b' Armor Class 19 (natural armor) Hit Points 471 (41d12 + 205) Speed 50 ft., fly 50 ft.\n'b' STATS STR: 26 (+8) DEX: 18 (+4) CON: 20 (+5) INT: 24 (+7) WIS: 30 (+10) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +13, Int +15, Wis +18, Cha +15 Skills Animal Handling +18, History +15, Insight +18, Intimidation +15, Nature +15, Perception +18, Religion +15 Damage Resistances cold, radiant Damage Immunities lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Senses truesight 120 ft., passive Perception 28 Languages Celestial, Common, Giant, Primordial Challenge 28 (120,000 XP) \n'b' Special Traits \n'b'\n'b' Legendary Resistance (3/day) . If Zeus fails a saving throw, he can choose to succeed instead. \n'b' Emperor of the Sky . Zeus can control the weather around him. After the end of his second combat turn, gargantuan clouds of roaring thunder appear in a 1 mile radius around Zeus. They bring the following effects: At the start of his turn, every creature except Zeus has to succeed on a DC 16 Constitution saving throw or be deafened until the end of their next turn. Ranged weapon attacks are made with disadvantage due to strong winds. Constitution Saving throws rolled to maintain concentration are made with disadvantage. \n'b' Godly Weapons . Zeus weapon attacks are magical. \n'b' Innate Spellcasting . Zeus\xe2\x80\x99 innate spellcasting ability is Wisdom (spell save DC 26, +18 to hit with spell attacks). He can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : lightning bolt , thaumaturgy \n'b' 2/day each : chain lightning , destructive wave \n'b' 1/day each : crown of stars, temple of the gods (instantaneous) \n'b'\n'b' Actions \n'b'\n'b' Lightning of Tartaros (Recharge 5-6) . Zeus throws the primordial lightning bolt \xc2\xa0in a 120 ft. line that is 15 feet wide. Each creature in that line must make a DC 26 Dexterity saving throw, taking 112 (25d8) lightning damage on a failed save, or half as much damage on a successful one. \n'b' Multiattack . Zeus makes 2 Olympian Punch attacks and 1 Storm\xe2\x80\x99s Fist attack. \n'b' Olympian Punch . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 24 (3d10 + 8) bludgeoning damage. \n'b' Storm\xe2\x80\x99s Fist . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 11 (1d6 + 8) bludgeoning damage and 10 (3d6) lightning damage. In addition, the target has to succeed on a DC 24 Constitution saving throw or be stunned until the end of its next turn \n'b'\n'b' Legendary Actions \n'b' Zeus 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. Zeus regains spent legendary actions at the start of his turn. \n'b'\n'b' Flurry . Zeus channels a strong wind against a creature that has to make a DC 26 Strength saving throw or be pushed 50 feet in a direction chosen by Zeus. If the target meets with a solid object or another creature, it takes 22 (5d8) bludgeoning damage. \n'b' Attack . Zeus makes an Olympian Punch attack. \n'b' Thunderous Teleport . Zeus teleports to an unoccupied space up to 60 feet away in blasting thunderous fashion. Creatures within 10 feet of the place he began or ended the teleport take 11 (2d10) thunder damage. \n'b' Sky\xe2\x80\x99s Wrath (Costs 2 Actions) . Zeus summons two bolts of lightning, each of which can strike a target Zeus can see within 120 feet. A target must make a DC 26 Dexterity saving throw, taking 27 (5d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' Zeus is the King of the Gods and the god of the sky, weather, law and order, destiny, fate, and kingship. He is depicted as a regal, mature man with a sturdy figure and dark beard. His symbols are a lightning bolt, a royal sceptre and an eagle. He is the most powerful of gods and has been the downfall of immensely powerful beings such as Kronos, Typhon and others.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zhenu \n'b' Small elemental , neutral evil \n'b' Armor Class 13 (shield) Hit Points 9 (2d6+2) Speed 40 ft., Swim 120 ft.\n'b' STATS STR: 10 (+0) DEX: 13 (+1) CON: 12 (+1) INT: 5 (-3) WIS: 9 (-1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities poisoned Damage Resistances cold, poison Senses passive Perception 9 Languages Aquan Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fire Vulnerability . Zhenu take double damage from fire. \n'b' Elemental Water . The zhenu cannot drown and does not need to breathe air. \n'b' Water Shield . The zhenu\xe2\x80\x99s shield has slight magic in it. While it acts as a normal shield in most situations, its power activates should the wielder suffer a critical hit. At that point, the shield liquifies and reacts to the blow, turning the critical hit into a miss. This destroys the shield. When a zhenu is slain, there is a 1 in 10 chance that its shield remains intact, allowing it to be wielded by anyone until destroyed. \n'b'\n'b' ACTIONS \n'b'\n'b' Water Sword . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6+1) slashing damage. \n'b'\n'b' ABOUT \n'b' The zhenu are rare, strange creatures born of the elements. Small, ranging only 3 feet high, these barrel-chested creatures are strangely humanoid in shape, with long arms and squat legs. Their heads are narrow, hairless, and flat. Narrow eyes and a long nose make the face seem taller than it is. The zhenu have but three fingers on each of their toes and hands. It is difficult to see the zhenu, for their whole bodies, gear and all, seem to be a white-blue in color and they blend with the dark storms that give them birth. They carry small, thick round shields and short swords whose blades are narrow at the hilt and wide at the tip. \n'b' Ravaging Water . The zhenu are water elementals carried on the winds. They are borne of violent storms and take form only after the water has gathered in puddles and pools. In swamps, near streams, rivers, ponds, and lakes, they form all the faster, for the greater the groundwater, the more substance for them. For all practical purposes, they have corporal bodies. Fighters can take multiple swings at them, stabbing them or bludgeoning them does damage. When killed, they fall to the ground like so much water; there they lay dormant until they rejoin the wind. They never enter indoors, including inside wagons, huts, tents, and tiny hut . If they die in such a place, they are not reborn but dry, passing from the earth. \n'b' Hatred of Sentients . They are very aggressive, attacking any human, demi-human, humanoid, giant, or similar creature they encounter. They never attack druids, sensing in them the hint of their maker. The zhenu attack the moment they form from the water. They do not attack with any clear purpose or target; they do not use any tactics. The zhenu have little mind for anything and will not help their fellows. As soon as they kill a victim, they turn to the next nearest.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zilaq \n'b' Tiny dragon , neutral \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 82 (15d4 + 45) \n'b' Speed 30 ft., fly 60 ft.\n'b' STATS STR: 8 (\xe2\x80\x931) DEX: 14 (+2) CON: 16 (+3) INT: 14 (+2) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +4, Cha +4 \n'b' Skills Arcana +4, History +4, Performance +4 \n'b' Damage Immunities thunder \n'b' Senses passive Perception 10 \n'b' Languages Common, Draconic, Southern Tongue \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Eidetic Memory . A zilaq remembers everything it hears or reads. It has advantage on Intelligence ( Arcana ) and Intelligence ( History ) checks. \n'b' Two-Headed . The zilaq has advantage on Wisdom ( Perception ) checks and on saving throws against being blinded , charmed , deafened , frightened , stunned , and unconscious . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The zilaq makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage. \n'b' Sonic Yelp (Recharge 5\xe2\x80\x946) . The zilaq makes a high-pitched squeal. Each creature within 60 feet of it and that can hear it must make a DC 13 Constitution saving throw, taking 21 (6d6) thunder damage on a failed save, or half as much damage on a successful one. \n'b' Enthralling Speech (2/Day) . Each creature within 60 feet of the zilaq and that can hear it must succeed on a DC 13 Wisdom saving throw or become charmed for 1 minute. While charmed , a creature suffers one of the following effects (zilaq\xe2\x80\x99s choice): \n'b'\n'b' The creature becomes hostile toward another creature of the zilaq\xe2\x80\x99s choice that is also charmed by the zilaq \n'b' The creature must roll a d100 at the start of each of its turns. If the result is 51\xe2\x80\x93100, it can take no action until the start of its next turn. \n'b'\n'b' Phantasmal Oratory (1/Day) . The zilaq describes a creature so vividly, the creature takes on a semblance of reality. The zilaq creates an illusory creature that resembles a beast, monstrosity, or plant with a of CR 1 or less for 1 hour. The illusory creature moves and acts according to the zilaq\xe2\x80\x99s mental direction, and it takes its turn immediately after the zilaq\xe2\x80\x99s. The illusory creature uses the statistics of the creature it resembles, except it can\xe2\x80\x99t use traits, actions , or spells that force the target to make a saving throw. \n'b'\n'b' ABOUT \n'b' Zilaqs are minor dragons. They are equally likely to be found talking to the workers in a scriptorium as they are to attack a group of adventurers while leaving a looted wizard\xe2\x80\x99s lair. \n'b' Zilaqs love books, language, and stories. Over their long lifespans, they build impressive libraries in which they immerse themselves. Some zilaqs are so truly obsessed, they essentially entomb themselves in their repositories, using agents to procure ever more books while they guard the hoard. Their love of stories makes them one of the more agreeable and easy-to-approach types of dragons, and zilaqs can easily be convinced to provide service in exchange for a story. \n'b' Zilaqs don\xe2\x80\x99t just hoard their stories, they read and remember them. They are engaging conversationalists and fonts of information on a wide range of subjects. Zilaqs are social creatures that prefer the company of other intelligent beings to being alone. Even while in the company of others, however, one of the zilaqs heads is often reading, only stopping briefly to ask a clarifying question or correct a point its other head is trying to make.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zilaq \n'b' Tiny dragon , neutral \n'b' Armor Class 15 (natural armor) Hit Points 82 (15d4 + 45) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 8 (\xe2\x80\x931) DEX: 14 (+2) CON: 16 (+3) INT: 14 (+2) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +4, Cha +4 Skills Arcana +4, History +4, Performance +4 Damage Immunities thunder Senses passive Perception 10 Languages Common, Draconic Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Eidetic Memory . A zilaq remembers everything it hears or reads. It has advantage on Intelligence ( Arcana ) and Intelligence ( History ) checks. \n'b' Two-Headed . The zilaq has advantage on Wisdom ( Perception ) checks and on saving throws against being blinded , charmed , deafened , frightened , stunned , and forced unconscious . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The zilaq makes two Bite attacks. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage. \n'b' Sonic Yelp (Recharge 5\xe2\x80\x936) . The zilaq makes a high-pitched squeal. Each creature within 60 feet of it and that can hear it must make a DC 13 Constitution saving throw, taking 21 (6d6) thunder damage on a failed save, or half as much damage on a successful one. \n'b' Enthralling Speech (2/Day) . Each creature within 60 feet of the zilaq and that can hear it must succeed on a DC 13 Wisdom saving throw or become charmed for 1 minute. While charmed , a creature suffers one of the following effects (the zilaq\xe2\x80\x99s choice):\n'b'\n'b'\n'b' The creature becomes hostile toward another creature of the zilaq\xe2\x80\x99s choice that is also charmed by the zilaq. \n'b' The creature must roll a d% at the start of each of its turns. If the result is 51\xe2\x80\x93100, it can take no action until the start of its next turn. \n'b'\n'b' Phantasmal Oratory (1/Day) . The zilaq describes a creature so vividly, the creature takes on a semblance of reality. The zilaq creates an illusory creature that resembles a Beast, Monstrosity, or Plant with a of CR 1 or less for 1 hour. The illusory creature moves and acts according to the zilaq\xe2\x80\x99s mental direction, and it takes its turn immediately after the zilaq\xe2\x80\x99s. The illusory creature uses the statistics of the creature it resembles, except it can\xe2\x80\x99t use traits, actions , or spells that force the target to make a saving throw. \n'b'\n'b' ABOUT \n'b' One head of this tiny purple dragon chats amicably while the other never ceases its focus on a book it is reading. \n'b' Zilaqs are minor dragons found throughout the world. They are equally likely to be found talking to the workers in a scriptorium as they are to attack a group of adventurers while leaving a looted wizard\xe2\x80\x99s lair. \n'b' Book Lovers . Zilaqs love books, language, and stories. Over their long lifespans, they build impressive libraries in which they immerse themselves. Some zilaqs are so truly obsessed, they essentially entomb themselves in their repositories, using agents to procure ever more books while they guard the hoard. Their love of stories makes them one of the more agreeable and approachable types of dragons, and zilaqs happily provide service in exchange for a story. \n'b' Engaging Conversationalists . Zilaqs don\xe2\x80\x99t just hoard their stories, they read and remember them. They are engaging conversationalists and fonts of information on a wide range of subjects. Zilaqs are social creatures that prefer the company of other intelligent beings to being alone. Even while in the company of others, however, one of the zilaqs heads is often reading, only stopping briefly to ask a clarifying question or correct a point its other head is trying to make.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ziphius \n'b' Gargantuan aberration , neutral \n'b' Armor Class 16 (natural armor) Hit Points 135 (10d20 + 30) Speed 10 ft., swim 60 ft.\n'b' STATS STR: 19 (+4) DEX: 13 (+1) CON: 16 (+3) INT: 9 (-1) WIS: 13 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +7 Skills Perception +4 Damage Resistances cold; bludgeoning, piercing and slashing from nonmagical attacks Condition Immunities prone Senses blindsight 120 ft., passive Perception 14 Languages Aquan, telepathy 120 ft. Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Charge . If the ziphius moves at least 20 feet straight toward a target and then hits it with a dorsal fin attack on the same turn, the target takes an extra 27 (5d10) slashing damage. \n'b' Siege Monster . The ziphius deals double damage to objects and structures. \n'b' Telepathic Foresight . As a bonus action at the start of its turn, the ziphius can choose one creature within 120 feet that it can see. The ziphius\xe2\x80\x99 eyes glow, and the target must succeed on a DC 15 Wisdom saving throw or the ziphius creates a temporary mental bond with the target until the start of the ziphius\xe2\x80\x99 next turn. While bonded, the ziphius reads the creature\xe2\x80\x99s surface thoughts, choosing to either gain advantage on attacks against that target or cause the target to have disadvantage on attacks against the ziphius. \n'b' Water Breathing . The ziphius can breathe only underwater. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The ziphius makes one beak attack and one claw attack . \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (3d6 + 4) slashing damage. \n'b' Beak . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 15 Strength saving throw or be swallowed by the ziphius. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the ziphius, and it takes 14 (4d6) acid damage at the start of each of the ziphius\xe2\x80\x99 turns. The ziphius can have only one target swallowed at a time. If the ziphius takes 20 damage or more on a single turn from a creature inside it, the ziphius must succeed on a DC 13 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 ziphius. If the ziphius dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone . \n'b' Dorsal Fin . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 20 (3d10 + 4) slashing damage. \n'b'\n'b' About \n'b' Commonly called a whale demon by sailors, the mane of bristles around the ziphius\xe2\x80\x99 face gives it an almost owl-like appearance as it cuts through the water with frightening speed. \n'b' Easily Bribed . Living prey in the water quickly attracts a ziphius\xe2\x80\x99 attention. Many ships on routes where a ziphius is known to hunt keep a goat, sheep, or pig aboard to throw overboard as an offering if the ziphius\xe2\x80\x99 distinctive dorsal fin is spotted. In cases of desperation, a captive or galley slave may be substituted. \n'b' Huge and Extra-Huge . The largest reported ziphius encountered was larger than the frigate it attacked and sank. However, even the smaller ones vary between enormous and impossibly large. Most ziphius encountered are at least 75 feet long. \n'b' Deep Dwellers . The ziphius are said to have a dwelling in the deepest oceans, a place where the sahuagin , deep ones , and a few archmages are their only visitors. It is called Cruugin, a monumental stone city set with glowing jewels, in reports from the few who claim to have visited. \n'b' Alternate Traits and Actions \n'b' Source ExpCod (Open Design) \n'b' The following changes allow GMs to alter a ziphius without modifying its challenge rating. \n'b'\n'b' Capsize . If the ziphius moves at least 20 feet straight toward a seagoing vessel and then hits and damages it with a dorsal fin attack on the same turn, the vessel capsizes. A creature that can steer or otherwise control the vessel can prevent it from capsizing with a successful DC 16 Strength ( Athletics ) check. If the craft is larger than the ziphius, the creature has advantage on this check, while a creature on a vessel smaller than the ziphius has disadvantage on this check. The ziphius does not possess the Charge ability. \n'b' Coastal Dweller . The ziphius\xe2\x80\x99s walking speed increases to 30 ft. The ziphius\xe2\x80\x99s swim speed is reduced to 40 ft. \n'b' Size A coastal-dwelling ziphius is smaller than its deep-dwelling relatives, measuring no more than 45 feet long, but it retains its gargantuan size . \n'b' Large Stomach . The ziphius can have up to two targets swallowed at a time. When it takes 20 damage or more on a single turn from a creature inside it, the ziphius must succeed on a DC 13 Constitution saving throw for each creature it has swallowed at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the ziphius. \n'b' The reach for the ziphius\xe2\x80\x99s Dorsal Fin attack is reduced to 5 ft.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Birhaakamen Warrior \n'b' Family: Birhaakamen \n'b' Medium monstrosity , neutral \n'b' Armor Class 16 (breastplate) Hit Points 52 (8d8 + 16) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Athletics +4, Perception +3, Survival +3 Senses passive Perception 13 Languages Auran, Common Challenge 3 (700 XP) \n'b' Special Traits \n'b' Carrion Eaters . The birhaakamen have advantage on saving throws against diseases and being poisoned . \n'b' Actions \n'b' Multiattack . The birhaakamen warrior makes two Spear attacks or two Talon attacks. \n'b' Talons . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Spear . Melee Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zmey \n'b' Huge dragon , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 189 (18d12 + 72) Speed 30 ft., fly 50 ft., swim 30 ft.\n'b' STATS STR: 22 (+6) DEX: 13 (+1) CON: 19 (+4) INT: 16 (+3) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9, Wis +8, Cha +6 Skills Perception +8 Damage Resistances cold, fire Condition Immunities paralyzed , unconscious Senses blindsight 60 ft., darkvision 90 ft., passive Perception 18 Languages Common, Draconic, Elvish, Sylvan Challenge 15 (13,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The zmey can breathe air and water. \n'b' Legendary Resistance (3/Day) . If the zmey fails a saving throw, it can choose to succeed instead. \n'b' Regeneration . The zmey regains 15 hp at the start of its turn. If the zmey takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the zmey\xe2\x80\x99s next turn. The zmey dies if it starts its turn with 0 hp and doesn\xe2\x80\x99t regenerate . \n'b' Three Heads . The zmey has three heads. While it has more than one head, the zmey has advantage on saving throws against being blinded , charmed , deafened , frightened , stunned , and knocked unconscious . Whenever the zmey takes 40 damage or more in a single turn, one of its heads is severed. If it has only one head remaining, dealing 40 damage or more to it doesn\xe2\x80\x99t sever the final head. It regrows any severed heads when it finishes a long rest. The zmey\xe2\x80\x99s severed head grows into a zmey headling in 1d4 rounds. The headling isn\xe2\x80\x99t under the zmey\xe2\x80\x99s control, but it takes the zmey\xe2\x80\x99s requests or actions in the most favorable way it can. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The zmey makes two Claw attacks and as many Bite attacks as it has heads. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 19 (2d12 + 6) piercing damage. \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 20 (4d6 + 6) slashing damage. \n'b' Fire Breath (Recharge 5\xe2\x80\x936) . The zmey exhales fire in a 30-foot cone out of each of its heads. Each creature in a cone must make a DC 17 Dexterity saving throw, taking 49 (14d6) fire damage on a failed save, or half as much damage on a successful one. If the cones overlap, each creature in the overlapping cones must make one saving throw with disadvantage against only one of the cones rather than one saving throw for each cone. The zmey can choose for this breath to not harm plants or Plant creatures. