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Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Cecum \n'b' Family: Devils \n'b' Medium fiend , lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 189 (18d8 + 108) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 23 (+6) CON: 22 (+6) INT: 21 (+5) WIS: 18 (+4) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +12, Con +12, Cha +13 Skills Arcana +11, Deception +13, Insight +10, Perception +10, Persuasion +13, Stealth +12 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities fire, poison, psychic Condition Immunities charmed , poisoned Senses darkvision 120 ft., passive Perception 19 Languages Abyssal, Celestial, Common, Infernal, telepathy 120 ft. Challenge 17 (18,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the cecum devil\xe2\x80\x99s darkvision . \n'b' Magic Resistance . The cecum devil has advantage on saving throws against spells and other magical effects. \n'b' Multiple Heads . The cecum devil has six heads. As long as it has more than one head, the devil has advantage on saving throws against being blinded, deafened, frightened, stunned, and knocked unconscious. Whenever the cecum devil takes 30 or more damage in a single turn, one of its heads dies. If all its heads die, the devil dies. At the end of its turn, it grows one head for each of its heads that died since its last turn unless it has taken acid damage since its last turn. The devil regains 15 hit points for each head regrown in this way. \n'b' Personal Pocket Dimension . The cecum devil can move to and from its pocket dimension as a bonus action. While attacking from its pocket dimension, it has advantage on attack rolls, and other creatures have disadvantage on saving throws against spells and effects originating from it. If the devil dies, its pocket dimension collapses, instantly transporting each other creature to the location from which it originally accessed the dimension. \n'b' Innate Spellcasting . The cecum devil\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 20). The devil can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : charm person , enthrall \n'b' 1/day : dominate person \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cecum devil makes a bite attack with each of its heads. It can instead replace a bite attack with an eye beam attack with up to half of its heads (rounded down). \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage plus 9 (2d8) poison damage, and the target must succeed on a DC 19 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature has disadvantage on saving throws against spells and abilities that inflict the charmed condition. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Dimensional Shunt (Recharges after a Short or Long Rest) . The cecum devil opens a portal to its pocket dimension, and a willing creature or one charmed by the cecum devil uses its reaction to move through the portal. The portal remains open for 1 minute. A creature can find the entrance to the devil\xe2\x80\x99s pocket dimension with a successful DC 19 Intelligence ( Arcana ) check. \n'b' Eye Beam . The cecum devil fires a beam of energy at a creature it can see within 90 feet of it. The targeted creature must make a DC 19 Dexterity saving throw, taking 27 (6d8) psychic damage on a failed save or half as much damage on a successful one. The devil can use one of its eye beams to instead target a creature with a charm person spell. \n'b'\n'b' ABOUT \n'b' A tall, exquisitely robed figure glides silently forward, hand outstretched, beckoning. You\xe2\x80\x99ve never seen anything so flawless, so sensuously beautiful, as that elegantly gesturing hand. \n'b' You step forward, your comrades\xe2\x80\x99 muffled warnings distant and childlike. There\xe2\x80\x99s no horror when the hood falls back, only cold, reptilian perfection-six, jewel-eyed viper heads gleam and sway hypnotically atop writhing, serpentine necks. Blissfully you reach out your hand\xe2\x80\xa6 \n'b'\n'b' Personal Demesne . A cecum devil has access to a pocket dimension large enough to fit a mansion and a quarter acre of grounds outside the purview of Hell. The devil keeps its home away from home well?appointed and stores its favorite treasures as well as its mortal captives here. \n'b' Hostage Takers . Usually at the behest of archdevils, cecum devils use their coercive abilities to collect high-profile targets, granting their employers leverage on bargains with mortals. A few cecum devils quietly apply this kidnapping scheme to build their own power base. \n'b' Hydra Affinity . Cecum devils closely guard the secret of the physical similarities between them and hydras. They often entice lesser creatures to live in their pocket dimensions while allowing the hydras to hunt hostages who no longer have use or whatever prey the devils think might prove a challenge to their \xe2\x80\x9cpets.\xe2\x80\x9d'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angel of Honor \n'b' Family: Angels \n'b' Medium celestial , lawful good \n'b' Armor Class 16 (breastplate) Hit Points 75 (10d8 + 30) Speed fly 30 ft. (hover)\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 14 (+2) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +6, Wisdom +5, Charisma +5 Skills Athletics +6, Insight +5, Perception +8, Religion +5 Senses darkvision 60 ft., passive Perception 18 Languages all, telepathy 120 ft. Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The angel of honor has advantage on saving throws against spells and other magical effects. \n'b' Sword-Bound . The angel of honor can call both of its swords from heaven or send them back as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The angel of honor makes two glass shortsword attacks and two radiant shortsword attacks. \n'b' Glass Shortsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Radiant Shortsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) radiant damage. \n'b' Mark of Honor . The angel of honor chooses a creature within 30 feet and marks it. A celestial mark appears right above the head of the creature, glowing with a bright yellow light. The creature is marked for 3 turns. An angel of honor never marks a creature that is not evil or that is not dishonorable. The angel of honor deals an extra die of damage with its swords against creatures marked in this way. If a creature is marked by the angel(s) of honor 3 times, the mark stays indefinitely, or until it atones for its sins. \n'b'\n'b' ABOUT \n'b' Angels of Honor are the embodiment of honor. Although all angels can be considered honorable, these angels directly represent heavenly honor: The duels observed by them are considered holier, creatures in their presence tend to act more honorably, and every honorable act executed near them is filled with divine determination. \n'b' Companion of the Honorable . An angel of honor helps those devoted to honor, try to warn the honorable against the possible suffering caused by dishonorable acts, and even try to prevent them. \n'b' Divine Creation . An angel of honor is an angel and doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Unnatural Swords . An angel of honor always carries two shortswords; one of glass, forged from the air of heaven, and the other of pure light, forged from the light of heaven. Unless the angel wills them to stay and be used by others, its swords are destroyed upon its death. \n'b' A dishonorable creature who tries to wield the glass sword of an angel of honor cannot move it regardless of how strong it is, since honor is an especially heavy burden to carry. No evil creature can interact with the radiant sword, as it appears as a hue of light to everyone but true believers, who are the only ones that can see the true nature of heavenly light.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Cerberus \n'b' Family: Devils \n'b' Huge fiend (devil), lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 294 (28d12 + 112) Speed 60 ft.\n'b' STATS STR: 25 (+7) DEX: 13 (+1) CON: 18 (+4) INT: 6 (-2) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8, Constitution +11, Wisdom +8 Skills Perception +8 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 18 Languages Infernal, telepathy 120 ft. Challenge 24 (62,500 XP) \n'b' Special Traits \n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede Cerberus\xe2\x80\x99 darkvision . \n'b' Keen Hearing and Smell . Cerberus has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Legendary Resistance (3/day) . If Cerberus fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . Cerberus has advantage on saving throws against spells and other magical effects. \n'b' Multiple Heads . Cerberus has three heads. While it has more than one head, Cerberus has advantage on saving throws against being blinded , charmed , deafened, frightened , stunned, or knocked unconscious. Whenever Cerberus takes 40 or more damage in a single turn, one of its heads dies. If all its heads die, Cerberus dies. \n'b' Actions \n'b' Multiattack . Cerberus makes three bite attacks and one claw attack . \n'b' Bite . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 23 (3d10 + 7) piercing damage plus 14 (4d6) fire damage. \n'b' Claw . Melee Weapon Attack : +14 to hit, reach 10ft., one target. Hit : 20 (3d8 + 7) slashing damage. \n'b' Fire Breath (Recharge 5-6) . One of Cerberus\xe2\x80\x99 heads releases a 60-foot cone of flames. Each creature in the area must make a DC 18 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful saving throw. Each head has its own recharge counter. \n'b' Legendary Actions \n'b' Cerberus 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. Cerberus regains spent legendary actions at the start of its turn. \n'b' Open/Close the Gate . Cerberus causes the Gate of Hell to open if it is closed, or close if it is open. \n'b' Bite . Cerberus makes a Bite attack . \n'b' Fire Breath (Costs 3 Actions) . Cerberus uses its Fire Breath ability, even if it has not recharged. \n'b' About \n'b' This creature is a giant-sized three-headed dog. His fur is black and matted, and his eyes are crimson. Each mouth is dominated by long fangs, and each mouth drips foul-smelling saliva. \n'b' The triple-headed Cerberus is the guardian of Hades. There is only one in existence and most creatures (both living and dead) are grateful for this fact. Cerberus is tasked with the duty of keeping dead souls in Hades. If a dead soul attempts to pass beyond the Gates of Hades and back into the land of the living, Cerberus attacks relentlessly until that soul returns to Hades. If slain, the soul is immediately devoured by Cerberus and is lost forever. Cerberus is also tasked with keeping living creatures out of the land of the dead (adventurers being what they are, they love to journey to Hades). Living creatures that attempt to move past Cerberus into Hades (through the main gates) are immediately attacked. \n'b' Cerberus is a 30-foot-long black mastiff. He rarely chooses to communicate with creatures even though he speaks several languages. \n'b' Cerberus only attacks if a dead soul attempts to pass beyond the Gates of Hades into the land of the living or if a living creature attempts to enter the Realm of the Dead. Cerberus never willingly moves more than 60 feet from the Gates and cannot be removed by any means, short of a god\xe2\x80\x99s magic. \n'b' He opens combat with his baneful howl and quickly follows with his breath weapon. Living creatures that do not retreat are subjected to his bite and claw. Cerberus attacks until all his opponents are dead or have retreated. The souls of those he kills are allowed to pass beyond the Gates and into Hades while Cerberus feasts on their body. \n'b' If slain, Cerberus\xe2\x80\x99 corpse melts into smoldering slime before fading away.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Chain \n'b' Family: Devils \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 85 (10d8 + 40) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 18 (+4) INT: 11 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +4, Cha +5 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages Infernal, telepathy 120 ft. Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Devil\xe2\x80\x99s Sight : Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision. \n'b' Magic Resistance : The devil has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack : The devil makes two attacks with its chains. \n'b' Chain : Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn\xe2\x80\x99t already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns. \n'b' Animate Chains (Recharges after a Short or Long Rest) : Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil\xe2\x80\x99s control, provided that the chains aren\xe2\x80\x99t being worn or carried. Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can\xe2\x80\x99t make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies. \n'b'\n'b' Reactions \n'b'\n'b' Unnerving Mask : When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature\xe2\x80\x99s departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn. \n'b' About \n'b' Wickedly barbed chains adorn this lean figure, and gaps in the bindings reveal deathly pale flesh etched with jagged scars.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Chort \n'b' Family: Devils \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 187 (15d8 + 120) Speed 30 ft.\n'b' STATS STR: 24 (+7) DEX: 20 (+5) CON: 26 (+8) INT: 18 (+4) WIS: 20 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Dex +9, Con +12, Int +8, Cha +9 Skills Athletics +11, Deception +9, Insight +9, Perception +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities cold, fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 19 Languages Celestial, Common, Infernal, telepathy 120 ft. Challenge 12 (8,400 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the chort devil\xe2\x80\x99s darkvision . \n'b' Hellish Weapons . The chort devil\xe2\x80\x99s weapon attacks are magical. When the devil hits with any weapon, the weapon deals an extra 4d6 fire damage (included in the attack ). \n'b' Magic Resistance . The chort devil has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The chort devil makes one Claw attack and two Ranseur attacks, or it makes four Hurl Flame attacks. \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 12 (2d4 + 7) slashing damage plus 14 (4d6) fire damage, and the target must succeed on a DC 17 Constitution saving throw or have disadvantage on ability checks and saving throws that use Charisma for 1 hour or until cured by a lesser restoration spell or similar magic. \n'b' Ranseur . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 12 (1d10 + 7) piercing damage plus 14 (4d6) fire damage. \n'b' Hurl Flame . Ranged Spell Attack : +9 to hit, range 120 ft., one target. Hit : 19 (4d6 + 5) fire damage. \n'b' Teleport . The chort devil magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. \n'b' Spellcasting . The chort devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):\n'b'\n'b'\n'b' At will : charm person , illusory script (as an action) \n'b' 3/day each : dispel magic , modify memory \n'b' 1/day : haste \n'b'\n'b' ABOUT \n'b' Small horns crown this pig-faced devil\xe2\x80\x99s head. It stands on shaggy goat legs and holds a flaming polearm in its clawed hands. It bears a wicked gleam in its black eyes. \n'b' Bad Bargains . Quick and canny, a chort devil delights in enticing mortals to make terrible bargains. A chort wants its victim to know it is dealing with a devil. The relative straightforwardness of this approach enables the creature to better deceive victims. After all, the chort affirms, if the victims weren\xe2\x80\x99t so desperate, they wouldn\xe2\x80\x99t be bargaining with a devil. If necessary, an implied threat of immolation gives it greater bargaining power, but the devil is careful not to torture or otherwise harm its patsy, as that voids any potential contract. \n'b' Recitation of Contracts . Occasionally, some poor fool believes he can trick a chort and escape a legal bargain. The devil appears and recites the entirety of the contract its victim signed, replete with embarrassing details about a dispatched rival, the ensnarement of a lover, and other disclosures. A chort ensures all those entangled in its victim\xe2\x80\x99s affairs are present to hear the recitation, and it disappears once all the victim\xe2\x80\x99s dark secrets have been revealed. \n'b' Smear Tactics . An opponent of the chort often finds itself the victim of its own hubris, as the devil digs up or creates vile tales about the opponent. For example, it may steal a paladin\xe2\x80\x99s sword and use it to murder an especially pious person, leaving the sword in the victim. Thus, a chort dispatches a foe resistant to its manipulations, brings suspicion to a potential foe, and taints a weapon\xe2\x80\x94at least in reputation\xe2\x80\x94which might be used against it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Contract \n'b' Family: Devils \n'b' Spikes jut out from this crimson fiend\xe2\x80\x99s skull and above its brimming jade eyes, scripts and papers covered in a host of languages-contracts-wrapped about its arms. \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 57 (6d10+24) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 19 (+4) CON: 18 (+4) INT: 20 (+5) WIS: 19 (+4) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcane +7, Deception +7, Insight +6, Persuasion +7, Religion +7 Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire, poison Condition Immunities charmed , poisoned Senses darkvision 60 ft., passive Perception 14 Languages Common, Draconic, Infernal, telepathy 100 ft. Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The contract devil\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The contract devil can innately cast the following spells, requiring no material components: At will: detect thoughts , produce flame , tongues 3/day each: dimension door (self only), identify , major image , sending 1/day each: arcane eye , bestow curse , contact other plane , hold person , locate creature , scorching ray , silence , plane shift (evil planes only), teleport (self only) Magic Resistance . The contract devil has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The contract devil makes two whipping contract attacks. \n'b' Whipping Contract . Melee Weapon Attack : +6 to hit, reach 15 ft., one target. Hit : 9 (2d4 + 4) magical slashing damage. A creature that has made any kind of agreement with the contract devil and takes damage from this attack makes a DC 15 Charisma saving throw or gains the charmed condition for 1 minute. \n'b' When powerful mages beseech dark powers, contract devils use their acumen with words and understanding of fell agreements to entrap all but the cleverest bargainers. These fiends frequently goad fools into making deals without realizing their error-a mistake that proves severe indeed. When forced to enact rites or to entreat a weak mind within a holy place, contract devils use their magic to act through intermediaries or strike deals which they are positive can be collected upon after a mortal has passed on.