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The zmey 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 zmey regains spent legendary actions at the start of its turn. \n'b'\n'b' Move . The zmey moves up to its speed, or flies up to half its flying speed, without provoking opportunity attacks. \n'b' Tail Whip . The zmey whips its tail around it. Each creature within 15 feet of the zmey must succeed on a DC 17 Dexterity saving throw or be forced prone . \n'b' Tripartite Roar (Costs 2 Actions) . The zmey\xe2\x80\x99s heads exhale a three?part roar, one a deafening shriek, one a frightful screech, and one a stunning bellow, in a 30-foot cone. Each creature in that area must succeed on a DC 17 Wisdom saving throw or suffer the effects of the roars until the end of its next turn. The effects depend upon the number of heads the zmey has remaining: deafened for only one head, deafened and frightened for two heads, or stunned for three heads. \n'b'\n'b' LAIR \n'b' Zmeys make their lairs in the deepest parts of the forest. They plant and grow trees into \xe2\x80\x9ccaves\xe2\x80\x9d with satellite \xe2\x80\x9crooms\xe2\x80\x9d within their lair. \n'b' On initiative count 20 (losing initiative ties), the zmey takes a lair action to cause one of the following effects; it can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Hinder Movement . One hostile creature the zmey can see within 120 feet of it has its speed halved until initiative count 20 on the next round, as roots trip up walking and hanging branches and vines dangle in the way of flight. \n'b' Invigorate Headlings . One severed zmey head the zmey can see within 120 feet of it immediately grows into a zmey headling, or one slain zmey headling the zmey can see within 120 feet of it regains 10 hp and becomes active again. A severed head or zmey headling smeared in a pound of salt can\xe2\x80\x99t be affected by this lair action. \n'b' Spread Forest\xe2\x80\x99s Gloom . Light reduces in a 30-foot-radius sphere centered on a point the zmey can see within 120 feet of it. Bright light becomes dim light, dim light becomes darkness, and darkness becomes magical darkness in the sphere. The sphere lasts until the zmey dismisses it as an action, uses this lair action again, or dies. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing the zmey\xe2\x80\x99s lair is warped by the link between the creature and its forest home, which creates one or more of the following effects: \n'b'\n'b' Fear and Rage . Creatures within 1 mile of the lair feel constantly on the verge of an overwhelming fight-or-flight response, keeping them on edge and making their sleep fitful. \n'b' Unfriendly Forest . The forest within 6 miles of the lair is as uninviting as possible to those not native to it: unattended fires tend to go out mysteriously and new fires are hard to start, flora and fauna slain or foraged spoil almost immediately, and similar. \n'b' Unnerving Presence . \xe2\x80\x9cCreatures within 3 miles of the lair are unsettled by the forest and frequently distracted by phantom chattering, tricks of the light, and other sensations. If the zmey dies, these effects fade over the course of 1d10 days. \n'b'\n'b' ABOUT \n'b' Crashing through the forest, this three-headed dragon stands upright, its long tail thrashing from side to side as it walks. \n'b' Hunting beneath the canopy of the forest, lurking below the surfaces of lakes, and guarding caves concealing great treasure and mystery, the zmey has two roles\xe2\x80\x94vicious terror and nature\xe2\x80\x99s protector. \n'b' Claws of the Forest . Single-mindedly destructive, the zmey keeps the heart of the forest free from interlopers. Rumors suggest the heart of an ancient forest itself can control the actions of these lesser dragons, while others believe zmeys have pacts with certain druid circles. \n'b' Voracious Headlings . A zmey\xe2\x80\x99s head doesn\xe2\x80\x99t die when severed from its body. Within days, it becomes a miniature zmey, developing into a full-grown zmey after two months. Voracious appetite fuels this growth. Coating the head or headling in the first month of life prevents this growth.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Demon, Stirge \n'b' Family: Demons \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 136 (13d10 + 65) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 22 (+6) DEX: 17 (+3) CON: 20 (+5) INT: 14 (+2) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Con +9, Wis +6, Cha +6 Damage Resistances acid, cold, fire Damage Immunities lightning, poison Condition Immunities poisoned Senses darkvision 60 ft, passive Perception 12 Languages Abyssal, Common Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Drain . At the start of its turn, the stirge demon causes a creature it has grappled with its bite to lose 7 (2d6) hit points . \n'b' Magic Resistance . The stirge demon has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The stirge demon\xe2\x80\x99s weapon attacks are magical. \n'b' Innate Spellcasting . The stirge demon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components: \n'b'\n'b' At will : darkness , dispel magic , see invisibility , telekinesis \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The stirge demon makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 19 (3d8 + 6) piercing damage and the target is grappled (escape DC 18). The stirge demon can only grapple one creature. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b' Teleport . The stirge demon magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. \n'b'\n'b' ABOUT \n'b' An all too common sight on the Lower Planes, demon stirges are pest and predator, attacking and sucking the blood from weaker demons while avoiding the wrath of those more powerful. Their bodies are long, over 10 feet, and far too heavy to sustain flight on their withered leathery wings. They attack in numbers if possible, but these swarms are not allies; they are rivals intent on feeding and fleeing at the first chance any individual gets.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zmey Headling \n'b' Medium dragon , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 105 (14d8 + 42) Speed 30 ft., swim 20 ft. \n'b' oPEN dESIGN\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 17 (+3) INT: 8 (\xe2\x80\x931) WIS: 16 (+3) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire Condition Immunities paralyzed , unconscious Senses darkvision 60 ft., passive Perception 13 Languages Common, Draconic, Sylvan Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The zmey headling can breathe air and water. \n'b' Regeneration . As the zmey, but it regains only 10 hp at the start of its turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The zmey headling makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 16 (2d12 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Fire Breath (Recharge 5\xe2\x80\x936) . The zmey headling exhales fire in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The headling can choose for this breath to not harm plants or Plant creatures. \n'b'\n'b' ABOUT \n'b' Crashing through the forest, this three-headed dragon stands upright, its long tail thrashing from side to side as it walks. \n'b' Hunting beneath the canopy of the forest, lurking below the surfaces of lakes, and guarding caves concealing great treasure and mystery, the zmey has two roles\xe2\x80\x94vicious terror and nature\xe2\x80\x99s protector. \n'b' Claws of the Forest . Single-mindedly destructive, the zmey keeps the heart of the forest free from interlopers. Rumors suggest the heart of an ancient forest itself can control the actions of these lesser dragons, while others believe zmeys have pacts with certain druid circles. \n'b' Voracious Headlings . A zmey\xe2\x80\x99s head doesn\xe2\x80\x99t die when severed from its body. Within days, it becomes a miniature zmey, developing into a full-grown zmey after two months. Voracious appetite fuels this growth. Coating the head or headling in the first month of life prevents this growth.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zoetic Wall \n'b' Large construct , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 178 (17d10 + 85) Speed 10 ft.\n'b' STATS STR: 22 (+6) DEX: 9 (-1) CON: 20 (+5) INT: 3 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, fire Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . Normally a zoetic wall is easily identifiable as it is made up of bones mortared together with flesh. This particle golem has a permanent glamour cast on it which it is indistinguishable from the surrounding wall it is attached to while the golem remains motionless. \n'b' Fleshy Link . A zoetic wall that is adjacent to another living wall automatically links with it, forming an impassable solid barrier. Linked living walls coordinate their attacks and move as one creature. Any linked wall can unlink itself as a free action. Any damage to one linked living wall is divided evenly among all linked zoetic walls (for example, if three walls are linked and one takes 15 points of damage, each wall instead takes 5 points of damage). Two or three linked living walls count as a Huge creature for the purpose of effects affected or limited by size , four or five count as Gargantuan, and six or more count as Gargantuan (titanic). \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem \xe2\x80\x98s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The golem makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage and if the target Large or smaller it is grappled (Escape DC 18). \n'b' Wall Crush (Recharge 5-6) . The golem targets one or more creatures it can see within 10 feet of it or a creature it has grappled it then attempts to crush them against a wall. Each target must make a DC 17 Dexterity saving throw against this attack . On a failed save, a target takes 56 (16d6) bludgeoning damage and is stunned for 1 minute or half damage and not stunned on a success. \n'b'\n'b' REACTIONS \n'b'\n'b' Crushing Push. As a reaction to grappling a target the golem may use wall crush if available.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zog \n'b' Huge fiend, chaotic evil \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 153 (18d12 + 36) \n'b' Speed 30 ft., swim 60 ft.\n'b' STATS STR: 21 (+5) DEX: 9 (-1) CON: 15 (+2) INT: 18 (+4) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +7, Wis +7 \n'b' Skills Arcana +7, Insight +7, Perception +5 \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities poison \n'b' Damage Immunities exhaustion , paralyzed , poisoned , petrified \n'b' Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 13 \n'b' Languages Common \n'b' Challenge 6 (2300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The zog can breathe air and water. \n'b' Displacement (Recharges after the Illusionist Casts an Illusion Spell of 1st Level or Higher) . As a bonus action, the illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect ends if the illusionist takes damage, it is incapacitated , or its speed becomes 0. \n'b' Magic Resistance . The zog has advantage on saving throws against spells and other magical effects. \n'b' Probing Telepathy . If a creature communicates telepathically with the zog, the zog learns the creature\xe2\x80\x99s greatest desires if the zog can see the creature. \n'b' Spellcasting . The zog is a 7th-level spellcaster. its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The zog has the following wizard spells prepared: \n'b'\n'b' Cantrips (at will) : dancing lights , mage hand , minor illusion , prestidigitation \n'b' 1st level (4 slots) : alarm , color spray *, disguise self *, mage armor , magic missile \n'b' 2nd level (3 slots) : invisibility *, mirror image *, phantasmal force \n'b' 3rd level (3 slots) : boil water, chill water, conjure animals , major image * \n'b' 4th level (3 slots) : arcane eye , control water , hallucinatory terrain *, locate creature \n'b' 5th level (3 slots) : creation , mislead *, planar binding , seeming * \n'b' 6th level (2 slots) : guards and wards , programmed illusion *, water scrying \n'b' 7th level (1 slot) : collapse ceiling, mirage arcane *, sequester \n'b' 8th level (1 slot) : control weather , maze \n'b' 9th level (1 slot) : foresight , weird * \n'b'\n'b' *Illusion spell of 1st level or higher \n'b' ACTIONS \n'b'\n'b' Constrict . Melee Weapon Attack : +8 to hit, reach 15 ft., one Large or smaller creature. Hit : 15 (3d6 + 5) bludgeoning damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained and takes 15 (3d6 + 5) bludgeoning damage at the start of each of its turns, and the anathema can\xe2\x80\x99t constrict another target. The zog can choose to deal no damage with the attack to disarm the target. The target must succeed on a DC 14 Strength saving throw or drop one item it is holding on the ground. A humanoid slain by this attack rises 24 hours later as a zogspawn that acts as an ally of the zog but isn\xe2\x80\x99t under its control, unless the humanoid is restored to life or its body is destroyed. The zog can have no more than 24 zogspawn under its control at one time.\n'b'\n'b'\n'b' Enslave (3/Day) . The zog targets one creature it can see within 30 feet of it. The target must succeed on a DC 13 Wisdom saving throw or be magically charmed by the zog until the zog dies or until it is on a different plane of existence from the target. The charmed target is under the zog\xe2\x80\x99s control and can\xe2\x80\x99t take reactions , and the zog and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the zog.\n'b'\n'b'\n'b' Horrible Laughter (Recharge 6) . The zog laughs horribly in a 120-foot radius. Each creature in that area that isn\xe2\x80\x99t deafened must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the zog\xe2\x80\x99s next turn. While a creature is frightened in this way, its speed is halved, and it is incapacitated . Successful save bestows immunity to all zogs horrible laughter for 24 hours. \n'b'\n'b' ABOUT \n'b' A zog\xe2\x80\x99s face is the face of a man, except that the tops of its ears are pointed like horns and it has small horns instead of eyebrows, and a horn on the end of its chin. In spite of these deformities the expression of the face is not unpleasant, or repulsive. Its hair is carefully parted and brushed, and its mouth and nose are not only perfect in shape, but quite handsome. Only the eyes make it terrible: they seem like coals of glowing fire. It has two well-shaped legs that end in the hooves of beasts, instead of feet, and these hooves are shod with gold. Their bodies are usually a shapeless mass covered with richly embroidered raiment. \n'b' Its arms and hands are delicate and well-formed, and its voice is sweet and gentle. \n'b' Zogs are dreadful creatures, part fish, part man, part beast and part serpent. Centuries ago they were cast off the earth into the sea, where they caused much trouble. One of them waged a terrible war against King Anko, but the sea serpent finally conquered the first zog, and drove the magician into his castle. As fiendish amalgams, it seems likely there are many more. \n'b' Terrible to Behold . When roused to anger, a zog is terrible to behold. Its cloven hooves, upon which it usually walks, are drawn up under it, while coil after coil of its eellike body wriggles away like a serpent. At its shoulders two broad wings expand, and these enable the monster to cleave its way through the water with terrific force. Its undulating body is broad and thin, and like the body of an eel. \n'b' Zogs hate themselves nearly as much as they hate everyone else. Their sworn enemies are sea serpents, and the first Zog was over three thousand six hundred years old. Zogs are all accomplished magicians and invest heavily in illusion magic to protect themselves. They will kill foes they can easily catch and are wily enough to avoid those they can\xe2\x80\x99t. \n'b' Zogspawn are created by zogs, snatched from certain death and convert in their coils to a sort of amphibious unlife. \n'b' They tend to wear formal attire in service to the zog that made them and look much as they did in life with the exception that beneath their cheeks are several scarletedged slits that looked like the gills of fishes. They are all marked by their apparent cheerfulness despite their dire circumstances. They are not especially loyal to their zog, although they do fear it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zogspawn \n'b' Medium humanoid (zogspawn), neutral \n'b' Armor Class 11 (natural armor) \n'b' Hit Points 32 (5d8 + 10) \n'b' Speed 20 ft., swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 8 (-1) CON: 15 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages Common \n'b' Challenge 1/4 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Limited Amphibiousness . The zogspawn can breathe air and water, but needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The zog spawn makes two attacks with its unarmed strikes. \n'b' Unarmed Strike . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' A zog\xe2\x80\x99s face is the face of a man, except that the tops of its ears are pointed like horns and it has small horns instead of eyebrows, and a horn on the end of its chin. In spite of these deformities the expression of the face is not unpleasant, or repulsive. Its hair is carefully parted and brushed, and its mouth and nose are not only perfect in shape, but quite handsome. Only the eyes make it terrible: they seem like coals of glowing fire. It has two well-shaped legs that end in the hooves of beasts, instead of feet, and these hooves are shod with gold. Their bodies are usually a shapeless mass covered with richly embroidered raiment. \n'b' Its arms and hands are delicate and well-formed, and its voice is sweet and gentle. \n'b' Zogs are dreadful creatures, part fish, part man, part beast and part serpent. Centuries ago they were cast off the earth into the sea, where they caused much trouble. One of them waged a terrible war against King Anko, but the sea serpent finally conquered the first zog, and drove the magician into his castle. As fiendish amalgams, it seems likely there are many more. \n'b' Terrible to Behold . When roused to anger, a zog is terrible to behold. Its cloven hooves, upon which it usually walks, are drawn up under it, while coil after coil of its eellike body wriggles away like a serpent. At its shoulders two broad wings expand, and these enable the monster to cleave its way through the water with terrific force. Its undulating body is broad and thin, and like the body of an eel. \n'b' Zogs hate themselves nearly as much as they hate everyone else. Their sworn enemies are sea serpents, and the first Zog was over three thousand six hundred years old. Zogs are all accomplished magicians and invest heavily in illusion magic to protect themselves. They will kill foes they can easily catch and are wily enough to avoid those they can\xe2\x80\x99t. \n'b' Zogspawn are created by zogs, snatched from certain death and convert in their coils to a sort of amphibious unlife. \n'b' They tend to wear formal attire in service to the zog that made them and look much as they did in life with the exception that beneath their cheeks are several scarletedged slits that looked like the gills of fishes. They are all marked by their apparent cheerfulness despite their dire circumstances. They are not especially loyal to their zog, although they do fear it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Army Zombie \n'b' Family: Zombies \n'b' Medium undead , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 71 (11d8 + 22) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 15 (+2) INT: 2 (-4) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages it knew in life but can\xc2\x92t speak Challenge 3 (700 XP) \n'b' Special Traits \n'b' Turn Resistance . The army zombie has advantage on saving throws against any effect that turns undead. \n'b' Undead Fortitude . If damage reduces the army zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b' Actions \n'b' Multiattack . The army zombie makes two slam attacks and a bite attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Bramble Zombie \n'b' Family: Zombies \n'b' Medium undead , neutral \n'b' Armor Class 17 (natural armor) Hit Points 207 (18d8 + 126) Speed 15 ft.\n'b' STATS STR: 22 (+6) DEX: 6 (-2) CON: 24 (+7) INT: 5 (-3) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Con +11 Damage Vulnerabilities bludgeoning Damage Immunities poison, psychic Condition Immunities charmed , frightened , poisoned , stunned , unconscious Senses tremorsense 120 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Loyal to the Bramble . A bramble zombie is incapable of actions contrary to the well-being of the bramble that created it. It will die before causing harm or allowing harm to befall its bramble. \n'b' Temporary . Bramble zombies decay much more quickly than ordinary corpses. After a year of service, they crumble to a soil-like dust. If at all possible, bramble zombies make sure to crumble near the roots of their bramble, to nourish it with their remains. Bramble zombies also die if their bramble dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bramble zombie makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 10 (1d8 + 6) piercing damage + 3d6 poison damage. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 8 (1d4 + 6) slashing damage plus 5 (2d4) poison damage. \n'b'\n'b' ABOUT \n'b' A bramble zombie is what happens when a medium creature addicted to bramble berries dies. Bramble zombies retain no personality, memory, or abilities from their previous existence. They mindlessly defend the bramble (see monster entry) that created them and have no other purposes or goals. Other than the possible red thorn-claws, bramble zombies look like dead bodies, usually 10-15 times as decomposed as they should be compared to when they died. Bramble zombies never smell bad, however, and their decomposition process is dry and dusty, as if they\xe2\x80\x99re turning directly into soil while skipping the stages in between. Since they spend so much time sitting still near the quick-growing bramble, older bramble zombies often have bramble vines growing all over or through themselves.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Elf Zombie \n'b' Family: Zombies \n'b' Medium undead , neutral evil \n'b' Armor Class 12 Hit Points 11 (2d8 + 2) Speed 30 ft., Climb 10 ft.\n'b' STATS STR: 11 (+0) DEX: 15 (+2) CON: 13 (+1) INT: 2 (-4) WIS: 7 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life, but can\xe2\x80\x99t speak Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Cadaverous Appearance . While the zombie is lying still, it is indistinguishable from a mundane decomposing corpse. It can still be detected by a detect evil and good spell, or similar magic. \n'b' Lesser Undead Fortitude . If damage reduces the zombie to 0 hit points , it must make a Constitution saving throw with a DC of 10 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gallows Tree Zombie \n'b' Family: Zombies \n'b' Medium plant , unaligned \n'b' Armor Class 11 (natural armor) Hit Points 52 (7d8 + 21) Speed 20 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 4 (-3) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire Damage Immunities poison Condition Immunities poisoned ; frightened , prone , stunned, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Common, but cannot speak, telepathy 100 ft. with gallows tree Challenge 3 (700 XP) \n'b' Special Traits \n'b' Regeneration . The gallows tree zombie regenerates 5 hit points at the start of its turn if it has at least 1 hit point. \n'b' Tether-Vine . A gallows tree zombie is connected to the gallows tree that created it by a long, sinewy vine. This vine can be lengthened to allow the zombie to move up to 100 feet away from the tree. The vine is AC 12 and has 10 hit points . Harming the vine deals no damage to the gallows tree zombie or the gallows tree, but if severed, does prevent the zombie from regenerating any health at the start of its turn. \n'b' Actions \n'b' Multiattack . The gallows tree zombie makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Spore Cloud (Recharge 6) . A gallows tree zombie can breathe a cloud of poisonous, greenish spores at the space directly in front of it in a 5-foot cube. A creature caught in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is slowed (as the slow spell). The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' About \n'b' This creature is a humanoid with deathly gray-green skin dressed in tattered and torn clothes. Small plants, weeds, and fungi grow on the creature\xe2\x80\x99s body. A long, sinewy, greenish-brown noose connects the creature to the massive tree behind it. \n'b' Gallows tree zombies were once living humanoids slain and devoured by a gallows tree and reborn from the seedlings as a minion of said creature. \n'b' They serve no purpose in life now other than killing or capturing living prey for the gallows tree that created them. These monsters retain small memories of their former lives and these scenes sometimes manifest in the zombie\xe2\x80\x99s mind, causing it great anger which it vents on the nearest living creature. Gallows tree zombies appear as humanoid creatures with deathly gray-green skin that feels coarse and rough to the touch. A long, sinewy cord of greenish-brown wraps around the zombie\xe2\x80\x99s throat and connects it to the gallows tree. Gallows tree zombies show no spark of life in their eyes but are not completely mindless. They are not undead even though their name suggests otherwise; therefore, they cannot be turned or rebuked. \n'b' Gallows tree zombies hang motionless from the tree that created them, being lowered to the ground only when a living creature comes within 100 feet of the gallows tree they are connected to. They are formidable opponents and relentlessly pound their foes with their club-like fists while breathing a cloud of choking spores. The zombies prefer uneven odds that favor them, so ganging up on an individual is the norm in battle. Slain foes are dragged back to the gallows tree, devoured by the tree, and eventually transformed into a gallows tree zombie to replace any that fell in battle.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Bison, Bighorn \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 57 (6d10 + 24) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 12 (+1) CON: 19 (+4) INT: 2 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Trample . If the bison moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone . If the target is prone, the bison can make one stomp attack against it as a bonus action. \n'b' Actions \n'b' Multiattack . The bighorn bison can make one gore attack and one kick attack. \n'b' Gore . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 19 (3d8 + 6) piercing damage. \n'b' Stomp . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 22 (3d10 + 6) bludgeoning damage. \n'b' Kick . Melee Weapon Attack : +8 to hit, reach 5 ft., one target directly behind it. Hit : 15 (2d8 + 6) bludgeoning damage. \n'b' About \n'b' The bighorn bison, a towering behemoth, roams tall-grassed steppes from one forage site to the next. Two massive horns spiral upward from the base of its skull, and another pair curls outward and down. The polycerate bovine\xe2\x80\x99s face is covered with additional lesser horns and keratinous growth, creating a warlike visage both fearsome and defensively practical. The bighorn bison will use its immense bulk and natural weapons to stampede a destruction upon any foe that frightens or enrages it. \n'b' The bighorn bison stands over 8 feet tall and weighs over 2,000 pounds. Also called the steppe bison, it often appears docile, even lazy, but may fly into a rage unpredictably, often without reason. The most dangerous time for others is middle summer to late autumn when the bison enter mating season. \n'b' The bighorn bison is an herbivore, preferring woody plants that are prevalent on prairies, plains, and some river valleys. A bighorn bison does not enjoy the company of other bison species, often becoming violent if pushed to occupy the same area; in fact, a herd of bighorn will charge and violently displace any other species\xe2\x80\x99 herds and will not willingly mate with them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Demon, Trickster \n'b' Family: Demons \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 84 (13d8 + 26) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 16 (+3) CON: 14 (+2) INT: 13 (+1) WIS: 10 (+0) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Intelligence +4, Wisdom +3 Skills Deception +7, Stealth +6 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , poisoned Senses darkvision 120 ft., passive Perception 10 Languages Abyssal, telepathy 120 ft. Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The trickster demon\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 15). The trickster demon can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : charm person , mage hand , minor illusion \n'b' 2/day each : alter self , mirror image , sleep \n'b' 1/day each : major image , mislead \n'b'\n'b' Magic Resistance . The trickster demon has advantage on saving throws against spells and other magical effects. \n'b' Shadow Stealth . While in dim light or darkness, the trickster demon can take the Hide action as a bonus action. \n'b' Actions \n'b' Multiattack . The trickster demon makes two Disfiguring Touch attacks. \n'b' Disfiguring Touch . Melee Weapon Attack : +6 to hit, reach 5 ft., creature. Hit : 17 (4d6 + 3) necrotic damage, and the target\xe2\x80\x99s Charisma score is reduced by 1d4. The target is incapacitated if this reduces its Charisma to 0. Otherwise, the reduction lasts until the target finishes a short or long rest . \n'b' Reactions \n'b' Clumsy Advance . When a creature the trickster demon can see moves within 10 feet of the demon, the creature must succeed on a DC 15 Dexterity saving throw or be knocked prone as it trips over its own feet, over a sudden flaw in the ground where it walks, or experiences some other clumsy stumble as it moves toward the demon.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin Zombie \n'b' Family: Zombies \n'b' Small undead , neutral evil \n'b' Armor Class 11 Hit Points 11 (2d6 + 4) Speed 25 ft.\n'b' STATS STR: 8 (-1) DEX: 13 (+1) CON: 15 (+2) INT: 2 (-4) WIS: 5 (-3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis -1 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 7 Languages understands the languages it knew in life, but can\xe2\x80\x99t speak Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Cadaverous Appearance . While the zombie is lying still, it is indistinguishable from a mundane decomposing corpse. It can still be detected by a detect evil and good spell, or similar magic. \n'b' Horde Instincts . The zombie has advantage on a melee attack roll against a creature if at least two of the zombie\xe2\x80\x99s allies are within 5 feet of the creature, and the allies are not incapacitated. \n'b' Lesser Undead Fortitude . If damage reduces the zombie to 0 hit points , it must make a Constitution saving throw with a DC of 10 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Human Zombie \n'b' Family: Zombies \n'b' Medium undead , neutral evil \n'b' Armor Class 8 Hit Points 13 (2d8 + 4) Speed 20 ft.\n'b' STATS STR: 14 (+2) DEX: 6 (-2) CON: 15 (+2) INT: 2 (-4) WIS: 7 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4, Wis +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life, but can\xe2\x80\x99t speak Challenge 1/8 (25 XP) \n'b' Special Traits \n'b'\n'b' Cadaverous Appearance . While the zombie is lying still, it is indistinguishable from a mundane decomposing corpse. It can still be detected by a detect evil and good spell, or similar magic. \n'b' Undead Fortitude . If damage reduces the zombie to 0 hit points , it must make a Constitution saving throw, with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b'\n'b' Actions \n'b'\n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Troll Zombie \n'b' Family: Zombies \n'b' Large undead , neutral evil \n'b' Armor Class 12 (natural armor) Hit Points 80 (7d10 + 42) Speed 25 ft.\n'b' STATS STR: 18 (+4) DEX: 6 (-2) CON: 22 (+6) INT: 2 (-4) WIS: 7 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +0 Damage Immunities necrotic, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life, but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' Special Traits \n'b' Cadaverous Appearance . While the zombie is lying still, it is indistinguishable from a mundane decomposing corpse. It can still be detected by a detect evil and good spell, or similar magic. \n'b' Foul Recovery (1/Turn . Whenever the zombie would take poison or necrotic damage, it instead takes no damage and regains a number of hit points equal to the total damage, up to 10 hit points . \n'b' Undead Fortitude . If damage reduces the zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b' Actions \n'b' Multiattack . The zombie makes two attacks, only one of which can be a bite. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Voidclaw Zombie \n'b' Family: Zombies \n'b' Small undead , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 143 (26d6 + 52) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 11 (+0) DEX: 18 (+4) CON: 15 (+2) INT: 14 (+2) WIS: 6 (\xe2\x80\x932) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +7 Damage Immunities necrotic, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages Common, Void Speech Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Erratic Movement . Opportunity attacks against the voidclaw zombie are made with disadvantage. \n'b' Turn Resistance . The voidclaw zombie has advantage on saving throws against any effect that turns undead. \n'b' Undead Fortitude . If damage reduces the zombie to 0 hp , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hp instead. \n'b' Undead Nature . The voidclaw zombie doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The zombie makes three Void Claw or Void Bolt attacks. \n'b' Void Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature other than a Construct or Undead, it must succeed on a DC 15 Constitution saving throw or take 3 (1d6) necrotic damage at the start of each of its turns as the wound burns with Void energy. Any creature can take an action to purge the tainted energy from the wound with a successful DC 12 Intelligence ( Arcana ) check. The energy also leaves the wound if the target receives magical healing , ending the effect. \n'b' Void Bolt . Ranged Spell Attack : +5 to hit, range 120 ft., one target. Hit : 16 (4d6 + 2) necrotic damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Nimble Fighter . The voidclaw zombie takes the Dash or Disengage action. \n'b'\n'b' ABOUT \n'b' Faint black waves of energy surround the zombie. It seems agitated and then is just gone. \n'b' Voidclaw zombies are suffused with the magic of the Void, which twists their bodies into odd proportions, including overly large clawed hands, a shortened frame, increased intellect, and surprising speed. They are created in rituals invoking the Void, and they channel its dark energy. \n'b' Efficient Killers . These zombies have proven to be surprisingly capable killers, quickly clearing areas of all life. \n'b' Cults of the Void and other doomsday cults often utilize voidclaws in their machinations. Voidclaws show a zeal for killing, and lesser undead instinctively defer to them, following them into combat with almost the same zeal. \n'b' Voice of the Void . When voidclaws speak, it is with an authority incongruous with their bearing, and many cult leaders hold the words and opinions of the zombies in high regard, believing some aspect of the Void itself speaks through the zombies. Voidclaws sometimes have an inscrutable mission of their own, a singular goal imprinted on them at creation by unseen forces within the Void. Most cultists have learned it is better to not interfere, waiting for the mission\xe2\x80\x99s completion before requesting the zombie\xe2\x80\x99s assistance.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie Bear \n'b' Family: Zombies \n'b' Large undead , neutral evil \n'b' Armor Class 11 (natural armor) Hit Points 84 (8d10 + 40) Speed 25 ft.\n'b' STATS STR: 21 (+5) DEX: 8 (-1) CON: 20 (+5) INT: 1 (-5) WIS: 9 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +1 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Cadaverous Appearance . While the zombie bear is lying still, it is indistinguishable from a mundane decomposing corpse. It can still be detected by a detect evil and good spell, or similar magic. \n'b' Undead Fortitude . If damage reduces the zombie bear to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie bear drops to 1 hit point instead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The zombie bear makes two attacks: one with its bite, and one with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie Dog \n'b' Family: Zombies \n'b' Medium undead , neutral evil \n'b' Armor Class 10 Hit Points 11 (2d8 + 2) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 13 (+1) INT: 2 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +2 Skills Perception +2 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' Special Traits \n'b'\n'b' Cadaverous Appearance . While the zombie dog is lying still, it is indistinguishable from a mundane decomposing corpse. It can still be detected by a detect evil and good spell, or similar magic. \n'b' Keen Smell . The zombie dog has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pounce . If the zombie dog moves at least 15 feet directly toward a creature, and then hits it with a bite attack on the same turn, the target must succeed on a DC 12 Strength saving throw, or be forced\xc2\xa0 prone . \n'b' Undead Fortitude . If damage reduces the zombie dog to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie dog drops to 1 hit point instead. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie Horde \n'b' Family: Zombies \n'b' Gargantuan horde of Medium undead neutral evil \n'b' Armor Class 10 Hit Points 217 (14d20 + 70) Speed 20 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 20 (+5) INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +3 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities charmed , frightened , paralyzed , petrified , poisoned , prone , restrained , stunned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages its parts knew in life but can\xe2\x80\x99t speak Challenge 16 (15,000 XP) \n'b' Special Traits \n'b'\n'b' Feral Rage . Creatures that are reduced to 0 hit points by the zombie horde are torn limb from limb and devoured by the ravenous horde. These poor creatures can only be returned to life with a true resurrection or wish spell. \n'b' Horde . Many Medium sized creatures make up the zombie horde, which can occupy another creature\xe2\x80\x99s space and vice versa. If the zombie horde is dropped to 0 hit points , it becomes 7 (2d6) zombies, which lose all the features of the zombie horde, but continue to attack normally. \n'b' Turn Immunity . The zombie horde is immune to effects that turn undead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The zombie horde makes one bite and one claw attack. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 0 ft., one target inside the horde\xe2\x80\x99s space. Hit : 46 (12d6 + 4) piercing damage. If the zombie horde\xe2\x80\x99s bite reduces a creature to 0, it is ripped to pieces and can only be resurrected with a true resurrection or wish spell. \n'b' Claws . Melee Weapon Attack : +9 to hit, reach 0 ft., one target inside the horde\xe2\x80\x99s space. Hit : 58 (12d8 + 4) slashing damage. If the zombie horde\xe2\x80\x99s Rend attack reduces a creature to 0, it is ripped to pieces and can only be resurrected with a true resurrection or wish spell.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie Horse \n'b' Family: Zombies \n'b' Large undead , neutral evil \n'b' Armor Class 10 (natural armor) Hit Points 30 (4d10 + 8) Speed 35 ft.\n'b' STATS STR: 16 (+3) DEX: 8 (-1) CON: 14 (+2) INT: 1 (-5) WIS: 8 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +1 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Cadaverous Appearance . While the zombie horse is lying still, it is indistinguishable from a mundane decomposing corpse. It can still be detected by a detect evil and good spell, or similar magic. \n'b' Charge . If the zombie horse moves at least 10 feet straight toward a target, and then hits it with an attack with its hooves on the same turn, the target must succeed on a DC 13 Strength saving throw, or be forced\xc2\xa0 prone . \n'b' Undead Fortitude . If damage reduces the zombie horse to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie horse drops to 1 hit point instead. \n'b'\n'b' Actions \n'b'\n'b' Hooves . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) bludgeoning damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie Ox \n'b' Family: Zombies \n'b' Large undead , neutral evil \n'b' Armor Class 10 (natural armor) Hit Points 51 (6d10 + 18) Speed 25 ft.\n'b' STATS STR: 19 (+4) DEX: 6 (-2) CON: 16 (+3) INT: 1 (-5) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5, Wis +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Cadaverous Appearance . While the zombie ox is lying still, it is indistinguishable from a mundane decomposing corpse. It can still be detected by a detect evil and good spell, or similar magic. \n'b' Charge . If the zombie ox 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 7 (2d6) piercing damage. \n'b' Undead Fortitude . If damage reduces the zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie ox drops to 1 hit point instead. \n'b'\n'b' Actions \n'b'\n'b' Gore . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Ancient Black Dragon \n'b' Family: Zombies \n'b' Gargantuan undead , chaotic evil \n'b' Armor Class 22 (natural armor) Hit Points 367 (21d20 + 147) Speed 40 ft., fly 80 ft., swim 40 ft.\n'b' STATS STR: 27 (+8) DEX: 8 (-1) CON: 25 (+7) INT: 1 (-5) WIS: 3 (-4) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, poison Condition Immunities poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 6 Languages Common, Draconic Challenge 21 (30,000 XP) \n'b' Special Traits \n'b'\n'b' Turn Resistance . The ancient black dragon zombie has advantage on saving throws against any effect that turns undead. \n'b' Undead Fortitude . If damage reduces the dragon zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the dragon zombie drops to 1 hit point instead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The dragon zombie can use its Frightful Presence and make three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage. \n'b' Claws . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 15 (2d6 + 8) slashing damage. \n'b' Tail . Melee Weapon Attack : +15 to hit, reach 20 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon zombie\xe2\x80\x99s choice that is within 120 feet of it and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon zombie\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Acid Breath (Recharge 5-6) . The zombie dragon exhales acid in a 60- foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Demon, Vellso \n'b' Family: Demons \n'b' This lanky, gray, hairless fiend grins widely, revealing a mouth full of long, sharp teeth and a lolling tongue, dripping saliva. Four short, black horns crown its temples and forehead above a pair of shining black eyes. The creature\xe2\x80\x99s hunched posture makes it hard to gauge its true size. \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 120 (16d8 + 48) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 9 (-1) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Constitution +6 Skills Perception +5, Stealth +8, Survival +5 Damage Resistances cold, fire, lightning Damage Immunities necrotic, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 15 Languages Abyssal, telepathy 120 ft. Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Keen Smell . The vellso has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Magic Resistance . The vellso has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The vellso\xe2\x80\x99s weapon attacks are magical. \n'b' Spider Climb . The vellso can climb surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Actions \n'b' Multiattack . The vellso makes two attacks: one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage and the target must succeed on a DC 15 Constitution saving throw or take 13 (3d8) necrotic damage and contract the carrion curse disease (see sidebar). \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' About \n'b' Cruel Hunters . Vellso demons chase after their quarry in a loping crouch, employing their wiry arms and the claws on their fingers to gain a purchase as they run up vertical surfaces as quickly as they do on level ground. These fiends love nothing more than hunting intelligent creatures, scraping their claws loudly against stone as they stalk their prey. They also enjoy biting their prey a single time then releasing it, sometimes for days, allowing the wound to fester and torment the hunted. \n'b' Summoned to the Chase . For all their love of hunting, vellso eat little of what they kill. This makes the vellso of great use to ghouls and other creatures capable of summoning them, as prey is either left to be devoured or to rise as undead, usually marked in some way to show it was slain by the demon . \n'b' Telepaths . Vellso have difficulty with speech due to their dagger-like teeth and long, lolling tongues. They rely on their telepathy for communication. \n'b' Carrion Curse \n'b' Within a day, a dark discoloration around the wound is accompanied by the smell of putrefying flesh. Unless serious measures are taken to mask the smell, carrion eaters of all kinds will be drawn to the infected creature, gaining advantage on Wisdom ( Perception ) checks to track the creature by smell within their usual range. \n'b' While infected with carrion curse, a creature can\xe2\x80\x99t be healed magically and can only heal naturally through rest and by spending hit dice. At the end of each long rest , a creature infected with carrion curse must succeed on a DC 13 Constitution saving throw or gain one level of exhaustion . If an infected creature succeeds on the saving throw, it no longer gains exhaustion levels each day. A second successful save at the end of a long rest cures the disease. The abyssal disease resists many efforts at treatment and can only be cured by a greater restoration spell or similar magic. \n'b' A living creature that dies from the effects of carrion curse has a 75% chance of rising again as a blood zombie within 24 hours.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Biting Book \n'b' Tiny construct , typically unaligned \n'b' Armor Class 15 (natural armor) Hit Points 27 (6d4 + 12) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 6 (?2) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 10 Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened , frightened , paralyzed , petrified , poisoned Languages Understands the languages they were written in, but cannot talk Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Astounding Leaps . Biting books can jump up to 10 feet high or 20 feet across. \n'b' False Appearance . While the biting book remains motionless, it is indistinguishable from a normal book. \n'b' Soothed by Song . Music can lull a biting book into a calm state. A successful DC 12 Charisma ( Performance or a musical instrument) check makes the book stop attacking and behave friendly toward the player. If the performance continues for at least one minute, the book falls unconscious for one hour or until it suffers damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4+2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' What seems to be an ancient tome springs to life and tries to snap you with pages like jaws. Biting books are codices that have become animated. \n'b' Sometimes this is intentional using the awaken book spell (page 9), either to dissuade thieves or prank rivals. Sometimes these books appear spontaneously, when exposed to magic for a long time. \n'b' Needlessly Territorial . Though they have no need for food or other resources, biting books are universally cranky and lash out at any strangers who come near. Fortunately, their aggressive attitude is calmed by soothing music, and a few minutes of a lullaby can put them to sleep. Occasionally biting books form a bond with a single humanoid, who they do not lash out against. Most often this is the creator of the book, but occasionally somebody who discovers a lost book can befriend it. \n'b' Valuable Dangers . Biting books often contain rare volumes within their pages, so many libraries and collectors keep biting books in a secure section that requires special permission to access. Reducing the books to 0 hit points destroys the books and ruins their contents, so those interested in collecting the books must find alternate ways to deal with them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Aqueous \n'b' Family: Zombies \n'b' Medium undead , neutral evil \n'b' Armor Class 9 Hit Points 30 (4d8 + 12) Speed 20 ft., swim 20 ft.\n'b' STATS STR: 13 (+1) DEX: 8 (-1) CON: 16 (+3) INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +0 Damage Immunities poison Condition Immunities Exhaustion , Poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life but can\xe2\x80\x99t speak Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Undead Fortitude . If damage reduces the aqueous zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the aqueous zombie drops to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The aqueous zombie makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 4 (1d6 + 1) slashing damage. \n'b' Salt Spray (recharge 5-6) . The aqueous zombie ejects a salt spray in a 10-foot line that is five feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 7 (2d6) bludgeoning damage, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Aqueous zombies are the remains of victims sacrificed to the sea and the gods of the deep. The ritual to create them is quite gruesome and involves stuffing the still-living sacrifice with dried sea salt and blood until their stomach bursts, at which point they are drowned.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Basilisk \n'b' Family: Zombies \n'b' Medium undead , neutral evil \n'b' Armor Class 12 (natural armor) Hit Points 52 (8d8 + 16) Speed 20 ft.\n'b' STATS STR: 16 (+3) DEX: 8 (-1) CON: 15 (+2) INT: 2 (-4) WIS: 8 (-1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Undead Fortitude . If damage reduces the zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage plus 7 (2d6) necrotic damage. \n'b' About \n'b' In the distance you see a shape moving across a rugged, stony terrain. Its six sickly looking legs move in a deliberate manner dropping flakes of scaly skin and and chunks of rotted flesh. After a sudden stop you know it has detected your presence and turns toward you. Too late you realize that the creature is a basilisk and you are looking right at its dark eyes. Frozen, not petrified , but from fright, you wonder how you survived its lithic stare. When it attacks it you understand, it is no longer a. living monster but a shell brought back to life for nefarious purpose.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Behir \n'b' Family: Zombies \n'b' Huge undead , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 168 (16d12 + 64) Speed 50 ft., climb 40 ft.\n'b' STATS STR: 23 (+6) DEX: 10 (+0) CON: 18 (+4) INT: 3 (-4) WIS: 7 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +2 Damage Immunities lightning, poison Condition Immunities exhaustion , poisoned Senses darkvision 90 ft., passive Perception 8 Languages \xe2\x80\x93 Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Undead Fortitude . If damage reduces the zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b' Actions \n'b' Multiattack . The zombie makes two attacks: one with its bite and one with its constrict. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) piercing damage. \n'b' Constrict . Melee Weapon Attack : +10 to hit, reach 5 ft., one Large or smaller creature. Hit : 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the zombie isn\xe2\x80\x99t already constricting a creature, and the target is restrained until this grapple ends. \n'b' Swallow . The zombie makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained , it has total cover against attacks and other effects outside the zombie, and it takes 21 (6d6) necrotic damage at the start of each of the zombie\xe2\x80\x99s turns. A behir zombie can have only one creature swallowed at a time. If the zombie dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone . \n'b' About \n'b' The sleek body and its lightning fast limbs have decayed to bits of flesh clinging loosely to old bone. Fearsome and dangerous in life, it has become horrifying in its undead form. Glimpsed between ribs, freshly killed and swallowed-whole corpses dance their last dance as they are churned about within the great beast\xe2\x80\x99s belly.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Blood \n'b' Family: Zombies \n'b' Medium undead , neutral evil\n'b' STATS STR: 13 (+1) DEX: 6 (-2) CON: 16 (+3) INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 8 Hit Points 22 (3d8 + 9) Speed 20 ft., swim 20 ft. Saving Throws Wisdom +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life but can\xe2\x80\x99t speak Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Rage . The same blood barnacle rage that led to many blood zombies\xe2\x80\x99 first death still overtakes them in undeath. While engaged in combat, a blood zombie rages at the start of their second turn. This rage lasts for 1 minute, during which they gain the following benefits: they have advantage on Strength checks and Strength saving throws, they get +2 damage to their melee weapon attacks, and they gain resistance to bludgeoning, piercing, and slashing damage. \n'b' Undead Fortitude . If damage reduces the blood zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b' Wood Bane . Blood zombies have a supernatural power to warp any wood they touch or that touches them. When the blood zombie is struck by a wooden weapon, or a weapon primarily made of wood (such as a spear), then the weapon imposes disadvantage on further attack rolls until it is repaired. This ability also warps doors, wrecks wagon wheels, causes ships to spring leaks, and similar effects on wooden objects. A creature may notice this ability with a DC 15 Wisdom ( Perception ) check if the blood zombie is struck by a wooden ranged weapon or touches a wooden object while within 60 feet of the creature. \n'b'\n'b' Actions \n'b'\n'b' Slam . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage. \n'b'\n'b' Tactics \n'b' Blood zombies usually rely on slam attacks, but some remember enough about their past to make use of melee weapons. A blood zombie wielding a weapon simply replaces the damage with the appropriate damage roll (along with the Strength and rage bonus) and damage type. \n'b' Blood zombies are mindless. Nothing draws them as strongly as the warmth of a living being, though, and they attack any nearby. \n'b' The blow from a blood zombie\xe2\x80\x99s fist not only bludgeons opponents, but also sends a bone-numbing cold through them. This has been called the \xe2\x80\x9cChill of the Deep\xe2\x80\x9d. \n'b' About \n'b' These are the undead spirits of sailors who died violently on a vessel overcome with blood barnacles. Blood zombies lurk near the seemingly abandoned ships they once crewed, massing up out of the water to scale other boats that come near their haunt and attack any living creature they find. \n'b' A Familiar Look . Blood zombies appear much like other zombies, save that their bodies are bloated with blood-tinged seawater and smell of brine and decomposing flesh. \n'b' Warpers of Wood . Due to the wood bane touch of the blood zombies, their attack often leaves an even new vessel\xe2\x80\x99s hull cracked and leaking.\xc2\xa0Even if the blood zombies themselves are repelled, survivors of the attack may have little choice but to transfer to the blood zombies\xe2\x80\x99 original ship- the one encrusted with blood barnacles\xe2\x80\xa6'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Blood \n'b' Family: Zombies \n'b' The bloody corpse shambles onward, its footsteps easy to follow. It is feared and ruthlessly hunted by the forces of light. \n'b' Medium undead , neutral evil \n'b' Armor Class 10 (natural armor) Hit Points 51 (6d8 + 24) Speed 20 ft.\n'b' STATS STR: 16 (+3) DEX: 6 (-2) CON: 18 (+4) INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' Special Traits \n'b' Blood Drain . A creature that touches the zombie or hits it with a melee attack while within 5 feet of it takes 4 (1d8) necrotic damage and the zombie gains temporary hp equal to that amount as it drains blood from the victim. If the zombie takes radiant damage or damage from a magic weapon , this trait doesn\xe2\x80\x99t function at the start of the zombie\xe2\x80\x99s next turn, although it retains any temporary hp it previously gained. It can add temporary hp gained from this trait to temporary hp gained from its slam attack . Its temporary hp can\xe2\x80\x99t exceed half its maximum hp . \n'b' Undead Fortitude . If damage reduces the zombie to 0 hp , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hp instead. \n'b' Undead Nature . The blood zombie doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) bludgeoning damage plus 4 (1d8) necrotic damage. The zombie gains temporary hp equal to the necrotic damage taken. \n'b' About \n'b' A blood zombie has been infused with necromantic magic that gives it a semblance of life. A coating of flowing blood covers the zombie , making it appear as though a shower of crimson constantly pours down its body. \n'b' Vampire Toys . Vampires find blood zombies highly entertaining and faintly obscene-but cannot seem to resist touching, licking, or even draining the creatures of some quantity of blood. \n'b' Servants of Blood Cults . Not surprisingly, blood zombies are often created to serve blood mages, priests of blood cults, or dark temples. In these cases, the blood zombies are often marked with an unholy symbol or compelled to participate in dark sacrifices.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Blood \n'b' Family: Zombies \n'b' Medium undead , chaotic evil \n'b' Armor Class 12 (natural armor) Hit points 22 (3d8 + 6) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 7 Languages Common Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Undead Fortitude . If damage reduces the zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead \n'b'\n'b' Actions \n'b'\n'b' Unarmed Strike . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) bludgeoning damage. Instead of dealing damage, the blood zombie can grapple the target (escape DC 12). Bite. Melee Weapon Attack : +4 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the blood zombie, incapacitated , or restrained . Hit : 4 (1d4 + 2) piercing damage plus 3 (1d6) necrotic damage. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the blood zombie regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \n'b'\n'b' About \n'b' This shambling undead is hunched over, with glazed eyes and a feral sneer on its lips. \n'b' Created by bloodwinds, these zombies move quickly when they wish. They can speak and are fully interactive \xe2\x80\x93 interactive enough that they enjoy drinking the blood of the living. Bloodsucking zombies run around at high speed, eager to drink whatever slow-moving, blood-filled creature they can get their hands on.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Blood Fever \n'b' Family: Zombies \n'b' Medium undead , neutral evil \n'b' Armor Class 8 Hit Points 28 (4d8 + 10) Speed 20 ft., swim 30 ft.\n'b' STATS STR: 13 (+1) DEX: 6 (-2) CON: 16 (+3) INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life but can\xe2\x80\x99t speak Challenge 1 (200 XP) \n'b' Actions \n'b' Undead Fortitude . If damage reduces the zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b' Actions \n'b' Spew (Recharge 5-6) . The blood fever zombie vomits a pool of blood onto a target it can see within 5 feet of it. The creature must succeed on a DC 11 Constitution saving throw or contract blood fever (see below). \n'b' Slam . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage. \n'b' About \n'b' A blood fever zombie is the unfortunate final result of a victim that died as a consequence of contracting blood fever . Blood fever can be cured by a lesser restoration spell and other similar effects.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Brain-Eating \n'b' Family: Zombies \n'b' Medium undead , chaotic evil \n'b' Armor Class 12 (natural armor) Hit Points 22 (3d8 + 9) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 6 (-2) CON: 16 (+3) INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew it life but can\xe2\x80\x99t speak Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Turn Resistance . The brain-eating zombie has advantage on saving throws against any effect that turns undead. \n'b' Undead Fortitude . If damage reduces the brain-eating zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The brain-eating zombie can attack once with its bite and once with its claws. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained and the brain-eating zombie cannot grapple another target.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Brainless \n'b' Family: Zombies \n'b' Medium undead , unaligned \n'b' Armor Class 8 (natural armor) \n'b' Hit points 22 (3d8 + 6) \n'b' Speed 20 ft.\n'b' STATS STR: 15 (+2) DEX: 6 (-2) CON: 16 (+3) INT: 1 (-5) WIS: 4 (-3) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire \n'b' Damage Immunities cold, poison, psychic \n'b' Condition Immunities charmed , poisoned \n'b' Senses darkvision 60 ft., passive Perception 7 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 1/8 (25 XP) \n'b' Actions \n'b'\n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b'\n'b' About \n'b' This shambling corpse has white pupils and blood drips from the corners of its eyes. \n'b' Thin strangers create brainless zombies by extracting the brain to put into sentinel spheres, then animating the corpse. Brainless zombies created by hsing-sings have white pupils and drool incessantly. They move only at the whim of their creator.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Mastiff \n'b' Family: Canines \n'b' Medium beast , unaligned \n'b' Armor Class 12 Hit Points 5 (1d8 + 1) Speed 40 ft.\n'b' STATS STR: 13 (+1) DEX: 14 (+2) CON: 12 (+1) INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' Special Traits \n'b' Keen Hearing and Smell : The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. \n'b' About \n'b' Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Catterball \n'b' Small fey , chaotic neutral \n'b' Armor Class 13 Hit Points 44 (8d6 + 16) Speed 30 ft.\n'b' STATS STR: 8 (\xe2\x80\x931) DEX: 17 (+3) CON: 14 (+2) INT: 5 (\xe2\x80\x933) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +1, Stealth +5 Damage Vulnerabilities acid Damage Immunities bludgeoning, poison Condition Immunities poisoned Senses blindsight 30 ft., passive Perception 11 Languages Sylvan Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Rubbery Flesh . The catterball is immune to any spell or effect that would alter its form, and it has advantage on ability checks and saving throws made to escape a grapple. In addition, it can move through a space as narrow as 1 inch wide without squeezing. \n'b' Standing Leap (Ball Form Only) . The catterball\xe2\x80\x99s long jump is up to 60 feet and its high jump is up to 30 feet, with or without a running start. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam (Extended or True Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage. \n'b' Snap Back (Extended Form Only) . The catterball violently returns to its true form. Each creature within 5 feet of the catterball must make a DC 12 Dexterity saving throw. On a failure, a creature takes 4 (1d8) thunder damage, or 9 (2d8) if the catterball has extended its reach to 15 feet, and is deafened for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t deafened . A deafened 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' BONUS ACTIONS \n'b'\n'b' Change Form . The catterball can extend its body, roll up into a ball, or return to its true form. Each time it extends its body, its reach with its slam attack increases by 5 feet, to a maximum of 15 feet, and its Armor Class decreases by 1. \n'b'\n'b' ABOUT \n'b' This hairless cat moves its front legs forward, stretching its body impossibly long, then retracts its body, allowing its hind legs to catch up in its lopsided gait. The feline wears a constant, toothy grin.\xc2\xa0Mischievous catterballs exploit their malleability to reach otherwise inaccessible places where they can unleash pandemonium. \n'b' Fey Pets . Fey legends universally point to forgotten nobles who created the creatures to entertain their children. As is the manner of children, fey or otherwise, unruly and destructive behavior elicited the best response in laughter and cries of \xe2\x80\x9cDo it again!\xe2\x80\x9d After several destructive accidents, the fey realized they needed to rid themselves of the creatures. Unable, and in some cases unwilling, to destroy the catterballs, the fey decided to lead the naughty creatures out of their homelands. \n'b' Strange Diet . A catterball enjoys rancid food, such as rotten fish and curdled milk. An offering of such fare keeps the creature away from the location where it received the food.