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Crystalline \n'b' Family: Devils \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 102 (12d8 + 48) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 18 (+4) INT: 14 (+2) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +4, Cha +5 Skills Deception +8, Insight +4, Stealth +7 Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages Celestial, Common, Infernal, telepathy 120 ft. Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the crystalline devil\xe2\x80\x99s darkvision. \n'b' False Appearance (Gemstone Form Only) . While the devil remains motionless, it is indistinguishable from an ordinary gemstone. \n'b' Glittering Temptation (Gemstone Form Only) . The devil sheds dim light in a 5-foot radius. Each creature that starts its turn within 30 feet of the devil and that can see it must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute. While charmed , a creature is incapacitated and must move on its turn toward the devil by the safest route, trying to get within 5 feet of the devil to hold it. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, a creature is also immune to this devil\xe2\x80\x99s Glittering Temptation for the next 24 hours. A creature charmed by the devil has disadvantage on the saving throw against Crystalline Spray. \n'b' Magic Resistance . The crystalline devil has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The devil makes three Claw attacks. \n'b' Shard Claw (Fiend Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b' Crystalline Spray (Recharge 5\xe2\x80\x936) . The crystalline devil sprays a burst of crystal shards. Each creature within 15 feet of the devil must make a DC 15 Dexterity saving throw, taking 27 (6d8) piercing damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Betraying Carbuncle . The crystalline devil magically transforms into a Small or smaller gemstone or back into its true form, which is a Fiend. Its statistics, other than its size, are the same in each form, except it can\xe2\x80\x99t move or speak when in its gemstone form. Any equipment it is wearing or carrying transforms with it. It reverts to its true from if it dies. \n'b'\n'b' ABOUT \n'b' This gem-encrusted devil grins with jagged teeth and bares claws as sharp as glass. \n'b'\n'b' Gem-Coated . Crystalline devils resemble gem-coated humanoids with cruel, twisted faces, jagged teeth, and terrible talons like shards of broken glass. Their feet, however, are soft and bare, allowing them to pad along in silence as they seek a favorable spot to assume gem form. \n'b' Winking Jewels . In its treasure form, a crystalline devil resembles a sparkling jewel, glowing with a warm inner light. It seeks to catch the eye of an unwary creature whose mind it might corrupt to greed and murder. If its identity is discovered in gem form, it reassumes its normal form and attacks. \n'b' Passed Along . After insinuating themselves into groups, crystalline devils encourage betrayal and murder, then persuade a host to pass on their treasure as atonement for their crimes. \n'b'\n'b' Variant: Devil Summoning \n'b' Some crystalline devils also have the following additional action option that allows them to summon other devils. \n'b'\n'b' Summon Devil (1/Day) . The crystalline devil magically calls one jewel-encrusted, fiendish animated armor that has the crystalline devil\xe2\x80\x99s damage resistances and immunities. The crystalline devil has a 25 percent chance of calling one crystalline devil instead. The called creature arrives in 1d4 rounds, acting as an ally of the devil and obeying its telepathic commands. The creature remains for 1 hour, until the devil dies, or until the devil dismisses it as a bonus action.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Cull \n'b' Family: Devils \n'b' Medium fiend , lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 121 (22d8+22) Speed 40 ft., fly 80 ft., 40 ft. (climb)\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 12 (+1) INT: 14 (+2) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +8, Persuasion +8 Saving Throws Dex +6, Cha +8 Damage Immunities poison Condition Immunities poisoned Damage Resistances cold, fire, bludgeoning, piercing and slashing from non-magical weapons Senses darkvision 120 ft. passive Perception 13 Languages Common, Infernal, Sylvan Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The cull\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 16). The cull can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : telekinesis \n'b' 1/day each : mirror image \n'b'\n'b' Phantasmal Mirror . cull use this ability when they are surrounded. By drawing upon the ring of diamonds, they raise magical mirrors all about them so that anyone looking upon the cull is subject to the sorcery. Each creature within 30 feet of the cull who can see the mirrors must make a Wisdom save (DC 16). Those who fail take 4d10 psychic damage and are stunned . At the start of their turn, they make again attempt to save. If they succeed, they shake off the effect. If they fail, they remain stunned and take a further 4d10 psychic damage. Any creature reduced to 0hp by this effect has their soul trapped in the cull\xe2\x80\x99s Mirror of Life Trapping . Anyone making their saving throw is immune from the phantasmal mirror for 24 hours. \n'b' Mirror of Life Trapping . Each Cull has a Mirror of Life Trapping bound to them. Should their mirror ever be shattered, they can form a new one after 24 hours. If the cull is killed, the mirror will continue to hold anyone already caught but loses its ability to entrap anyone. \n'b' Magic Resistance . The cull has advantage on saving throws against spells and other magical effects. \n'b' Mirror Movement (3/day) . While in its lair, the cull may, as its movement action, enter a mirror within 10 feet of it and emerge from any other mirror in the lair. \n'b'\n'b' ACTIONS \n'b'\n'b' Nine Ring Broadsword . Melee Weapon Attack : +4 to hit, reach 5 ft. one target. Hit : 6 (1d8+2) slashing. On a critical hit, the weapon inflicts an additional 14 slashing damage. \n'b' Whip . Melee Weapon Attack : +7 to hit, reach 15 ft. one target. Hit : 5 (1d4+3) slashing. On a hit, the target must make a DC 16 Strength save or suffer 2d10 Thunder damage. \n'b' Ice Storm (Recharge 6) . By snapping its whip, the Cull can hurl an ice storm as per the spell. This is created by actually hurling ice shards from its personal mist aura, rather than creating a spell, so it cannot be countered. \n'b'\n'b' ABOUT \n'b' Long ago, the cull shaped and molded their forms to mimic those of the dryads and other sylphs of the forest. To all appearances, they look like a human woman. They are tall and thin, their skin is pale and in the light translucent. Their hair hangs down in long curls upon their shoulders. The hair itself is of a pinkish hue, though beneath that color it is white. Long lashes shroud their wide, unblinking eyes. Their form is flawless, their hair never moves, they do not bruise or show wounds until death takes them. Wings hang over them, riding upon their backs, barely discernible to the naked eye; but when viewed appear with feathers, long and graceful. Their arms are overly long, with fingers to match and nails like claws. Their spines are clearly visible, pushing at the taut skin upon their backs. They are beautiful to behold, though terrible to see. A slight haze circles the cull at all times, it appears as a thin mist, only a few inches wide. It moves extremely quickly, circling her, between her legs and up around the back of her head. It consists of millions of tiny shards of diamonds. \n'b' Devil in the Circle . Cull are highly intelligent and exceedingly organized. With orderly thoughts, they organize everything around them. Their lairs, almost always built of white stone, evenly cut, lie in circular rooms. Corridors are in circles as well, there are no corners in the world of the cull. Few furnishings adorn their abodes, for the cull cannot lie down, nor sit. They almost always have mirrors in their halls, however; mirrors that hang upon the walls, rest upon the floor, or cling to the ceiling. The mirrors serve the cull as doorways, leading to other portions of their lair, or often to other palaces in the Wretched Plains or beyond them into the outer planes. \n'b' Narcissistic . The cull look at themselves constantly. They cherish jewels, but favor diamonds, pearls, and white opals. They have a tremendous envy of all things beautiful. If they cannot own it, they seek to destroy it. \n'b' Strange Officers . When the cull ride to war, they gather their cohorts around them in great circles; they carry huge mirrors at the fore, and these are their banners. The mirrors are magical and cast doubt and consternation before them. The cull favor whips of chain and adorn their bodies in white armor emblazoned with circles of varying size.