\xc2\xa0Fresh food and drink offend a catterball, which redoubles its pranks against the offender. \n'b' Ratcatchers . Catterballs aren\xe2\x80\x99t true felines, but they despise rats. Catterballs ignore whatever has their attention in favor of chasing and killing rats. Some communities tolerate the catterballs\xe2\x80\x99 hijinks because the creatures are efficient rat slayers. \n'b' Familiar \n'b' Some catterballs are willing to serve spellcasters, especially those who enjoy mayhem. Such catterballs have the following trait. \n'b' Familiar . The catterball 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 catterball senses as long as they are within 1 mile of each other. While the catterball is within 10 feet of its companion, the companion increases its reach by 5 feet. At any time and for any reason, the catterball can end its service as a familiar, ending the telepathic bond .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Demon, Vetala \n'b' Family: Demons \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 15 Hit Points 114 (12d8 + 60) Speed 40 ft.\n'b' STATS STR: 10 (+0) DEX: 20 (+5) CON: 20 (+5) INT: 14 (+2) WIS: 16 (+3) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Wis +6 Skills Insight +6, Perception +6, Stealth +8 Damage Vulnerabilities radiant Damage Resistances cold, fire, lightning Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 60 ft., passive Perception 16 Languages Abyssal, Common, telepathy 120 ft. Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Corpse Stride . Once on its turn, the vetala can use 10 feet of its movement to step magically into one corpse or Undead within its reach and emerge from a second corpse or Undead within 60 feet of the first, appearing in an unoccupied space within 5 feet of the second corpse or Undead. \n'b' Graveyard Walker . Difficult terrain composed of tombstones, grave dirt, corpses, or other objects or features common to graveyards and necropolises doesn\xe2\x80\x99t cost the vetala extra movement, and the vetala can move through graveyard objects and structures, such as sarcophagi and mausoleums, as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Magic Resistance . The vetala has advantage on saving throws against spells and other magical effects. \n'b' Master of Undeath . A Humanoid killed by the vetala or an Undead under its control rises 1 minute later as a skeleton or zombie (the vetala\xe2\x80\x99s choice), unless the Humanoid is restored to life or its body is destroyed. The vetala can have no more than 20 total skeletons and zombies under its control at one time. \n'b' Shepherd of Death . When an Undead under the vetala\xe2\x80\x99s control hits with any weapon, the weapon deals an extra 4 (1d8) necrotic damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The vetala makes two Claw attacks. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage plus 9 (2d8) necrotic damage. \n'b' Raise Corpse . One Humanoid corpse the vetala can see within 30 feet of it rises as a skeleton or zombie (the vetala\xe2\x80\x99s choice) under the vetala\xe2\x80\x99s control. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Command Corpse . The vetala commands one Undead under its control that it can see to make one weapon attack as a reaction . If it does so, the Undead has advantage on the attack roll. \n'b'\n'b' REACTIONS \n'b'\n'b' Corpse Detonation . When an Undead under the vetala\xe2\x80\x99a control is reduced to 0 hp , the vetala can force it to explode. Each creature that isn\xe2\x80\x99t an Undead or the vetala within 5 feet of the exploding Undead must make a DC 15 Dexterity saving throw, taking 10 (3d6) bludgeoning (if zombie) or slashing (if skeleton ) damage and 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' This shadowy figure has eyes like two cinders and loose, flowing hair that seems buffeted by a gentle breeze. Its chest cavity burns with hellish light, and its hands end in wicked claws. \n'b' Vetala lurk in graveyards and battlefields, where they claim corpses to serve as minions. Capricious and vain, vetala demons occasionally make bargains to protect nearby villages, requiring villagers to provide regular sacrificial goods, while the demon keeps the corpses of any killed. These bargains state the vetala may claim the residents if the village fails to meet its obligations. \n'b' Celebrators of the Necropolis . Vetala are strangely vain about their occupied graveyards, wanting the graveyards to be decorated with strings of flowers, treats, and votive offerings. They never claim these objects themselves, but they viciously attack anyone attempting to steal the items. This vanity extends to the demon\xe2\x80\x99s minions, which stop decaying while controlled and eventually appear less decayed.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Brine \n'b' Family: Zombies \n'b' Medium undead , neutral evil \n'b' Armor Class 11 (natural armor) Hit Points 27 (5d8 + 5) Speed 20 ft., swim 30 ft.\n'b' STATS STR: 14 (+2) DEX: 8 (-1) CON: 13 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Undead Fortitude . If damage reduces the zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b' Actions \n'b' Scimitar . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft. one target. Hit : 9 (2d6 + 2) bludgeoning damage. \n'b' About \n'b' This creature appears as a rotting humanoid dressed in tattered and ragged clothing. Its semi-bloated body glistens from the slimy mixture of water and seaweed that hangs from its form. The creature\xe2\x80\x99s rotting flesh is blue-green in color. No semblance of life burns in its eyes. \n'b' Brine zombies are the remnants of a ship\xe2\x80\x99s crew that has perished at sea. \n'b' They are mindless creatures, not very pleasant to look at, and relentless in their attacks on the living. The spark of evil that brought them back from the ocean depths drives them to seek the living so they may join them in their watery graves. Brine zombies appear much as they did in life. \n'b' Brine zombies attack an opponent with their cutlasses or fists in melee. If a brine zombie successfully grabs an opponent, it dives overboard and attempts to drown the victim by pinning its adversary underwater.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'A\xc3\xadje, Adult \n'b' Family: A\xc3\xadje \n'b' Large monstrosity , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 157 (15d12 + 60) Speed 20 ft., swim 90 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 12 (+1) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Con +8, Cha +5 Damage Resistances cold Skills Athletics +8, Nature +5, Perception +11, Stealth +6, Survival +9 Senses passive Perception 19 Languages Aquan, Common Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The a\xc3\xad?e can breathe air and water. \n'b' Hold Breath . The a\xc3\xad?e can hold its breath for 1 hour. \n'b' Innate Spellcasting . The a\xc3\xad?e\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). The a\xc3\xad?e can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : detect poison and disease , locate animals or plants , speak with animals , speak with plants \n'b' 1/day each : mass cure wounds , heal , greater restoration , mass suggestion \n'b'\n'b' Invisible in Water . The a\xc3\xad?e is invisible while fully immersed in water. \n'b' Land Charge . If the a\xc3\xad?e moves at least 20 feet on land straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 6 (1d12) bludgeoning damage. If the target is a Large creature or smaller, it must succeed on a DC 16 Strength saving throw or be knocked prone . \n'b' Song of the A\xc3\xad?e . As an a\xc3\xad?e tadpole, but the save DC is 16. The DC of Charisma ( Persuasion ) and Charisma ( Performance ) checks to convince it to stop singing, and two failed checks cause it to attack rather than departing. \n'b' Water Torpedo . If the a\xc3\xad?e moves at least 20 feet in the water straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 13 (2d12) bludgeoning damage. If the target is a Large creature or smaller, it must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The a\xc3\xad?e makes one bite attack and one tail attack . \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 30 (4d12 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained , and the a\xc3\xad?e can\xe2\x80\x99t bite another target. \n'b' Tail . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 17 (3d8 + 4) bludgeoning damage. \n'b' Swallow . When the a\xc3\xad?e grapples a Medium or smaller creature, it can make a Strength ( Athletics ) check as a bonus action, opposed by the target\xe2\x80\x99s Strength ( Athletics ) or Dexterity ( Acrobatics ) check. The a\xc3\xad?e has advantage on this check if the target is Small or Tiny. If the check succeeds, the creature is swallowed and the grapple ends. A swallowed target is blinded and restrained and has total cover against attacks and other effects outside the a\xc3\xad?e. It also takes 17 (2d12 + 4) bludgeoning damage each round at the beginning of its turn until it escapes. The a\xc3\xad?e can have only one Medium creature or up to 2 Medium or Tiny creatures swallowed at a time. When the a\xc3\xad?e is submerged under water, swallowed creatures must hold their breath if unable to breathe water. They cannot speak and can continue holding their breath for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of their next turn, they drop to 0 hit points and is must begin making death saves and can\xe2\x80\x99t regain hit points until they can breathe again. If the a\xc3\xad?e dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone if on land.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Biting Gnat Swarm \n'b' Medium swarm of Tiny Beasts , unaligned \n'b' Armor Class 13 \n'b' Hit Points 16 (3d8 + 3) \n'b' Speed 10 ft., climb 10 ft., fly 30 ft.\n'b' STATS STR: 2 (\xe2\x80\x934) DEX: 17 (+3) CON: 12 (+1) INT: 1 (\xe2\x80\x935) WIS: 10 (+0) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing \n'b' Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned \n'b' Senses passive Perception 10 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1/4 (50 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Sense . The biting gnat swarm can pinpoint, by scent, the location of warm-blooded creatures within 20 feet of it. \n'b' Distracting Buzz . A creature that is not deafened and starts its turn in a space occupied by a swarm of biting gnats must succeed on a Swarm of Biting Gnats DC 10 Wisdom saving throw or become distracted by the droning of the gnats\xe2\x80\x99 wings. A distracted creature has disadvantage on attack rolls and ability checks that use Intelligence , Wisdom , or Charisma 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, the creature is immune to the swarm\xe2\x80\x99s Distracting Buzz for the next 10 minutes. \n'b' Swarm . The biting gnat 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 beast. The swarm can\xe2\x80\x99t regain hp or gain temporary hp . \n'b'\n'b' ACTIONS \n'b'\n'b' Bites . Melee Weapon Attack : +5 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half its hp or fewer. The target must succeed on a DC 11 Constitution saving throw or become blinded 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. Alternatively, the target can take an action to clear its eyes of the insects, ending the effect. \n'b'\n'b' ABOUT \n'b' This cloud of flying insects is so densely packed it blocks all vision as it descends on its prey. While a single biting gnat may make itself a nuisance, easily swatted away or killed, clouds of the insects can nibble weaker victims to death. \n'b' Marsh Dwellers . Biting gnats thrive in damp environments and make themselves most at home in swamps, estuaries, and other wetlands. In areas with plenty of water and food, millions of gnats combine to create walls resembling storm clouds from a distance. \n'b' Denizens of locales hosting these insects who can withstand multitudinous gnat bites or can control the gnats use them as deterrents to intruders and spies. Because gnats primarily hunt warm-blooded creatures, an amphibious, reptilian, construct, or undead creature can pass through a swarm of gnats relatively unscathed. \n'b' Short Lifespans . Biting gnats live less than a week, discounting the many predators which feed on them. In that time, the carnivorous insects consume as much flesh and blood as possible and lay hundreds of eggs. By the time they die, they produce young in quantities up to double their original number. \n'b' Hardy Eggs . Swarms of biting gnats make surprise visits to areas with little rain since their eggs can enter dormancy for up to one year, spontaneously hatching and spreading during the first rain after a long drought. In areas where food is scarce, the insects seek out dry areas where their eggs can wait for better conditions.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Carcharodon \n'b' Family: Zombies \n'b' Gargantuan undead , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 332 (19d20 + 133) Speed 0 ft., swim 60 ft.\n'b' STATS STR: 30 (+10) DEX: 6 (-2) CON: 24 (+7) INT: 1 (-5) WIS: 3 (-4) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities exhaustion , poisoned Senses blindsight 60 ft., passive Perception 6 Languages \xe2\x80\x93 Challenge 18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Frenzy . The carcharodon zombie has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hit points . \n'b' Turn Resistance . The carcharodon zombie has advantage on saving throws against any effect that turns undead. \n'b' Undead Fortitude . If damage reduces the carcharodon zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the carcharodon zombie drops to 1 hit points instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The carcharodon zombie makes two Bite attacks. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5ft., one target. Hit : 22 (3d10 + 6) piercing damage. \n'b'\n'b' ABOUT \n'b' Zombie carcharodons are giant undead sharks that roam the seas, looking to sate their never-ending hunger on the ships and sailors of the world. Schools of normal sharks may be found swimming alongside their larger zombie brethren. They often fall victim to the frenzied thrashing of the undead carcharodon when it tastes blood in the water.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Carcharodron \n'b' Family: Zombies \n'b' Gargantuan undead , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 332 (19d20 + 133) Speed 0 ft., swim 60 ft.\n'b' STATS STR: 30 (+10) DEX: 6 (-2) CON: 24 (+7) INT: 1 (-5) WIS: 3 (-4) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities exhaustion , poisoned Senses blindsight 60 ft., passive Perception 6 Languages \xc2\x97 Challenge 18 (20,000 XP) \n'b' Special Traits \n'b'\n'b' Blood Frenzy . The carcharodron zombie has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hit points . \n'b' Turn Resistance . The carcharodron zombie has advantage on saving throws against any effect that turns undead. \n'b' Undead Fortitude . If damage reduces the carcharodron zombie shark to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie shark drops to 1 hit points instead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The carcharodron zombie makes two attacks: one with its bite and one with its tail slam. \n'b' Bite . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 37 (5d10 + 10) piercing damage. \n'b' Tail Slam . Melee Weapon Attack : +16 to hit, reach 20 ft., one target. Hit : 54 (8d10 + 10) bludgeoning damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Cauldron-born \n'b' Family: Zombies \n'b' Medium undead , neutral evil \n'b' Armor Class 8 Hit Points 30 (4d8 + 12) Speed 20 ft.\n'b' STATS STR: 14 (+2) DEX: 6 (-2) CON: 16 (+3) INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +5, Wisdom +0 Damage Immunities acid, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life but can\xe2\x80\x99t speak Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Cauldron-Born . A cauldron-born zombie is created through a complex, magical process that involves injecting the corpse with a variety of alchemical substances. By some quirk of its creation, a cauldron-born zombie is more connected to its creator than the average zombie. A cauldron-born zombie\xe2\x80\x99s hit point maximum is reduced by 1d4 for each mile of distance between it and its creator. If this reduces the zombie\xe2\x80\x99s hit point maximum to 0, it is destroyed. \n'b' Undead Nature . A cauldron-born zombie doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Unstable Components . When the cauldron-born zombie dies, it explodes in a burst of unstable, alchemical substances. Each creature within 5 feet of it must succeed on a DC 12 Dexterity saving throw or take 4 (1d8) acid damage. \n'b' Actions \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Cavefish \n'b' Family: Zombies \n'b' Medium undead , neutral evil \n'b' Armor Class 10 Hit Points 37 (5d8 + 15) Speed 20 ft., swim 40 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 16 (+3) INT: 3 (-4) WIS: 6 (-2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life but can\xe2\x80\x99t speak Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Stench . Any creature that starts its turn within 5 feet of the cavefish zombie must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the zombie \xe2\x80\x98s Stench for 24 hours. \n'b' Undead Fortitude . If damage reduces the cavefish zombie to 0 hp , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hp instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This creature looks like a bloated, wet corpse. Its fingers and toes are webbed, and slick, fleshy fins run down its spine and legs, poking through stretches of dead flesh. An overpowering stench of rot surrounds it. \n'b' Aquatic Adaptations . The cavefish zombie is an unusual type of undead that occurs when dark magic permeates a lightless, watery environment, such as in an underground lake or the depths of the ocean. Rather than retain the bodily form it possessed in life, the creature\xe2\x80\x99s skin sloughs off from parts of its body as aquatic features burst through its flesh. Its fingers and toes become webbed, and fins form on its back and down its legs. \n'b' Decay . The cavefish zombie\xe2\x80\x99s dead tissue holds water, causing it to look bloated and loose and afflicting it with a persistent rot.\xc2\xa0This rot results in a horrific odor, which follows them whether they are in water or on land. \n'b' Undead Nature . A cavefish zombie doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Common \n'b' Family: Zombies \n'b' Medium undead , neutral evil \n'b' Armor Class 8 Hit Points 22 (3d8 + 9) Speed 20 ft.\n'b' STATS STR: 13 (+1) DEX: 6 (-2) CON: 16 (+3) INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life but can\xe2\x80\x99t speak Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Undead Fortitude : If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b' Actions \n'b' Slam : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage. \n'b'\n'b' About \n'b' This walking corpse wears only a few soiled rags, its flesh rotting off its bones as it stumbles forward, arms outstretched.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Creep \n'b' Family: Zombies \n'b' Medium undead , chaotic evil \n'b' Armor Class 12 (natural armor) Hit points 22 (3d8 + 6) Speed 20 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 7 Languages Common Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Death Burst . The creep zombie explodes when it drops to 0 hit points . Each creature within 20 feet of it must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) piercing damage and become infested by 1d4 creeps. At the start of each of the target\xe2\x80\x99s turns, the target takes 1d6 necrotic damage per creep infesting it. At the end of each of its turns thereafter, the target takes 3 (1d6) necrotic damage per creep infesting it (maximum of 10d6). A creep-infested target dies if it drops to 0 hit points , then rises 10 minutes later as a creep zombie. If a creep-infested creature is targeted by an effect that cures disease or removes a curse, all the creeps infesting it wither away. Hive Mind. The creep zombie is immune to the charmed and frightened conditions while within 30 feet of at least one other creep \n'b'\n'b' Actions \n'b'\n'b' Unarmed Strike . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) bludgeoning damage. Instead of dealing damage, the creep zombie can grapple the target (escape DC 12). Spit. Melee Weapon Attack : +4 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the creep zombie, incapacitated , or restrained . Hit : A creep attaches to the target. While on the target\xe2\x80\x99s skin, the creep can be killed by normal means or scraped off using an action (the creep zombie can use this action to launch a scraped-off creep at a humanoid it can see within 10 feet of the creep). A creep enters the target at the end of the target\xe2\x80\x99s next turn, dealing 1 piercing damage to it. Applying fire to the wound before the end of the target\xe2\x80\x99s next turn deals 1 fire damage to the target and kills these creeps. At the end of each of its turns thereafter, the target takes 3 (1d6) necrotic damage per creep infesting it (maximum of 10d6). A creep-infested target dies if it drops to 0 hit points, then rises 10 minutes later as a creep zombie. If a creep-infested creature is targeted by an effect that cures disease or removes a curse, all the creeps infesting it wither away. \n'b'\n'b' About \n'b' This animated corpse stumbles about wildly. Something pulses in its mouth, as if the zombie\xe2\x80\x99s tongue had a life of its own. \n'b' Creep zombies are created by other creeps. They contain creeps in their brains. They are especially adept at spitting them into other peoples\xe2\x80\x99 mouths. Creep zombies are less combatants and more physically delivery systems for explosive infestations of creeps.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Dragon (Adult) \n'b' Family: Zombies \n'b' Huge undead , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 200 (16d12 + 96) Speed 30 ft., fly 40 ft.