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Endbringer \n'b' Family: Devils \n'b' Gargantuan fiend ( devil ), lawful evil \n'b' Armor Class 19 (natural armor) Hit Points 418 (27d20 + 135) Speed 30 ft., fly 60 ft. (can hover)\n'b' STATS STR: 26 (+8) DEX: 18 (+4) CON: 21 (+5) INT: 16 (+3) WIS: 19 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +12, Dex +11, Wis +11 Damage Immunities fire, poison Condition Immunities poisoned Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks; acid, cold Senses darkvision 60 ft., devil sight, passive Perception 14 Languages Celestial, Draconic, Infernal; telepathy 100 ft. Challenge 23 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cargo Cavity . An endbringer has a sizable cavity within its body. This space can comfortably fit eight Large or smaller creatures (or four Huge creatures). Any creature inside is protected from the external environment, no matter how hostile, and can breathe as normal. An endbringer has control over what enters and what leaves its cargo cavity. Entering or leaving a willing endbringer requires 10 feet of movement, during which the endbringer cannot move. Creatures cannot enter an uncooperative endbringer, but they can try to escape from inside as if they were attempting to escape being grappled (escape DC 25). Alternatively, some endbringers have this cavity replaced with a device capable of generating minor passages to Hell. This grants them they ability to cast gate , as the spell, only to call a devil. The endbringer must complete a short or long rest before gating another devil. Called devils aren\xe2\x80\x99t trapped by this ability, and they aren\xe2\x80\x99t forced to do the endbringer\xe2\x80\x99s bidding, though they are usually friendly to the endbringer. \n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the endbringer\xe2\x80\x99s darkvision . \n'b' Living Starship . An endbringer can take the form of a living starship while in space, moving at starship speeds and engaging in combat at that scale. An endbringer has no ability to enter space on its own. \n'b' Magic Resistance . The endbringer has advantage on saving throws against spells and other magical effects \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The endbringer makes two slam attacks and four kick attacks. \n'b' Hellish Glare . Ranged Weapon Attack : +11 to hit, range 360 ft., one target. Hit : 44 (8d10) fire damage plus 44 (8d10) force damage. \n'b' Kick . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 29 (6d6 + 8) bludgeoning damage. \n'b' Slam . Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 24 (3d10 + 8) bludgeoning damage. \n'b' Cataclysm . An endbringer in starship form can crash-land on a planet, space station, or similar object (as long as that object is at least 10 times the devil \xe2\x80\x99s size ). This devastating landing deals 60 (15d6+8) bludgeoning damage (no save) to creatures and objects in the area where the devil lands (a 30-foot-by-30-foot square) to all creatures and objects within 50 feet of the landing space must make a DC 25 Dexterity saving throw, taking 47 (6d12+8) bludgeoning damage on failed save and half as much on a success. If the endbringer crash-lands on a planet with an atmosphere, the heat of entry adds 35 (10d6) fire damage to the damage dealt. After using this ability, an endbringer is incapacitated for 1d4 rounds and then transforms into its terrestrial form. \n'b'\n'b' ABOUT \n'b' Endbringer devils, called dhalochar in the infernal tongue, are forged to embody diabolical conquest. They are vessels and weapons of ruin, designed to create beachheads upon even the best defended worlds. They were made to withstand the depths of space and can traverse the void, stalking worlds like apocalyptic meteors. Any witnesses who survive an endbringer\xe2\x80\x99s devastating crash landing swiftly realize that the titan\xe2\x80\x99s assault has only just begun. \n'b' An endbringer devil stands roughly 90 feet tall and weighs approximately 400 tons.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Erinyes \n'b' Family: Devils \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 18 (plate) Hit Points 153 (18d8 + 72) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 14 (+2) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +8, Wis +6, Cha +8 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses truesight 120 ft., passive Perception 12 Languages Infernal, telepathy 120 ft. Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Hellish Weapons : The erinyes\xe2\x80\x99s weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks). \n'b' Magic Resistance : The erinyes has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack : The erinyes makes three attacks. \n'b' Longsword : Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage. \n'b' Longbow : Ranged Weapon Attack : +7 to hit, range 150/600 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned . The poison lasts until it is removed by the lesser restoration spell or similar magic. \n'b'\n'b' Reactions \n'b'\n'b' Parry : The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon. \n'b' About \n'b' Some calamity has befallen this angelic warrior. Wings stained black shear the air as her merciless eyes search for a target.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animal, Wolf \n'b' Family: Canines \n'b' Medium beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 11 (2d8 + 2) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 12 (+1) INT: 3 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Senses : passive Perception 13 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Keen Hearing and Smell : The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. \n'b' Pack Tactics : The wolf has advantage on attack rolls against a creature if at least one of the wolf\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) 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' This powerful canine watches its prey with piercing yellow eyes, darting its tongue across sharp white teeth.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Alliumite, Rapscallion \n'b' Family: Alliumite \n'b' Small plant , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 38 (7d6 + 14) Speed 30 ft., burrow 20 ft., swim 20 ft.\n'b' STATS STR: 6 (\xe2\x80\x932) DEX: 18 (+4) CON: 14 (+2) INT: 9 (\xe2\x80\x931) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Survival +3, Stealth +6 Senses darkvision 60 ft., passive Perception 13 Languages Common, Sylvan Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Camouflage . The alliumite has advantage on Dexterity ( Stealth ) checks it makes in any terrain with ample obscuring plant life. \n'b' Tearful Stench . Each creature other than an alliumite within 5 feet of the alliumite when it takes damage must succeed on a DC 14 Constitution saving throw or be blinded until the start of the creature\xe2\x80\x99s next turn. On a successful saving throw, the creature is immune to the Tearful Stench of all alliumites for 1 minute. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The rapscallion makes two Thorny Rapier attacks or one Thorny Rapier attack and one Grappelvine Whip attack . \n'b' Thorny Rapier . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage plus 3 (1d6) slashing damage. \n'b' Grapplevine Whip . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 9 (2d4 + 4) slashing damage. If the target is holding a weapon, it must succeed on a DC 14 Strength saving throw or drop the weapon. If it is holding more than one weapon, it drops only one. \n'b'\n'b' REACTIONS \n'b'\n'b' Grapplevine Escape . When a creature the rapscallion can see hits it with a melee attack , the rapscallion can use its whip to swing up to 20 feet away from the attacker, provided the nearby terrain includes a feature the rapscallion can use to swing, such as a branch, chandelier, ledge, mast, railing, or similar. This movement doesn\xe2\x80\x99t provoke opportunity attacks. \n'b' Pungent Retort . When a creature the rapscallion can see within 60 feet of it starts its turn or casts a spell, the rapscallion issues forth a string of insults cleverly crafted to make a foe cry. If it can hear the rapscallion, the target must succeed on a DC 14 Wisdom saving throw or sob uncontrollably until the start of the rapscallion\xe2\x80\x99s next turn. A sobbing creature has disadvantage on ability checks and attack rolls and must succeed on a DC 14 Constitution saving throw to cast a spell that requires the spellcaster to see its target. The spellcaster doesn\xe2\x80\x99t lose the spell slot on a failure. \n'b'\n'b' ABOUT \n'b' The dapper onion person waves its kale-fronded hat in a grand sweep as it swings from the ship\xe2\x80\x99s mast. It shouts a quip in a strange language, making those nearby cry. \n'b' Rapscallions crave adventure and leave their communal gardens to find it. With their natural aptitude for deft maneuvers and finesse, rapscallions easily find familiarity among scoundrels, acrobats, minstrels, and even sailors. Whether it is defending a full and hungry tavern from its cook\xe2\x80\x99s poorly seasoned stew or demanding a traveling merchant hand over produce as payment for safe passage, a rapscallion\xe2\x80\x99s swashbuckling efforts are never bland. \n'b' Mischievous Problem Creators . Rapscallions usually mean trouble. Some sailors take them on long journeys at sea, counting on some help or possibly even a meal. But such plans hardly ever end well. \n'b' Many a pirate has told a tale over grog of stolen rowboats flying vegetable-blazoned flags as alliumites commandeer the small vessels. When confronted, rapscallions fence with thorn-tipped rapiers and swing from vantage points with vine whips. Their well-timed insults carry a blinding sting.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Feasting \n'b' Family: Devils \n'b' Tiny fiend (devil), lawful evil \n'b' Armor Class 12 (natural armor) Hit Points 16 (3d4 + 9) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 11 (+0) CON: 17 (+3) INT: 10 (+0) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages Infernal, Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision . \n'b' Magic Resistance . The devil has advantage on saving throws against spells and other magical effects. \n'b' Pact of Gluttony . While the feasting devil is bound to a master by a pact, the devil\xe2\x80\x99s master gains the ability to consume all flesh. The master can bite, rolling 1d6 piercing damage in place of the normal damage of their unarmed strikes, and they are proficient with unarmed strikes made in this way. These unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, the master can bolster their strength by eating the body of a non-construct creature that has died within the last hour. Eating a creature takes 10 minutes, and is a vigorous activity that cannot be completed while attempting to rest. When the master consumes a creature\xe2\x80\x99s body in this way, it destroys the entirety of the body and the devil\xe2\x80\x99s master regains hit points equal to one of the creature\xe2\x80\x99s hit dice + the master\xe2\x80\x99s Constitution modifier. Any hit points that would be gained in excess of the master\xe2\x80\x99s maximum hit points are gained instead as temporary hit points . The feasting devil\xe2\x80\x99s master retains these abilities even if the feasting devil dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. If this attack hits, the feasting devil regains 1 hit point. \n'b'\n'b' ABOUT \n'b' Voracious and volatile, feasting devils are among the less refined devils and are often mistaken for demons due to their chaotic nature. Though not much to look at, these stout blue devils prove formidable foes when faced with a promising meal. Just as wild beasts live for the hunt, feasting devils live for the feast that follows a kill. \n'b' Archdevil Golgos . Feasting devils serve Golgos the All-Consuming, the Mouth that Hungers, Lord of the Great Feast. Once one of the mightest of archdevils, Golgos\xe2\x80\x99 gluttonous desires drove him to consume several of his fellow archfiends. As punishment for his betrayal, the remaining archdevils reduced Golgos to a tortured mound of unsightly blue flesh and bound him deep in the Abyss. Few other than Golgos\xe2\x80\x99 feasting devils ever venture to his prison, which is flooded with blood, waste, and bile. Despite the severity of his punishment, Golgos dreams of the day he is freed from his prison and can devour the remaining archdevils. \n'b' Bargain of the Feast . Duke Golgos demands only one thing of his worshipers: that their feasting never end.\xc2\xa0Golgos\xe2\x80\x99 champions can draw strength from eating the flesh of other creatures, a\xc2\xa0 reflection of the strength they pass on to the archdevil in the act.\xc2\xa0When the time finally comes for Golgos\xe2\x80\x99 worshipers to die, the feasting devil bound to them will make sure they\xe2\x80\x99re delivered to Golgos, body and soul.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Fire Imp \n'b' Family: Devils \n'b' A tiny devil with red scales and wings of fire flits around the area, laughing as it ignites everything with a touch . The creature reeks of sulfur and brimstone. \n'b' Tiny fiend ( devil ), lawful evil \n'b' Armor Class 13 (natural armor) Hit Points 14 (4d4 + 4) Speed 20 ft., fly 40 ft.\n'b' STATS STR: 5 (-3) DEX: 14 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +3, Stealth +4 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 10 Languages Common, Infernal Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the imp\xe2\x80\x99s darkvision. \n'b' Fire Absorption . Whenever the imp is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt. \n'b' Heat Metal (1/day) . As a bonus action , the imp casts the heat metal spell without expending any material components (spell save DC 12). \n'b' Magic Resistance . The imp has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Fire Touch . Melee Spell Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) fire damage and if the target is a flammable object that isn\xe2\x80\x99t being worn or carried, it also catches fire. If the target is a creature, it must succeed on a DC 12 Dexterity saving throw or take another 2 (1d4) fire damage at the start of its next turn. \n'b' Hurl Flame . Ranged Spell Attack : +4 to hit, range 150 ft., one target. Hit : 5 (2d4) fire damage and if the target is a flammable object that isn\xe2\x80\x99t being worn or carried, it also catches fire. \n'b' About \n'b' Fire imps are one of the lowest forms of devils, below even common imps. They are mischievous troublemakers who desire only to ignite the multiverse. \n'b' Contained Insanity . While fire imps are demented arsonists, they are still devils and follow the chain of command. When the imps are not starting fires, they fidget, play with nearby utilitarian flames, and beg for permission to use their destructive abilities like whiny children. Glee strikes when the imps set something on fire, and they often go overboard, burning anything they can get away with. \n'b' Distract and Weaken . Devils send fire imps to a fortified location to cause chaos and weaken defenses. Demons recognize the havoc the tiny fiends cause and know to expect a devil attack soon after the arrival of fire imps. \n'b' Favored by Efreeti . Efreeti commonly hire fire imps as henchmen. The devils serve as spies, saboteurs, and guards in exchange for trips to the Plane of Fire, the most beautiful place in the multiverse to a fire imp. Efreeti often make the imps set fires to the property of nobles so that the genie can save the day\xe2\x80\xa6for a price.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angel of Inspiration \n'b' Family: Angels \n'b' Small celestial , neutral good \n'b' Armor Class 10 (13 with mage armor ) Hit Points 10 (3d6) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 10 (+0) DEX: 11 (+0) CON: 10 (+0) INT: 12 (+1) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Persuasion +6 Condition Immunities charmed , exhaustion , frightened Senses truesight 30ft., passive Perception 9 Languages all, telepathy 60 ft. Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blessed Weapons . The angel of inspiration\xe2\x80\x99s attacks are magical and it has advantage on attack rolls against the creatures who have hurt people before. When it hits with any weapon attack , the weapon deals an extra 1d4 radiant damage (included in the attack ). \n'b' Inspire . The angel of inspiration touches a creature as a bonus action and reminds it of something it forgot. The angel of inspiration can also use this feature to bring an idea to a creature\xe2\x80\x99s mind. \n'b' Invisibility . As a bonus action, the angel of inspiration 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 turns invisible with it. \n'b' Spellcasting . The angel of inspiration is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The angel of inspiration has following spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : inure*, light , prestidigitation \n'b' 1st level (2 slots) : bless , mage armor ** \n'b'\n'b' ACTIONS \n'b'\n'b' Inspiring Bow . Ranged Weapon Attack : +3 to hit, range 30 ft., one target. Hit : 4 (1d6 + 1) piercing damage plus 2 (1d4) radiant damage. \n'b'\n'b' ABOUT \n'b' An angel of inspiration looks like a baby with wings, and it likes to hang around people that create things. They help bards, scholars, artists and all manner of creators to remember something or point out a detail that they overlooked. An angel of inspiration rarely shows itself and mostly avoids conflict. \n'b' Divine Creation . An angel of inspiration is an angel and doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Enjoy the Creation . An angel of inspiration enjoys being around mortals. It watches their daily lives and intervenes when they appear most in need of the touch of an angel. \n'b' **The angel of inspiration casts these spells on itself before combat.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Flayer \n'b' Family: Devils \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 142 (15d10 + 60) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 17 (+3) CON: 19 (+4) INT: 15 (+2) WIS: 16 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +11, Dexterity +8, Wisdom +8, Charisma +9 Skills Athletics +11, Perception +8, Survival +13 Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 18 Languages Common, Ignan, Infernal, telepathy 120 ft. Challenge 11 (7,200 XP) \n'b' Special Traits \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision. \n'b' Innate Spellcasting . The flayer devil\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The flayer devil can cast the following spells, requiring no material components.