\n'b' STATS STR: 22 (+6) DEX: 8 (-1) CON: 23 (+6) INT: 2 (-4) WIS: 9 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Wis +3 Damage Immunities poison, necrotic Condition Immunities poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 9 Languages understands Common and Draconic, but can\xe2\x80\x99t speak Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Cadaverous Appearance . While the zombie dragon is lying still, it is indistinguishable from a mundane decomposing corpse. It can still be detected by a detect evil and good spell, or similar magic. \n'b' Undead Fortitude . If damage reduces the zombie dragon to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie dragon drops to 1 hit point instead. \n'b' Actions \n'b' Multiattack . The zombie dragon makes two attacks: one with its bite, and one with its claws. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage. Additionally, living creatures must succeed on a DC 18 Constitution saving throw, or take 13 (3d8) necrotic damage and contract the zombie necrosis disease (p.192). \n'b' Claws . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b' Tail . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) slashing damage. \n'b' Rot Breath (Recharge 5-6) . The zombie dragon exhales a squall of necrotic rot in a 30-foot cone. Creatures in the area must succeed on a DC 18 Constitution saving throw, taking 31 (7d8) necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw has its hit point maximum reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a short or long rest . If the creature\xe2\x80\x99s hit point maximum is reduced to 0, the creature dies. \n'b' Legendary Actions \n'b' The zombie dragon can take 1 legendary action, detailed below, at the end of another creature\xe2\x80\x99s turn. The zombie dragon regains the use of its legendary action at the start of its turn. \n'b' Tail . The zombie dragon makes one tail attack .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Demon, Vrock \n'b' Family: Demons \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 104 (11d10 + 44) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 18 (+4) INT: 8 (-1) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Wis +4, Cha +2 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages Abyssal, telepathy 120 ft. Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Magic Resistance : The vrock has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack : The vrock makes two attacks: one with its beak and one with its talons. \n'b' Beak : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage. \n'b' Talons : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) slashing damage. \n'b' Spores (Recharge 6) : A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned . While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it. \n'b' Stunning Screech (1/Day) : The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn\xe2\x80\x99t a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock\xe2\x80\x99s next turn. \n'b' About \n'b' A cloud of spores and a trail of feathers surrounds this twisted cross between a man and a gigantic vulture.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Dragon (Ancient) \n'b' Family: Zombies \n'b' Gargantuan undead , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 385 (22d20 + 154) Speed 30 ft., fly 40 ft.\n'b' STATS STR: 24 (+7) DEX: 8 (-1) CON: 25 (+7) INT: 2 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +13, Wis +6 Damage Immunities poison, necrotic Condition Immunities poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 10 Languages understands Common and Draconic, but can\xe2\x80\x99t speak Challenge 17 (18,000 XP) \n'b' Special Traits \n'b' Cadaverous Appearance . While the zombie dragon is lying still, it is indistinguishable from a mundane decomposing corpse. It can still be detected by a detect evil and good spell, or similar magic. \n'b' Undead Fortitude . If damage reduces the zombie dragon to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie dragon drops to 1 hit point instead. \n'b' Actions \n'b' Multiattack . The zombie dragon makes two attacks: one with its bite, and one with its claws. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage. Additionally, living creatures must succeed on a DC 18 Constitution saving throw, or take 18 (4d8) necrotic damage and contract the zombie necrosis disease (p.192). \n'b' Claws . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b' Tail . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) slashing damage. \n'b' Rot Breath (Recharge 5-6) . The zombie dragon exhales a squall of necrotic rot in a 30-foot cone. Creatures in the area must succeed on a DC 21 Constitution saving throw, taking 49 (11d8) necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw has its hit point maximum reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a short or long rest . If the creature\xe2\x80\x99s hit point maximum is reduced to 0, the creature dies. \n'b' Legendary Actions \n'b' The zombie dragon can take 3 legendary actions , choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature\xe2\x80\x99s turn. The zombie dragon regains spent legendary actions at the start of its turn. \n'b' Tail . The zombie dragon makes one tail attack . \n'b' Winged Lunge . The zombie dragon flies up to 10 feet. \n'b' Bite (Costs 2 Actions) . The zombie dragon makes one bite attack . It takes uncommonly powerful magic (or a particularly virulent strain of the disease) to resurrect a dragon, so such creatures typically exist under the thrall of a megalomaniacal necromancer who will have gone to great pains to raise one. The rare zombie dragons to arise on their own are heralds of disease, rot and woe.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Dragon (Young) \n'b' Family: Zombies \n'b' Large undead , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 114 (12d10 + 48) Speed 30 ft., fly 40 ft.\n'b' STATS STR: 18 (+4) DEX: 8 (-1) CON: 19 (+4) INT: 2 (-4) WIS: 7 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +0 Damage Immunities poison, necrotic Condition Immunities poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 8 Languages understands Common and Draconic, but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Cadaverous Appearance . While the zombie dragon is lying still, it is indistinguishable from a mundane decomposing corpse. It can still be detected by a detect evil and good spell, or similar magic. \n'b' Undead Fortitude . If damage reduces the zombie dragon to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie dragon drops to 1 hit point instead. \n'b' Actions \n'b' Multiattack . The zombie dragon makes two attacks: one with its bite, and one with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Rot Breath (Recharge 5-6) . The zombie dragon exhales a squall of necrotic rot in a 30-foot cone. Creatures in the area must succeed on a DC 15 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Dwarf \n'b' Family: Zombies \n'b' Medium undead , neutral evil \n'b' Armor Class 8 Hit Points 22 (3d8 + 9) Speed 15 ft.\n'b' STATS STR: 14 (+2) DEX: 6 (-2) CON: 17 (+3) INT: 2 (-4) WIS: 9 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5, Wis +1 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands the languages it knew in life, but can\xe2\x80\x99t speak Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Cadaverous Appearance . While the zombie is lying still, it is indistinguishable from a mundane decomposing corpse. It can still be detected by a detect evil and good spell, or similar magic. \n'b' Dwarven Undead Fortitude . If damage reduces the zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. On a failure it is not immediately destroyed, but falls prone and remains conscious. While it has 0 hit points , the zombie can\xc2\x92t regain any hit points , automatically fails any saving throws, and dies if it suffers a single hit that deals 5 or more damage. At the end of its next turn, the zombie dies. \n'b' Actions \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Bitter Ghast \n'b' Medium undead , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 33 (6d8 + 6) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 15 (+2) CON: 12 (+1) INT: 11 (+0) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances necrotic Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 2 (450 XP) \n'b' Special Traits \n'b' Keen Smell . The ghast has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Stench . Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 12 Constitution saving throw, or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast\xe2\x80\x99s Stench for 24 hours. \n'b' Turning Rage . If the ghast succeeds on a saving throw against an effect that turns undead , it falls into a frenzy until the end of its next turn. While frenzied, the ghast has advantage on attack rolls and saving throws against being charmed or frightened and effects that turn undead . \n'b' Actions \n'b' Multiattack . The ghast makes two attacks: one with its bite, and one with its claws. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 6 (1d8 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. If the target is a creature other than an undead , it must succeed on a DC 12 Constitution saving throw, or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Fast \n'b' Family: Zombies \n'b' Medium undead , neutral evil \n'b' Armor Class 12 Hit Points 52 (8d8+16) Speed 40 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 12 (+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 poison Condition Immunities poisoned Senses darkvision 60 ft, passive Perception 10 Languages understands Common but can\xe2\x80\x99t speak Challenge 1/2 (100 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The fast zombie makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Fever \n'b' Family: Zombies \n'b' Medium undead , chaotic evil \n'b' Armor Class 8 (natural armor) Hit points 22 (3d8 + 6) Speed 20 ft.\n'b' STATS STR: 15 (+2) DEX: 6 (-2) CON: 16 (+3) INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands Common but can\xe2\x80\x99t speak Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Aggressive . As a bonus action, the fever zombie can move up to its speed toward a hostile creature that it can see. Smell Sentience. The fever zombie can smell the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell. \n'b' Undead Fortitude . If damage reduces the zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The fever zombie makes two attacks, only one of which can be a bite attack . \n'b' Unarmed Strike . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) bludgeoning damage. Instead of dealing damage, the fever zombie can grapple the target (escape DC 12). \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 9 (2d6 + 2) piercing damage and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. At the end of each of the poisoned target\xe2\x80\x99s turns, it must repeat the save, taking 3 (1d6) poison damage on a failed save, or ending the effect on itself on a successful one. Disturbing Feast. The fever zombie feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each living creature within 60 feet of the fever zombie and able to see it must succeed on a DC 14 Wisdom saving throw or be frightened of it 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 fever zombie\xe2\x80\x99s Disturbing Feast for the next 24 hours. \n'b'\n'b' About \n'b' This shuffling, groaning undead has pale skin and sniffs the air. \n'b' These zombies have but one goal: to eat brains.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Fire Beetle \n'b' Family: Zombies \n'b' Small undead , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 13 (3d6 + 3) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 8 (-1) DEX: 10 (+0) CON: 12 (+1) INT: 1 (-5) WIS: 7 (-2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +0 Damage Immunities poison Condition Immunities poisoned Senses blindsight 30 ft., passive Perception 8 Languages \xc2\x97 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Sickly Illumination . The beetle zombie sheds sickly, dim light in a 10-foot radius. \n'b' Undead Fortitude . If damage reduces the zombie fire beetle to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d6) slashing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Flesh-stitched \n'b' Family: Zombies \n'b' Medium undead , unaligned \n'b' Armor Class 15 (natural armor) Hit points 2 + your Intelligence modifier + 5 times your artificer level (the flesh-stitched zombie has a number of Hit Dice [d8s] equal to your artificer level) Speed 20 ft.\n'b' STATS STR: 19 (+5) DEX: 9 (-1) CON: 18 (+4) INT: 6 (-2) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex -1 plus PB, Con +4 plus PB Skills Athletics +5 plus PB, Perception +0 plus (PB * 2) Damage Immunities lightning, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 + (PB * 2) Languages understands the languages you speak Challenge \xc2\xa0? \n'b' Special Traits \n'b'\n'b' Lightning Absorption . Whenever the flesh-stitched zombie is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. Proficiency Bonus. The flesh-stitched zombie\xe2\x80\x99s proficiency bonus is equal to your bonus \n'b'\n'b' Actions \n'b'\n'b' Fist . Melee Weapon Attack : + your spell attack modifier to hit, reach 5 ft., one target you can see. Hit : 1d8 + PB bludgeoning damage. \n'b'\n'b' About \n'b' This animated corpse has been stitched together from body parts of other bodies. \n'b' Flesh-stitched zombies are created by stitchcrafters who specialize in knitting together disparate body parts and bringing them to life with electricity to do their bidding.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Giant Crayfish \n'b' Family: Zombies \n'b' Large undead , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 45 (6d10 + 12) Speed 20 ft., swim 40 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 14 (+2) INT: 2 (-4) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +4 Skills Athletics +7, Perception +4, Stealth +4 Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 14 Languages \xc2\x97 Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Turn Resistance . The giant crayfish zombie has advantage on saving throws against any effect that turns undead. \n'b' Undead Fortitude . If damage reduces the giant crayfish zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The monstrous crayfish zombie makes two attacks with its claws. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. The target is grappled (escape DC 13) if the monstrous crayfish isn\xc2\x92t already constricting a creature, and the target is restrained until the grapple ends.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Giant Octopus \n'b' Family: Zombies \n'b' Huge undead , neutral evil \n'b' Armor Class 13 (18 if attacked through its bowl) Hit Points 138 (12d12 + 60) Speed 10 ft., swim 50 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 20 (+5) INT: 2 (-4) WIS: 8 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +7 Damage Resistances cold; bludgeoning from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Protective Bowl . The giant octopus zombie lives in an extremely durable 10-foot diameter, 10-foot tall glass bowl. It has an Armor Class of 18 against almost all physical attacks made against it from outside its bowl. Attacks directed at the giant octopus zombie from above or from within the bowl use its normal Armor Class of 13. \n'b' Turn Resistance . The giant octopus zombie has advantage on saving throws against any effect that turns undead. \n'b' Undead Fortitude . If damage reduces the giant octopus zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the giant octopus zombie drops to 1 hit point instead. \n'b' Actions \n'b' Multiattack . The giant octopus zombie makes eight Tentacle attacks and one Bite attack . Reduce the number of Tentacle attacks by one for each creature the giant octopus zombie has grappled . \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one grappled target. Hit : 15 (3d6 + 5) piercing damage. \n'b' Tentacle . Melee Weapon Attack : +9 to hit, reach 20 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained . \n'b' Ink Spray (recharges after a short or long rest ) . A 20-foot-radius cloud of ink extends all around the giant octopus zombie if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the giant octopus zombie can use its bonus action to Dash . If used while the giant octopus zombie is out of water (or against targets out of water), the giant octopus zombie sprays a 30-foot cone of black ink. All creatures in the cone must succeed on a DC 17 Dexterity saving throw or be blinded and poisoned for 1 minute. Each affected creature may make a DC 17 Constitution saving throw at the end of each of its turns, ending the effects on itself on a success. \n'b' Reactions \n'b' Don\xe2\x80\x99t Tap the Glass . When a creature hits the giant octopus zombie (or its bowl) with a melee attack or moves within 10 feet of its bowl, it may use its reaction to make one Tentacle attack against the creature, unless all of its tentacles are occupied grappling creatures.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Angel Soul \n'b' Medium undead , neutral good \n'b' Armor Class 15 (natural armor) Hit Points 51 (6d8 + 24) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 8 (-1) DEX: 16 (+2) CON: 18 (+4) INT: 13 (+1) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, fire, lightning, psychic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities necrotic, poison, radiant Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses truesight 60 ft., passive Perception 12 Languages all Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Etheric Travel . As a bonus action, the angel soul teleports to an unoccupied space that it can see within 60 feet of it. \n'b' Incorporeal Movement . The angel soul 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' Touch of the Radiant Specter . Melee Spell Attack : +5 to hit, reach 5 ft., one target. Hit : 21 (3d12 + 2) necrotic damage plus 19 (3d12) radiant damage. \n'b' Essence Light . The angel soul radiates bright light in a 30-foot radius centered on itself. Every hostile creature within radius must make a DC 16 Wisdom saving throw. On a failed save, a creature takes 18 (4d8) radiant damage and is blinded for 1 minute. On a successful save, the damage is halved and the creature is not blinded . \n'b' Invisibility . The angel soul magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment it is wearing or carrying is invisible with it. \n'b'\n'b' ABOUT \n'b' An angel soul is a rare sight to behold. When an angel thinks that their mission is more important than its own existence, it can perform a short ritual to become an angel soul upon their death. The angel soul then seeks to complete the unfinished business of the angel in a limited amount of time. It can ask for the help of adventurers in order to do so, and its existence is thus revealed to some. When their task is done or their time is up, they simply disappear.0Divine Creation. An angel soul doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Essence to Soul . The ritual for the making of an angel soul, called the Ritual of Essence to Soul, can only be conducted by a celestial with the permission of their deity. This ritual allows the celestial to reappear as an angel soul for a limited amount of time to finish what it started. \n'b' Limited Time . An angel soul can only be created by an angel, and it has limited time until it disappears. However, this time can be minutes, hours, or days (determined by the GM). They are immune to some effects, such as the features that turn undead, so that they can reach their goals within the allotted time.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Giant Rat \n'b' Family: Zombies \n'b' Small undead , neutral evil \n'b' Armor Class 12 Hit Points 7 (2d6) Speed 30 ft.\n'b' STATS STR: 7 (-2) DEX: 15 (+2) CON: 11 (+0) INT: 2 (-4) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +2 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Languages \xc2\x97 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The zombie rat has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . The zombie rat has advantage on an attack roll against a creature if at least one of the rat\xc2\x92s allies is within 5 feet of the creature and the ally isn\xc2\x92t incapacitated. \n'b' Turn Resistance . The zombie rat has advantage on saving throws against any effect that turns undead. \n'b' Undead Fortitude . If damage reduces the zombie dire rat to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie rat drops to 1 hit point instead. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or contract a disease. Until the disease is cured, the target can\xe2\x80\x99t regain hit points except by magical means, and the target\xc2\x92s hit point maximum decreases by 3 (1d6) every 24 hours. If the target\xe2\x80\x99s hit point maximum drops to 0 as a result of this disease, the target dies.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Giant Shark \n'b' Family: Zombies \n'b' Huge undead , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 87 (7d12 + 42) Speed 0 ft., swim 50 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 23 (+6) INT: 1 (-5) WIS: 9 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities poisoned Senses blindsight 60 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Frenzy . The shark has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hit points . \n'b' Pack Tactics . The shark has advantage on an attack roll against a creature if at least one of the shark\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Sunlight Sensitivity . While in sunlight, the shark has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Undead Fortitude . If damage reduces the shark to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the shark drops to 1 hit point instead. \n'b' Water Breathing . The shark can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) piercing damage. \n'b'\n'b' ABOUT \n'b' A large fin pierces the blue of the sea. Lurking just out of sight is a powerful predator. However, this is no ordinary sea creature. This is the giant shark zombie, a lethal killing machine. Shark zombies resemble living sharks, but they also show the wounds that killed them. \n'b' Great Guardian . These undead horrors are used by sahuagin to guard important locations. The sharks are able to follow simple commands from the sea devils. \n'b' Powerful Predator . They are at least 30 feet long and have sizeable jaws. Giant shark zombies always take the shortest route to their prey. Groups of shark zombies often work together to swarm victims. \n'b' Sahuagin Servant . Some sahuagin also use these undead as mounts. Many mariners believe sahuagin necromancers are responsible for bringing the fearsome sharks back from the dead. \n'b' Undead Nature . A giant shark zombie doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Goblin \n'b' Family: Zombies \n'b' Small undead , neutral evil \n'b' Armor Class 11 (leather armor) Hit Points 13 (3d6 + 3) Speed 15 ft.\n'b' STATS STR: 13 (+1) DEX: 10 (+0) CON: 12 (+1) INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages can\xe2\x80\x99t speak but understands the languages it knew in life Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Undead Fortitude . If damage reduces the zombie goblin to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie goblin drops to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage. \n'b'\n'b' ABOUT \n'b' Pound for pound, zombie goblins might be the least effective zombies, but necromancers looking to cut costs or those who lack access to large numbers of human zombies often choose this route. Goblin shamans who work with the materials they have often have large numbers of zombie goblin servants. Either way, they are weak individually but dangerous in greater numbers. Even a mediocre wannabe dread lord can bring dozens of the things to battle.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Gray Render \n'b' Family: Zombies \n'b' Large undead , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 153 (18d10 + 54) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 17 (+3) INT: 3 (-4) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +5 Skills Perception +5 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 15 Languages understands Giant but can\xc2\x92t speak Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The gray render zombie has advantage on Wisdom ( Perception ) checks based on smell. \n'b' Siege Monster . The gray render zombie deals double damage to objects and structures. \n'b' Undead Fortitude . If damage reduces the zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The gray render zombie makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) slashing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Bitter Tree \n'b' Huge plant , neutral evil\n'b' STATS STR: 23 (+6) DEX: 8 (-1) CON: 20 (+5) INT: 12 (+1) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 17 (natural armor) Hit Points 138 (12d12 + 60) Speed 5 ft. Saving Throws Constitution +9, Charisma +7 Skills Perception +6, Survival +6 Damage Resistances bludgeoning and piercing Condition Immunities charmed , exhaustion , paralyzed , poisoned , stunned Senses blindsight 120 ft., tremorsense 60 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Charm . A creature that eats the fruit of the bitter tree, or drinks a brew fermented from the fruit, three times within a week must make a DC 18 Wisdom saving throw. On a failure, the creature is charmed by the tree. A creature that goes one week without eating or drinking of the tree\xe2\x80\x99s fruit may repeat the saving throw. The tree cannot speak and does not directly give orders, but all those charmed by it, whether from the fruit or from its spells, feel compelled to eat of the fruit, to defend the tree, and to either corrupt or kill others. \n'b' Corruption . A creature that remains charmed by the tree for one month shifts their alignment to evil, and their type becomes fiend. \n'b' Spellcasting . The bitter tree is an 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It requires no material or verbal components to cast its spells. It has the following sorcerer spells prepared: \n'b' Cantrips (at will) : chill touch , dancing lights , minor illusion \n'b' 1st level (4 slots) : charm person , fog cloud \n'b' 2nd level (3 slots) : detect thoughts , web \n'b' 3rd level (3 slots) : fear , major image \n'b' 4th level (3 slots) : blight , dominate beast \n'b' 5th level (1 slot) : dominate person , insect plague \n'b' Actions \n'b' Multiattack . The bitter tree makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 19 (3d8+6) bludgeoning damage. \n'b' Reactions \n'b' Old Bark . When the bitter tree is stuck by a critical hit, it can turn it into a normal attack . \n'b' Tactics \n'b' The most dangerous aspect of a bitter tree is the veritable armies of creatures it has charmed , but even alone it is formidable. It will tend to use its spells to confuse and isolate foes, then use its arsenal of enchantments to get creatures to eat of its fruit. \n'b' Description \n'b' A withered, twisted old tree bearing fruit that looks vaguely like human heads howling in pain, ghastly in appearance but succulent and sweet. \n'b' Ghastly Fruit . These foul things slowly corrupt all other flora in their area, until they are the only source of edible fruit. Creatures who eat of the bitter tree\xe2\x80\x99s fruit are themselves corrupted, gradually turning into infernals under the sway of the tree, and protecting it with their own lives. \n'b' Dark Overlords . Bitter trees usually rule over dark glades in remote forests, but bitter trees might take over a village, perhaps as the result of a transplanted sapling, turning its inhabitants into slaves and the village itself into a death-trap for travelers. \n'b' Corrupting Brew . Some druids have learned to brew a potent fermented liquor from bitter tree fruit. They spread their brew, which retains the corrupting power of the fruit itself, to unsuspecting victims, and will also use it in dark rituals to willingly corrupt themselves.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Gug \n'b' Family: Zombies \n'b' Large undead , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 190 (20d10 + 80) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 18 (+4) CON: 19 (+4) INT: 11 (+0) WIS: 16 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +7 Skills Athletics +11, Acrobatics +12, Perception +7, Stealth +8, Survival +7 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 17 Languages understands Undercommon but can\xe2\x80\x99t speak Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Compression . A gug can contort and distend its bodies in unnatural ways, allowing them to fit through any space large enough for a Small creature to fit without squeezing, and can move through any space large enough for a Tiny creature, but moves at a speed of five feet while doing so. \n'b' Undead Fortitude . If damage reduces the zombie gug to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gug makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 15 ft., one target. Hit : 24 (6d6 + 3) slashing damage. \n'b'\n'b' ABOUT \n'b' While its flesh is not of this word, a gug is certainly flesh and blood enough to die, and if it can die, it can be animated as undead. The zombie gug is even more horrific than it was in life, with its flesh rotting in long strips that seem to decay into nothingness as they break off from the body, its eyes slack and staring, its four limbs moving with terrible slowness yet incredible strength. Zombie gugs are sometimes created when gugs are summoned to this realm and then left to guard an area for so long that even their alien bodies wither and die, yet they remain on guard for eons to come.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Juju \n'b' Family: Zombies \n'b' Medium undead , neutral evil \n'b' Armor Class 16 (chain mail) Hit Points 39 (6d8 + 12) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 15 (+2) INT: 4 (-3) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +7, Athletics +9 Damage Resistances fire Damage Immunities cold, lightning, poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages it knew in life but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Undead Fortitude . If damage reduces the zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b' Magic Resistance . The zombie has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The juju zombie makes two Longsword attacks, or one Longsword attack and one Slam attack . \n'b' Longsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d6 +5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Juju zombies retain memories and talents they had in life, and some even retain their names and personalities. They are most often created by dark rituals but can also be accidently animated when a corpse is slain by powerful necromantic magic. Self-willed, they make difficult undead servants, for their loyalty must be earned, not simply commanded. However, their intelligence and unique skill sets make them terrible foes, and thus excellent bodyguards and lieutenants.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Kyoshi \n'b' Family: Zombies \n'b' Large undead , chaotic evil \n'b' Armor Class 8 (natural armor) Hit points 42 (5d10 + 15) Speed 20 ft.\n'b' STATS STR: 18 (+4) DEX: 6 (-2) CON: 16 (+3) INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Aggressive . As a bonus action, the kyoshi zombie can move up to its speed toward a hostile creature that it can see. Rampage. When the kyoshi zombie reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack. Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 4) piercing damage. Disturbing Feast. The kyoshi zombie feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature within 60 feet of the kyoshi zombie and able to see it must succeed on a DC 14 Wisdom saving throw or be frightened of it 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 kyoshi zombie \xe2\x80\x98s Disturbing Feast for the next 24 hours. \n'b'\n'b' About \n'b' This bizarre undead being has bulging eyes and a massive, twisted form that strains with every step to contain itself from bursting. \n'b' Any living being that is killed by a kyoshi\xe2\x80\x99s diseased bite becomes a kyoshi zombie. The corpses swell to near bursting and become mindless killing machines that hunger for flesh.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Lord \n'b' Family: Zombies \n'b' The cold white gleam in the glassy eyes of the noble in faded finery burns with evil, and its skin has the ashen pallor of the undead. \n'b' Medium undead , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 82 (11d8 + 33) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 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' Saving Throws Constitution +6, Wisdom +4 Skills Perception +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with silver Damage Immunities necrotic, 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' Legendary Resistance (3/day) . If the lord fails a saving throw, it can choose to succeed instead. \n'b' Stench . Any non-undead creature that starts its turn within 30 feet of the lord must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature\xe2\x80\x99s next turn. On a successful saving throw, the creature is immune to the lord\xe2\x80\x99s Stench for 24 hours. \n'b' Undead Fortitude . If damage reduces the lord to 0 hp , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the lord drops to 1 hp instead. \n'b' Undead Nature . The lord zombie doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Multiattack . The lord zombie makes two slam attacks. It can use its Life Drain in place of one slam attack . \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. \n'b' Life Drain . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 3) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hp 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 hp maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the lord\xe2\x80\x99s control, unless the humanoid is restored to life or its body is destroyed. The lord can have no more than twenty zombies under its control at one time. \n'b' Legendary Actions \n'b' The zombie lord can take 3 legendary actions , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. It regains spent legendary actions at the start of its turn. \n'b' Shambling Hordes . The lord telepathically commands all zombies it controls within 1 mile to immediately move up to half their speed. A zombie that moves out of an enemy\xe2\x80\x99s reach because of this movement doesn\xe2\x80\x99t provoke an opportunity attack . \n'b' Life Drain (Costs 2 Actions) . The lord makes a life drain attack . \n'b' Arise (Costs 3 Actions) . The lord targets a humanoid corpse within 30 feet, which rises as a zombie under the lord\xe2\x80\x99s control. \n'b' About \n'b' Unlike shuffling, mindless specimens of zombie, lord zombies retain their personality and memories. The lord\xe2\x80\x99s mind is twisted with jealousy and obsession for the things it left unfinished in life. \n'b' Corrupted Death . A figure of strong will who dies in a place infused with necrotic energy can draw the corruption into itself and rise as a terrifying lord zombie. More tragically, sometimes resurrection magic goes awry, and the victim returns as a nexus of undeath. \n'b' Spreading Corruption . Lord zombies spread a constant wave of necrosis into the world around them. Even long-dead corpses quicken to the lord\xe2\x80\x99s call. The creatures are regularly accompanied by legions of zombies and often lair in cemeteries.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Mold \n'b' Family: Zombies \n'b' Black pustules cover a shambling corpse. The zombie lets out a baleful moan, breathing a cloud of black spores. \n'b' Medium undead , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 75 (10d8 + 30) Speed 20 ft.\n'b' STATS STR: 17 (+3) DEX: 8 (-1) CON: 16 (+3) INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +5, Wisdom +0 Damage Immunities necrotic, poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 8 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Spore Death . When the zombie is reduced to 0 hp and doesn\xe2\x80\x99t survive with its Undead Fortitude, it explodes in a cloud of spores. Each creature within 5 feet of the zombie must succeed on a DC 13 Constitution saving throw or take 9 (2d8) necrotic damage and contract iumenta pox (see Iumenta Pox sidebar). \n'b' Undead Fortitude . If damage reduces the zombie to 0 hp , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hp instead. \n'b' Undead Nature . The mold zombie doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Multiattack . The zombie makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) necrotic damage. \n'b' Plague Breath (Recharge 6) . The zombie breathes a cloud of spores in 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or take 10 (3d6) necrotic damage and contract iumenta pox (see Iumenta Pox sidebar). \n'b' Disease: Iumenta Pox \n'b' It takes 1d4 days for iumenta pox\xe2\x80\x99s symptoms to appear in an infected humanoid. A creature with iumenta pox has trouble breathing, and its skin erupts with painful green boils that ooze pus. As the disease progresses, these pustules turn black. \n'b' At the end of each long rest , an infected creature must succeed on a DC 13 Constitution saving throw or take 7 (2d6) necrotic damage. The creature\xe2\x80\x99s hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the disease is cured. The target dies if this effect reduces its hp maximum to 0. When an infected creature dies, its corpse rises as a mold zombie 1d4 hours after death. Iumenta pox can be cured with two successful saving throws.. \n'b' About \n'b' Mold zombies are undead created by necromantic spores. They serve no masters and have no desires other than spreading their infection. \n'b' Spore Infection . Mold zombies are created when a humanoid inhales the spores of an iumenta flower, a red-vined, black-petaled swamp plant that smells of rotting flesh. Once inhaled, the host contracts iumenta pox. The spores quickly shut down internal organs while growing into the muscles and the brain. When the host dies, the spores reanimate the corpse into a mold zombie. \n'b' Spread the Spores . Mold zombies are controlled by their spores, which seek to infect more humanoids. When a zombie sees a potential host, it fights to the death, hoping to kill infected creatures so it can immediately rise as an undead. Mold zombies attract other mold zombies and move in large groups.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Demon, Wind \n'b' Family: Demons \n'b' The marshy reek of rotting vegetation was everywhere. Even above that rank scent, though, the arrival of the demons was clear: howling, pestilent, and enough to make our horses and dogs vomit and paw their noses. \n'b' Small fiend (demon), chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 28 (8d6) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 10 (+0) INT: 10 (+0) WIS: 7 (-2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +8 Damage Resistances fire, lightning Damage Immunities cold, poison Condition Immunities poisoned Demon , Wind Senses darkvision 60 ft., passive Perception 8 Languages Abyssal, Common, Void Speech Challenge 2 (450 XP) \n'b' Special Traits \n'b' Arrow Bane . When the wind demon is targeted by an attack or spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the attacker has disadvantage on the attack roll. On a 6, the wind demon is unaffected, and the attack is reflected back at the attacker as though it originated from the wind demon , turning the attacker into the target. \n'b' Magic Resistance . The wind demon has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The wind demon makes two frost claw attacks. \n'b' Frost Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) slashing damage plus 3 (1d6) cold damage. \n'b' Reactions \n'b' Swift as Frost . After a creature the wind demon can see damages it with an attack , the wind demon can move up to its speed without provoking opportunity attacks. \n'b' About \n'b' Half-corporeal and half a miasma of pestilent stench, wind demons are minor fiends that delight in foul odors, rank gasses, and poisonous air. \n'b' They live in swamps, marshes, sewers and near volcanic vents-wherever a natural or synthetic stench reeks. \n'b' Shrieking Servants of Cold and Death . Cold and foul-smelling, wind demons delight in serving other demons or gods of cold and decay. They often attend dark rituals to such divine beings, howling hideous prayers at a volume that can be heard over hills and valleys. They are sometimes found around wind harp devils, a rare instance where demons and devils tolerate one another\xe2\x80\x99s company. \n'b' Rushing Motion . Wind demons have great difficulty sitting still for more than a moment. \n'b' They are always in constant motion: speaking, manipulating small objects, blowing out torches and candles, and generally making a nuisance of themselves around larger, slower demons or among humans who wish to attend to some urgent plot or scheme. \n'b' Connoisseurs of Rot . Wind demons are utterly delighted by foul smells of all kinds; rotting corpses, decaying plant matter, and raw sewage are all equally appealing to them. They often form small globes of concentrated stench to share with their own kind or to offer as gifts to summoners and to other demons.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Mummy \n'b' Family: Zombies \n'b' Medium undead , chaotic evil \n'b' Armor Class 11 Hit Points 17 (2d8 + 8) Speed 20 ft.\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 13 (+1) INT: 2 (-4) WIS: 2 (-4) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Resistances cold Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 6 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The mummy zombie makes two Claw attacks. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d6 + 5) slashing damage plus 7 (2d6) necrotic damage. \n'b'\n'b' ABOUT \n'b' Certain cursed temples or those built to glorify dark gods in the lands of Khemit animate all living creatures that die within them. These corpses rise as mummy zombies, not nearly as powerful as true mummies and lacking the funeral wrappings. Their flesh is desiccated and often infused with the substances used to mummify the dead, which sometimes hides their walking corpse status under wafts of perfumed air. These undead retain some semblance of the minds they had in life, though twisted with hatred toward their companions who \xe2\x80\x9cLet them die,\xe2\x80\x9d and can use many of the skills they had in life, though not anything as complex as spellcasting.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Nihilethic \n'b' Family: Zombies \n'b' Medium undead , neutral evil \n'b' Armor Class 9 (natural armor) Hit Points 22 (3d8 + 9) Speed 20 ft., swim 30 ft.\n'b' STATS STR: 13 (+1) DEX: 6 (-2) CON: 16 (+3) INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +0 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison; bludgeoning, piercing and slashing from nonmagical attacks (only when in ethereal form) Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understand Primordial Notoan and the languages it knew in life but can\xe2\x80\x99t speak Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dual State . Like its nihileth creator, a nihilethic zombie can assume either a material or ethereal form. When in its material form, it has resistance to nonmagical attacks. In its ethereal form, it is immune to nonmagical attacks. Its ethereal form appears as a dark purple outline of its material form, with a blackish-purple haze within. It can change between the two forms as a bonus action. \n'b' Zombie Nature . Unless noted otherwise, a nihilethic zombie has the same traits as a zombie, including their Undead Fortitude. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam (material form only) . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage and the target must succeed on a DC 13 Constitution saving throw or become diseased. The disease has little effect for one minute; during that time, it can be removed by bless , lesser restoration , or comparable magic. After one minute, the diseased creature\xe2\x80\x99s skin becomes translucent and slimy. The creature cannot regain hit points unless it is at least partially underwater, and the disease can be removed only by heal or comparable magic. Unless the creature is either fully submerged or frequently doused with water, it takes 6 (1d12) acid damage every 10 minutes. If a creature dies while diseased, it rises in 2d6 rounds as a nihilethic zombie. This zombie is permanently dominated by the nihileth that commands the attacking zombie. \n'b' Withering Touch (ethereal form) . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) necrotic damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Sacrifice Life . A nihilethic zombie can sacrifice itself to heal a nihileth within 30 feet of it. All of its remaining hit points transfer to the nihileth in the form of healing . The nihilethic zombie is reduced to 0 hit points and it doesn\xe2\x80\x99t make an Undead Fortitude saving throw. A nihileth cannot be healed above its maximum hit points in this manner. \n'b' Void Body . The nihilethic zombie can reduce the damage it takes from a single source by 1d12 points. This reduction cannot be applied to radiant damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Nihilethic \n'b' Family: Zombies \n'b' Medium undead , neutral evil \n'b' Armor Class 8 Hit Points 37 (5d8 + 15) Speed 20 ft., swim 30 ft.\n'b' STATS STR: 13 (+1) DEX: 6 (-2) CON: 16 (+3) INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +0 Damage Immunities cold, necrotic, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands Void Speech and the languages it knew in life but can\xe2\x80\x99t speak Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Ghostly Body (Void Ghost Form Only) . The nihilethic zombie has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, the zombie can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Undead Fortitude . If damage reduces the nihilethic zombie to 0 hp , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hp instead. \n'b' Undead Nature . The nihilethic zombie doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam (Undead Form Only) . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) necrotic damage. \n'b' Withering Touch (Void Ghost Form Only) . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 8 (2d6 + 1) necrotic damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Void Shape . The nihilethic zombie magically transforms into a dark purple, Void ghost form or back into its Undead form. Its statistics, other than its speed and resistances, are the same in each form. Any equipment it is wearing or carrying changes with it. It reverts to its Undead form of it dies. \n'b'\n'b' REACTIONS \n'b'\n'b' Sacrifice Life . When the nihilethic zombie\xe2\x80\x99s controlling nihileth takes damage while within 30 feet of the zombie , the zombie can send its life force to the nihileth. The zombie\xe2\x80\x99s hp is reduced by up to the amount of damage the nihileth took, preventing that amount of damage to the nihileth. If this damage reduces the zombie to 0 hp , it is immediately destroyed. A nihileth can benefit from only one zombie\xe2\x80\x99s Sacrifice Life for each source of damage it takes. \n'b' Void Body . When the nihilethic zombie takes damage that isn\xe2\x80\x99t radiant, it can reduce the damage by 1d12. \n'b'\n'b' ABOUT \n'b' Eons ago, a group of aboleth left the Material Plane to wander through distant planes\xe2\x80\x94seeing them through magical scrying was not enough, so these aboleth used astral magic and bodily travel to see far beyond normal realms. \n'b' A Forgotten Tribe . As ages passed, memories of those who departed slowly faded from the minds of those aboleth who remained behind. Those few aboleth who did remember that long ago some of their kin had gone plane-wandering assumed that the wanderers died in distant hells or paradises. \n'b' Changed by Planar Wandering . The plane-wanderers hadn\xe2\x80\x99t died. Instead, their eons-long exposure to alien realms and the space between changed them, restructuring their life force, making them into something even more nightmarish\xe2\x80\x94but better able to withstand both strange hells and golden realms of eldritch delight. They returned even more corrupt and powerful than when left, and these wandering nihileths returned to the mortal world intent on spreading the influence of the Void and the utter evil they found in the vast darkness between worlds. \n'b' Undead Servitors . Humanoids, giants, and monstrosities that succumb to the nihileth\xe2\x80\x99s disease transform into servitors for the twisted aboleths. Most humanoids transform into nihilethic zombies, while the larger giants and monstrosities transform into nihilethic dominators. While the creatures retain much of the general shape they had in life, these servitors have translucent and slimy skin, and are adept swimmers, able to function in water or on land in service to their nihileth masters.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Ogre \n'b' Family: Zombies \n'b' Large undead , neutral evil \n'b' Armor Class 8 Hit Points 85 (9d10 + 36) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 6 (-2) CON: 18 (+4) INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands Common and Giant but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' Special Traits \n'b' Undead Fortitude : If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b' Actions \n'b' Morningstar : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b'\n'b' About \n'b' What was once an ogre has become a giant pile of rotten flesh, with only the barest hint of a humanoid shape beneath its hunched, lumbering form.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Okokiyat \n'b' Family: Zombies \n'b' Medium undead , unaligned \n'b' Armor Class 8 (natural armor) Hit points 22 (3d8 + 6) Speed 20 ft.\n'b' STATS STR: 15 (+2) DEX: 6 (-2) CON: 16 (+3) INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Immunities poison, psychic Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 7 Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' Special Traits \n'b'\n'b' Rejuvenation . If it has an ouanga, a destroyed okokiyat gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the ouanga. Undead Fortitude. If damage reduces the zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b'\n'b' Actions \n'b'\n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b'\n'b' About \n'b' This shuffling zombie is a moldy corpse devoid of any signs of intelligence. \n'b' Okokiyat zombies are created through by sculpting an effigy (an ouanga) out of wax or some other substance. The ouanga is then captured in a coffin or some other confinement, where the bokor uses it to control the okokiyat zombie. \n'b' Okokiyat zombies don\xe2\x80\x99t really fight, they stumble and trip onto people. Only the strategic mind of a bokor can put them to effective use.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Black Circle Agent \n'b' Medium humanoid (human), chaotic neutral \n'b' Armor Class 15 (studded leather armor) Hit Points 58 (9d8+18) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 19 (+4) CON: 14 (+2) INT: 13 (+1) WIS: 10 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +7, Deception +5, Perception +4, Stealth +10 Senses passive Perception 14 Languages Dhari, Low Atlantean, Circle sign language Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Black Flame A Black Circle agent has been granted the power of the black flame. As a bonus action, the agent can create a ball of black fire in one hand, with lasts for up to 1 minute. The black fire sheds light that only the agent can perceive, allowing him to see normally in what is otherwise complete darkness to others. \n'b' Throw Black Flame A Black Circle agent can throw his black flame as a bonus action at a target within 60 feet. If the target fails a Dex save (DC 16) it takes 2d6 fire damage at the start of each of its turns for the next 1d4 rounds. The flame can be put out as an action by the target or any creature adjacent to the target. \n'b' Poison Use Black Circle agents prefer poisons that hamper a victim\xe2\x80\x99s senses, such as Black Circle poison. When hit by a weapon coated in Black Circle poison, the victim must succeed on a Con save (DC 16) or take 2d6 poison damage and become unable to see any creature not within 5 feet of the victim. The victim can attempt a new save at the end of each of its turns to end the effect. \n'b' Sneak Attack (1/turn) . The agent deals 5d6 extra damage with his sneak attack , as per the rogue ability. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The agent attacks with his kukri twice. \n'b' Kukri . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 1d4+4 slashing damage and poison. \n'b'\n'b' ABOUT \n'b' This cloaked human wields a wicked kukri in one hand, while the other burns with a black flame.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Otyugh \n'b' Family: Zombies \n'b' Large undead , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 114 (12d10 + 48) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 11 (+0) CON: 19 (+4) INT: 6 (-2) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +4 Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Limited Telepathy . The otyugh zombie can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn\xe2\x80\x99t allow for the receiving creature to telepathically respond. \n'b' Undead Fortitude . If damage reduces the otyugh zombi e to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The otyugh zombie makes one Bite attack and two Tentacle or Tentacle Slam attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. For every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target\xe2\x80\x99s hit point maximum lasts until the disease is cured. \n'b' Tentacle . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target. \n'b' Tentacle Slam . The otyugh zombie slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh\xe2\x80\x99s next turn. On a successful save, the target takes half the bludgeoning damage and isn\xe2\x80\x99t stunned . \n'b'\n'b' ABOUT \n'b' While they can be created through the normal means of creating zombies, must zombie otyughs come into being through accident. While immune to mundane diseases, these offal eaters from time to time consume too much necrotic flesh. The result is a magical disease that eats the otyugh from the inside, turning it into a perverse and even fouler version of its living self.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Plague \n'b' Family: Zombies \n'b' Medium undead , neutral evil \n'b' Armor Class 8 Hit Points 22 (3d8 + 9) Speed 20 ft.\n'b' STATS STR: 13 (+1) DEX: 6 (-2) CON: 16 (+3) INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life but can\xe2\x80\x99t speak Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Death Burst . If the plague zombie is dropped to 0 hit points , it explodes in a burst of decaying flesh. Any creature within 15 feet of the plague zombie must make a saving throw against its Zombie Rot. \n'b' Zombie Rot . A creature who takes a bite or claw attack , or who is within 15 feet of the plague zombie when it drops to 0 hit points , must make a DC 13 Constitution saving throw. On a failed save, the creature contracts zombie rot. While it has zombie rot, the creature cannot regain hit points except via magical means, and it has vulnerability to slashing damage as its flesh rots. At the end of each long rest after being infected, the creature\xe2\x80\x99s maximum hit points are reduced by 3 (1d6) and it can repeat the saving throw, ending zombie rot on a success. Any reduction to the creature\xe2\x80\x99s hit point maximum is permanent until the zombie rot has been cured. The reduction ends after the creature\xe2\x80\x99s next long rest after being cured. If this reduction drops the creature to 0 hit points , the creature dies and rises as a plague zombie in 1d4 hours. \n'b' Actions \n'b' Multiattack . The plague zombie makes one bite attack and one slam attack . \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 4 (1d6 + 1) piercing damage, and the creature must make a DC 13 Constitution saving throw or contract zombie rot. \n'b' Slam . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 4 (1d6 + 1) bludgeoning damage, and the creature must make a DC 13 Constitution saving throw or contract zombie rot. \n'b' About \n'b' This creature looks like a desiccated humanoid with grayish, leathery flesh. It is naked except for thin strands of tattered cloth. These strips of linen are crusted in dried blood and pus that oozes from sickly boils and other plague-born afflictions of the zombie\xe2\x80\x99s skin.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Poisonous Snake \n'b' Family: Zombies \n'b' Tiny undead , neutral evil \n'b' Armor Class 10 (natural armor) Hit Points 5 (1d4 + 3) Speed 20 ft., swim 20 ft.\n'b' STATS STR: 2 (-4) DEX: 10 (+0) CON: 16 (+3) INT: 1 (-5) WIS: 6 (-2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities exhaustion , poisoned Senses blindsight 10 ft., darkvision 60 ft., passive Perception 8 Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Undead Fortitude . If damage reduces the zombie snake to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie poisonous snake drops to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 1 piercing damage, and the victim must make a DC 13 Constitution saving throw, taking 9 (2d8) points of poison damage on a failed save, or half as much on a successful save. If the poison damage reduces the target to 0 hit points , the target is stable but poisoned for one hour, even after regaining hit points , and is paralyzed while poisoned in this way. \n'b'\n'b' ABOUT \n'b' Poisonous zombie snakes are undead serpents that deliver a deadly bite. The tiny asps are created using vipers. Their bodies often show the wounds that caused their deaths. Necromancers and other evil sorcerers occasionally animate entire barrels of the serpents to provide added defenses for their homes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Purple Worm \n'b' Family: Zombies \n'b' Gargantuan undead , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 247 (15d20 + 90) Speed 50 ft., burrow 30 ft.\n'b' STATS STR: 28 (+9) DEX: 7 (-2) CON: 22 (+6) INT: 1 (-5) WIS: 8 (-1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +4 Damage Immunities poison Condition Immunities poisoned Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 15 (13,000 XP) \n'b' Special Traits \n'b' Tunneler . The worm can burrow through solid rock as half its burrow speed leaving a 10-foot-diameter tunnel in its wake. \n'b' Undead Fortitude . If damage reduces the zombie purple worm to 0 hit points , it makes a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b' Actions \n'b' Multiattack . The worm makes two attacks: one with its bite and one with its stinger. \n'b' Bite . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) necrotic damage at the start of each of the worm\xe2\x80\x99s turns. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone . \n'b' Tail Stinger . Melee Weapon Attack : +14 to hit, reach 10 ft., one creature. Hit : 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' This undead monster\xe2\x80\x99s long form is wrapped in a lattice of dry leathery hide. A loathsome smell and rotting bits of viscera seep out through gaping tears and holes upon its diseased and faded purple flesh.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Demon, Yek \n'b' Family: Demons \n'b' With a flattened, lupine face and skin pulled taut over its skeletal frame, the creature is terrible to behold. It wears entrails and bones of previous victims over its dark red fur and has black spikes jutting from its spine. \n'b' Small fiend (demon), chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 77 (14d6 + 28) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 15 (+2) INT: 9 (-1) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +5, Dexterity +5, Constitution +4, Intelligence +1 Skills Perception +3, Stealth +5 Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 13 Languages Abyssal, telepathy 120 ft. Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Devouring Swarm . If a creature has three or more yek attached to it from a bite attack at the end of its turn, the creature must succeed on a DC 12 Constitution saving throw or its Constitution score is reduced by 1d4 as the demons feast upon the creature\xe2\x80\x99s flesh. \n'b' Magic Resistance . The yek has advantage on saving throws against spells and other magical effects. \n'b' Pack Tactics . The yek has advantage on attack rolls against a creature if at least one of the yek\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Multiattack . The yek makes one bite attack and one claw attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 13 (3d6 + 3) piercing damage, and, if the target is Large or smaller, the yek demon attaches to it. While attached, the yek demon can make this attack only against the target and has advantage on the attack roll. The yek demon can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the yek demon by succeeding on a DC 13 Strength check. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (3d4 + 3) slashing damage. \n'b' About \n'b' Pack of Cannibals . Yek are loathsome fiends, hated by other demons because of their cannibalistic tendencies. They are creatures that do not care what flesh they feed upon but prefer it to be raw and wriggling. Though vicious fighters alone, they are rarely encountered without their pack. Even the most powerful of fiends can be brought down by a pack of yek. \n'b' Pack Loyalties . The lesser yek demons are completely subservient to their pack leader, sometimes called the alpha yek, and follow that leader\xe2\x80\x99s direction in all things. This includes targets to attack , to which demon lord to swear obeisance, and when to betray one demonic warlord for another. They always move together as a group, directed by the strongest. When a yek pack leader is slain, the lesser yek scatter in complete disarray. \n'b' They choose another leader within a few days, celebrating the occasion with an unholy feast. Some demonologists have confirmed that the weakest member of the pack is devoured by the new leader during this feast. \n'b' While yek demons usually choose their own masters, they are among the most mercenary of demons and can be bargained with to a greater degree than most. An evil spellcaster can perform a yek summoning ritual (its details shared among malign warlords and wizards) offering \xe2\x80\x9cblood and bone and a stream of rich and constant plunder\xe2\x80\x9d to the demons\xe2\x80\x99 pack leader, in exchange for service against a particular foe. If the plunder and cartloads of bone are not forthcoming (as, for instance, when a foe withdraws from the battlefield), the yek demons invariably take their fee out of their summoner or that summoner\xe2\x80\x99s troops and followers. \n'b' This practice sometimes spreads to merely rapacious and opportunistic armies seeking an edge. For instance, in a controversial move, the armies of the Dragon Empire have begun using yek as shock troops, summoning the fiends behind enemy lines and letting them do the dirty work.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Pyre \n'b' Family: Zombies \n'b' Medium undead , neutral evil \n'b' Armor Class 12 (natural armor) Hit Points 15 (2d8 + 6) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 6 (-2) CON: 16 (+3) INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire, poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Undead Fortitude . If damage reduces the pyre zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5+ the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b' Magic Resistance . The zombie has advantage on saving throws against spells and other magical effects. \n'b' Violent Combustion . Whenever the pyre zombie is hit, it violently explodes. Every creature with a 5 foot radius must make a DC 13 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much on a successful one. \n'b'\n'b' Actions \n'b'\n'b' Slam . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 8 (2d6 + 1) bludgeoning damage plus 7 (2d6) fire damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Rhinoceros Beetle \n'b' Family: Zombies \n'b' Large undead , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 114 (12d10 + 48) Speed 20 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 18 (+4) INT: 2 (-4) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft, passive Perception 10 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Trample . If the zombie beetle moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be forced\xc2\xa0 prone . If the target is prone , the beetle can make one slam attack against it as a bonus action. \n'b' Turn Resistance . The zombie beetle has advantage on saving throws against any effect that turns undead. \n'b' Undead Fortitude . If damage reduces the beetle zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The beetle zombie makes one bite attack , one slam attack, and one gore attack. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 16 (3d6 + 6) piercing damage. \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) bludgeoning damage. \n'b' Gore . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 19 (2d12 + 6) piercing damage.'} |
Subsets and Splits