\n'b'\n'b'\n'b' At will : detect evil and good , detect magic , scorching ray , vampiric touch \n'b' 1/day : wall of fire \n'b' Magic Resistance . The devil has advantage on saving throws against spells and other magical effects. \n'b' Regeneration . The flayer devil regains 10 hit points at the start of each of its turns. If the flayer devil takes radiant damage, or damage from a silvered weapon, this trait doesn\xe2\x80\x99t function at the start of the devil\xe2\x80\x99s next turn. The devil dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The devil makes two Claw attacks and one Bite attack . \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one creature. Hit : 15 (2d8 + 6) piercing damage. \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b'\n'b' About \n'b' Flayer devils are employed by several arch-devils as trackers and hunters because of their brutal and sadistic mindset. These nightmarish creatures delight in catching their prey and ripping the flesh from their bones. The flesh is devoured and the bones cast aside. Many of these brutes served under Lucifer and were ousted with him when Asmodeus cast him out of Hell. They now reside in Infernus where they perfect their craft against those that stumble into the fiery realm. Others can still be found roaming the Hells. Flayer devils sometimes hunt weaker devils, such as bearded devils, hellstokers (see their entry in this book), and lemures, the latter of whose flesh they thoroughly enjoy. \n'b' The typical flayer devil stands 13 feet tall and weighs in excess of 800 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Flayer \n'b' Family: Devils \n'b' Tiny fiend (devil), lawful evil \n'b' Armor Class 12 Hit Points 13 (3d4 + 6) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 14 (+2) INT: 11 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages Infernal, Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision . \n'b' Magic Resistance . The devil has advantage on saving throws against spells and other magical effects. \n'b' Pact of the Flayer . While the flayer devil is bound to a master by a pact, the devil\xe2\x80\x99s master can flay the bodies of the dead in order to wear their skin and take on their appearance. The master can flay the skin off of the body of a medium humanoid creature that has died within the last hour. Doing so takes 10 minutes, and is a vigorous activity that cannot be completed while attempting to rest. The master can wear the skin of a flayed body in order to take on the semblance of that creature as if by the change appearance effect of the alter self spell. The flayer devil\xe2\x80\x99s master retains these abilities even if the flayer devil dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) slashing damage. \n'b'\n'b' ABOUT \n'b' Repulsed by their own appearance, flayer devils seek to hide their shame behind a disguise of humanoid flesh. As their name suggests, flayer devils are infamous for leaving a trail of skinless corpses behind, never fully satisfied with the face they wear. \n'b' Flayer devils have small imp-like bodies, the glossy red tapestry of their exposed muscles only broken by the bone-white claws ripping through their flesh and the mask of mortal skin clumsily stitched over their face. Like their archdevil creator, flayer devils will become feverishly murderous towards any who expose the face they hide behind these masks. \n'b' Archdevil Narcissus . Hauntingly beautiful, Narcissus the Archdevil of Flesh is renowned through the Nine Hells as a master of torture. Narcissus appears as an attractive human, claws and horns protruding from skin he wears that is clearly not his own, their lacerations revealing bits of the true infernal flesh that lies beneath the facade. The archdevil wears a cloak made of stitched skin he can don whenever he wishes to change form, though he never does so while observed. Narcissus does not accept the truth of possessing any appearance other than the flesh he is currently wearing, unable to acknowledge the horror of his true face. It is said that any who look upon the true countenance of the archdevil will die instantly, though such rumors are only ever spoken in hushed whispers. Narcissus can become blinded with rage should any speak of his true countenance. \n'b' Bargain of Flesh . Narcissus is drawn to uniquely beautiful mortals with a fervor that can only be described as obsessive, seeking out such prizes personally in hope of one day wearing their forms. \n'b' The archdevil accepts only one payment in exchange for his gifts, whether in the form of the flesh of the bargainer or the assured acquisition of even more exquisite skins. The souls of flayers as well as the flayed enter into Narcissus\xe2\x80\x99s domain as flayer devils when they die, their souls only able to be freed when their skin is put to rest. Cults of Narcissus make pacts with the archdevil in return for his gift to wear the skins of others. Members of such cults ritualistically flay their own skin in supplication to Narcissus.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Flayer \n'b' Family: Devils \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 150 (12d10 + 84) Speed 40 ft.\n'b' STATS STR: 24 (+7) DEX: 15 (+2) CON: 24 (+7) INT: 15 (+2) WIS: 15 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +11 Skills Athletics +11, Deception +6, Intimidation +6, Perception +6 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that are not silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 100 ft., passive Perception 16 Languages Abyssal, Common, Ignan, Infernal, telepathy 100 ft. Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the flayer\xe2\x80\x99s darkvision . \n'b' Magic Resistance . The flayer devil has advantage on saving throws against spells and other magical effects. \n'b' Flensing . On a natural 20, the horned and serrated claws and fists of the flayer tears flesh from bone, dealing (5d8) necrotic damage to its opponent in addition to critical damage from its claw attack . \n'b' Regeneration . The flayer regains 10 hit points at the start of its turn. If the flayer takes damage from a silvered weapon, this trait doesn\xe2\x80\x99t function at the start of the flayer\xe2\x80\x99s next turn. The flayer is destroyed only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Innate Spellcasting . The flayer\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect evil and good , teleport (self only), scorching ray \n'b' 1/day each : wall of fire , protection from evil and good \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The flayer makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 16 (2d8 + 7) piercing damage. \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 11 (1d8 + 7) slashing damage and 7 (2d6) necrotic damage. \n'b' Unholy Burst (recharge 5-6) . A 30-foot cube of hellish brimstone bursts forth from the skin of the flayer, causing those within the wave to succeed DC 19 Constitution save or gain the poisoned condition for one hour. \n'b'\n'b' ABOUT \n'b' Flayer devils are musclebound brutes with thick crimson skin that stinks of soot and brimstone. Their beastly horned head features a wide mouth filled with broken, rotting yellow fangs, and their eyes glow like molten metal. Their long arms end in horned fists and serrated hook-like claws. Flayers stand 13 feet tall and weigh more than 800 pounds. \n'b' When the barons and dukes of Hell need a brute to do a brute\xe2\x80\x99s job, they often call upon the legions of marzachs. These deadly giants of Hell use their horned fists and ripping claws to tear the flesh of their enemies to ribbons. Born from a choir of angelic warriors who were turned by the infernal lords, they have the power to emit an unholy burst of brimstone that sickens those around them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Flesh Lord \n'b' Family: Devils \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 19 (natural armor) Hit Points 119 (12d10+48) Speed 40 ft., climb 50 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 18 (+4) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities charmed , poisoned , blinded (unless deafened ; see echolocation) Condition vulnerabilities deafened (results in blinded and deafened ) Damage Resistances cold, fire; bludgeoning, piercing and slashing from non-magical weapons that aren\xe2\x80\x99t silvered. Senses blindsight 60 ft., passive Perception 12 Skills Arcana +10, History +7, Religion +8 Languages Infernal Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Echolocation . The Flesh Lord cannot use its blindsight if it is deafened . \n'b' Regeneration . Flesh lords regenerate 1d10 damage every round. \n'b' Magic Resistance . Flesh lords gain advantage on saving throws against spells and magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The flesh lord makes three attacks\xe2\x80\x94two with its claws and one with its flaying dagger. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 8 (1d8+4) slashing damage. \n'b' Flaying dagger . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 7 (1d6+4) slashing, plus 2 (1d4) necrotic, critical on 19-20. Victims must also succeed at a DC 17 Wisdom save or be racked with pain as their flesh is flayed from their body; this results in 2 (1d4) points of Wisdom damage and victims suffer disadvantage on all attacks, saving throws and ability checks. Wisdom damage lasts until the victim completes a long rest or is fully healed via magic, and if Wisdom reaches zero, victims can do nothing but lie and wail in agony ( stunned ) until the damage is restored. If the flesh lord is killed its flaying dagger dissolves to ash. \n'b' Summon Giant Spiders . Once per day, the flesh lord can summon 3 (1d6) giant spiders. These spiders appear anywhere the flesh lord desires within its line of sight, act on the flesh lord\xe2\x80\x99s initiative , and obey its mental commands. If killed, the spiders disappear. \n'b' Spellcasting . The flesh lord is a natural spellcaster. Its spellcasting ability is Intelligence . Its save DC is 15 and its spell attack bonus is +5. It may use the following spell-like abilities, all at base level:\n'b'\n'b'\n'b' At will : detect good or evil, detect magic \n'b' 1/day : ray of enfeeblement \n'b' 2/day : scare, shapechange , telekinesis \n'b' 3/day : hold monster, shatter \n'b' 5/day : hold person, levitate \n'b'\n'b' ABOUT \n'b' Flesh lords are tall, emaciated creatures with long arms and long legs. Their hands and feet are also long, slender and capped by wicked claws. Their pale skin clings to bones that jut out in painful outlines. The skin itself is dry, cracking at the touch and constantly peeling. The flesh lords encourage this with the long, fleshing knife they carry and constantly drag across their hides. They have no mouth, eyes, nor nose. Where their mouths should be are scars. The eye sockets remain but are covered with smooth flesh and the nose is a gash. They have two small holes above either cheek that allow them to hear the world around them. The Flesh Lord moves very quickly, running in a long gait, or crawling like an insect. They prefer to cling to the ceiling, dropping down on unsuspecting prey. However, their continually shedding skin places them at a disadvantage. Anyone keeping a watch on the floor is likely to notice the loose skin laying all about. \n'b' Echolocation . They cannot see, smell or talk. They do however have superior auditory skills. The openings in their skulls allow them to hear even the slightest sounds, from the echo of moving wind to whispers. from these sounds they derive a clear picture of what is going around them. \n'b' Flayers of Flesh . Flesh lords prefer to use their four-foot long fleshing dagger. The u-shaped blade is very sharp, can cut through most mail, and carves off long slivers of flesh. The peeled skin is harvested by the flesh lord after any encounter. They wrap the strips of skin together, making long, web-like ropes. The ropes are tough and cling to whatever they touch. The Flesh Lords often hang their victims with their own skin. \n'b' Masters of Torture . The flesh lord is an accomplished spellcaster, preferring to batter his victims with spells before filleting them alive with his long knife. They wield hold person spells to grab a victim, and as they are held, fillet them alive, cutting off strips of flesh that cause tremendous pain if little damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Geerthtool \n'b' Family: Devils \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 113 (12d10+48 HD) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 16 (+3) WIS: 15 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire, cold Condition Immunities poisoned Damage Resistances bludgeoning, piercing and slashing from non-magical weapons that aren\xe2\x80\x99t silvered. Senses darkvision 120 ft., true sight 120 ft., passive Perception 12 Languages Infernal, telepathy 120 ft. Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous Limbs . The devil grows a new appendage once every 12-24 hours and drops off one as well. The appendages vary in length and nature, sometimes looking human, other times appearing as those of an animal including sea animals such as octopus\xe2\x80\x99. The appendages are the devil\xe2\x80\x99s main weapons in a fight and also its main defense. The devil can have up to 12 appendages at any given time, and fights with 4 of them, using the others for balance. Each appendage is capable of doing a lot of damage and taking damage (see Limb Defense below). Blows directed at the limb of the creature cause it no permanent damage. The limbs themselves are AC 21 to score a good hit as they are constantly moving, twisting and shifting, and are made from bits of bone and sinew, giving them unnatural toughness. 12 or more points of damage cuts the limb off, but it can re-grow the limb in 3 (1d6) rounds. \n'b' Brute . A successful melee attack by the geerthtool deals an extra die of damage. This is already figured into the action statistics, above. \n'b' Create Objects . Through its obsession with finishing a perfect chair, the geerthtool has developed a unique capacity to summon building material for said object. The geerthtool can summon up to 50 cubic feet of wood, a dozen or so wood working tools, 100 yards of silk or cotton and 100 lbs of cotton batting. After using this ability, the devil requires a long rest before using it again. \n'b' Limb Defense . Whenever the geerthtool takes 12 or more damage from a single blow, it can use its reaction to lose a limb instead. The loss of the limb does not cost any hit point loss. It just loses a \xe2\x80\x98weapon,\xe2\x80\x99 thus reducing its multiattack ability by 1 until the lost limb regrows. The limb grows back in 3 (1d6) rounds. It will not lose a balancing limb (it needs four for balance). \n'b' Summon Imps . The geerthtool can summon 6 (1d12) imps to do his bidding. The imps appear at a spot of the devil\xe2\x80\x99s choosing within 30 feet of it. The ability can be used three times before the devil requires a long rest to use it again. Completing a long rest restores all expended uses of this ability. \n'b' Teleport without Error . geerthtool can cast teleport without error as a spell-like ability. This ability requires no components and can be used three times before the devil requires a long rest to use it again. Completing a long rest restores all expended uses of this ability. \n'b'\n'b' ACTIONS \n'b'\n'b' Hideous howl (Recharge 6) . The monstrous mouth and odd tubular construction in the geerthtool\xe2\x80\x99s throat allows it to emit an unearthly howl or rage of hatred that shatters glass and ceramic and can cause damage. Anyone within a 100-foot cone in front of the devil suffers 10 (2d10) points damage. The howl also acts as a fear spell. A successful Dexterity save (DC 15) halves the damage and negates the fear effect. The DC is constitution-based. \n'b' Multiattack . The geerthtool makes four slam attacks with its limbs. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 19 (3d10+4) bashing damage, plus 3 (1d6) necrotic damage. \n'b'\n'b' ABOUT \n'b' The geerthtool is a hideous devil, one of only a few of this type known to exist. Its ugliness derives from its incomplete state of being. This devil is in the process of being created. It is stuck in the process and thinks of nothing more than it coming to rest in a final state. The dreams which created this creature are incomplete as if one awoke in the middle of the dream as a figure was forming in the mind. Thus, the devil is and shall always remain \xe2\x80\x93 a process. This grotesque aberration looks to be a pile of bones with many multi-jointed arms, legs, and other appendages topped by a massive angular skull much like that of a crocodile. Rotting flesh and tendrils of tendons hold it together and warp around numerous pulsating and globulous organs dripping ichor and slime wherever it moves. \n'b' The creature is constantly growing extra limbs or appendages and dropping those which have been around for a day or more. It leaves a trail of limbs and bones behind it. The rest of the creature, though unfinished, is static. This state has made this devil supremely malicious and evil. It cannot even conceive of what it should be so has little hope for creating or moving to a perfect state. and even worse, because its state is always changing with its number of legs and arms changing with time, it grates angrily at its fate all the time and has no moment of solace. To the ill of all those it encounters, it kills out of envy for others in a complete and finished state. \n'b' Targeting the Vulnerable . The creature cannot speak but communicates telepathically. It cannot read thoughts but understands what a person or creature intends in a general sense. However, the creature is unusually keen in perceiving and detecting true intent as revealed in body language. Some actions and intents are often telegraphed by people unwittingly. For example, fear is telegraphed by an increase in sweating, twitches on the face, and elevating eyebrows. Equally, aggression or the intent to act is likewise revealed. The demon uses this to its advantage and often focuses on those characters who are most vulnerable or fearful. \n'b' Seekers of Comfort . All these devils have a similar obsession. They would like a comfortable place to sit or lie. As one might guess, having so many appendages coming out of their bodies, the devil finds it difficult to find a place or sit or lie down, and walking is very uncomfortable. As a result, it often spends much of its energies attempting to make a perfect chair/bed/recliner to sit in. This obsession supersedes most other concerns and if an enterprising character can find a manner of engaging this creature and offering a plausible solution to its problem, the devil can be quite forgiving \xe2\x80\x93 until said object is created.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Gilded \n'b' Family: Devils \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 112 (15d8 + 45) \n'b' Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 17 (+3) INT: 15 (+2) WIS: 18 (+4) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Wis +7, Cha +6 \n'b' Skills Deception +9, History +5, Insight +7, Persuasion +9, Sleight of Hand +5 \n'b' Damage Resistances cold; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons \n'b' Damage Immunities fire, poison \n'b' Condition Immunities poisoned \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages Celestial, Common, Draconic, Infernal, telepathy 120 ft. \n'b' Challenge 7 (2,900 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the gilded devil\xe2\x80\x99s darkvision . \n'b' Golden Flail . The gilded devil\xe2\x80\x99s Golden Flail attacks are magical. When the devil hits with the Golden Flail, the flail deals an extra 4d6 fire damage (included in the attack ). In addition, the devil can transform the flail into gold jewelry or back into a weapon as a bonus action. \n'b' Liar\xe2\x80\x99s Largesse . If a creature accepts a gift of jewelry from the gilded devil , the creature becomes cursed until cured by a remove curse spell or similar magic. While cursed, the creature has disadvantage on saving throws against the devil\xe2\x80\x99s spells and abilities. \n'b' Magic Resistance . The gilded devil has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gilded devil makes two Golden Flail attacks or three Hurl Flame attacks. \n'b' Golden Flail . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (1d10 + 5) bludgeoning damage plus 14 (4d6) fire damage. \n'b' Hurl Flame . Ranged Spell Attack : +7 to hit, range 120 ft., one target. Hit : 14 (3d6 + 4) fire damage. \n'b' Teleport (Recharge 4\xe2\x80\x936) . The gilded devil magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. \n'b' Voracious Greed . The gilded devil magically consumes up to 1 cubic foot of nonmagical jewelry or coins made of precious material within 5 feet of it. It regains 5 hp for every 200 gp of the consumed objects\xe2\x80\x99 value. If the jewelry or coins are being worn or carried by a creature, that creature must succeed on a DC 15 Dexterity saving throw to prevent the consumption. \n'b' Spellcasting . The gilded devil casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15): \n'b'\n'b' At will : alter self , detect thoughts , suggestion \n'b' 3/day each : charm person , scrying \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Betrayal of Riches (Recharge 4\xe2\x80\x936) . One creature wearing jewelry (an object made of precious material and worth at least 100 gp) the gilded devil can see within 60 feet of it must make a DC 15 Wisdom saving throw. On a failure, the target takes 13 (3d8) bludgeoning damage and suffers an effect until it finishes a short rest. The effect is based on the location of the worn jewelry ( devil\xe2\x80\x99s choice if worn in multiple locations): on upper limbs, its melee damage is halved; on lower limbs, its speed is halved; on head, it is blinded or deafened ( devil\xe2\x80\x99s choice); on body, it has vulnerability to bludgeoning damage. On a success, the target takes half the damage and doesn\xe2\x80\x99t suffer an additional effect. \n'b'\n'b' ABOUT \n'b' This tall, bronze-complexioned man is abnormally long-limbed and clad in armor of stained and battered coins. His wiry frame is festooned with mismatched bracelets, rings, and necklaces, each gaudier than the last. \n'b' Servants of Mammon . Rarely seen in their natural form outside of Hell, gilded devils are the servitors of the devil -god Mammon, Lord of Greed. They tempt and corrupt with promises of wealth and power, twisting mortal greed into sure damnation. \n'b' Impression of Wisdom . When pursuing a mortal of high standing, gilded devils prefer unassuming appearances, molding their flesh and gaudy trappings to make themselves look the parts of wise advisers, canny merchants, or sly confidants. Even in their humblest form, gilded devils always wear a piece of golden jewelry or a jeweled button or ornament.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Gorson (Blood Duke of Aplistia) \n'b' Family: Devils \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 22 (natural armor) Hit Points 391 (27d10 + 243) Speed 50 ft.\n'b' STATS STR: 30 (+10) DEX: 28 (+9) CON: 28 (+9) INT: 20 (+5) WIS: 20 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +16, Wisdom +12, Charisma +12 Skills Deception +12, Insight +12, Intimidation +12, Perception +12, Persuasion +12, Stealth +16 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that are not silver Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 22 Languages Abyssal, Celestial, Common, Draconic, Goblin, Ignan, Infernal, telepathy 100 ft. Challenge 22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision . \n'b' Innate Spellcasting . Gorson\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : animate dead , bane , charm monster, detect evil and good , detect magic , detect thoughts , dispel magic , lightning bolt , magic circle , see invisibility , suggestion , teleport (self), tongues , wall of fire \n'b' 1/day : symbol \n'b'\n'b' Legendary Resistance (3/day) . If Gorson fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . Gorson has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . Gorson\xe2\x80\x99s weapon attacks are magical. \n'b' Regeneration . Gorson regains 10 hit points at the start of his turn. If Gorson takes damage from a silvered weapon, this trait doesn\xe2\x80\x99t function at the start of Gorson\xe2\x80\x99s next turn. Gorson is destroyed only if he starts his turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Gorson makes one Battleaxe attack and two Claw attacks. \n'b' Battleaxe . Melee Weapon Attack : +17 to hit, reach 5 ft., one target. Hit : 23 (2d12 + 10) slashing damage plus 17 (5d6) necrotic damage. \n'b' Claw . Melee Weapon Attack : +17 to hit, reach 5 ft., one target. Hit : 19 (2d8 + 10) slashing damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Gorson can take three 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. Gorson regains spent legendary actions at the start of his turn. \n'b'\n'b' No Pity . Gorson makes a Battleaxe attack . \n'b' Pounce and Rake . Gorson moves up to 50 feet and makes two Claw attacks with advantage. \n'b' Roar (costs 2 actions) . Gorson lets loose a massive leonine roar. All creatures within a 30-foot cone originating from Gorson must make a DC 25 Constitution saving throw, taking 36 (8d8) thunder damage on a failure, or half as much on a success. \n'b' Fiendish Recovery (costs 2 actions) . Gorson recovers 50 hit points and ends one condition affecting him. \n'b'\n'b' ABOUT \n'b' Gorson is a centaur with the muscular body of a great cat and the head of a goat-horned lion. It has the torso of a beast man and a bifurcated devil\xe2\x80\x99s tail sprouts from his rump. Gorson is a vicious combatant who favors disemboweling his foes. The beastly Gorson serves as a bodyguard to the greedy Mammon and is never far from the Miser\xe2\x80\x99s side. Despite his ferocity, Gorson has a keen intellect and is a clever military strategist who often places traps for his foes to injure them before he moves in for the kill.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cavalry Soldier \n'b' Medium humanoid (human), any non-evil \n'b' Armor Class 15 (chain shirt) \n'b' Hit Points 22 (4d8 + 4) \n'b' Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 24 (+2) CON: 23 (+1) INT: 10 (+0) WIS: 02 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +3, Perception +3 \n'b' Senses passive Perception 13 \n'b' Languages Khemitian, some Common \n'b' Challenge 1/2 (100 XP) \n'b' ACTIONS \n'b'\n'b' Handaxe . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Lance . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 8 (1d12 + 2) piercing damage. \n'b' Scimitar . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Shortbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b'\n'b' GEAR \n'b' Chain shirt, scimitar, shortbow, 20 arrows, lance, handaxe, long cowled cape of white fur with narrow mustard yellow stripes (25 gp), light warhorse, pouch with 23 gp. \n'b' ABOUT \n'b' These are average cavalry troopers, not always chummy with the regular infantry \xe2\x80\x94 except when outsiders threaten them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Gorson the Blood Duke \n'b' Family: Devils \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 19 (natural armor) Hit Points 218 (19d10 + 114) Speed 50 ft.\n'b' STATS STR: 22 (+6) DEX: 15 (+2) CON: 23 (+6) INT: 16 (+3) WIS: 18 (+4) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +10, Wisdom +11, Charisma +12 Skills Acrobatics +9, Arcana +10, Athletics +13, Perception +18, Stealth +9 Damage Resistances acid, cold Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t silvered Condition Immunities charmed , exhaustion , frightened , poisoned Senses truesight 120 ft., passive Perception 28 Languages Abyssal, Celestial, Common, Draconic, Giant, Goblin , Infernal; telepathy 100 ft. Challenge 21 (33,000 XP) \n'b' Special Traits \n'b' Innate Spellcasting . Gorson\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can cast the following spells, requiring no material components.\n'b'\n'b' At will : detect magic , charm person \n'b' 3/day each : dispel magic , lightning bolt , suggestion , wall of fire \n'b'\n'b' Keen Smell . Gorson has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Legendary Resistance (3/day) . If Gorson fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The devil has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapon . The devil\xe2\x80\x99s weapon attacks are magical. \n'b' Pounce . If Gorson moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 21 Strength saving throw or be knocked prone . If the target is prone , Gorson can make one claw attack or one battleaxe attack as a bonus action against it. \n'b' Running Leap . With a 10-foot running start, Gorson can long jump up to 50 feet. \n'b' Actions \n'b' Multiattack . Gorson makes two attacks with its claw, and then two battleaxe attacks or two slam attacks. If it uses the battleaxe two-handed, it can\xe2\x80\x99t also make claw attacks that turn. \n'b' Battleaxe . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 24 (4d8 + 6) slashing damage, or 28 (4d10 + 6) slashing damage if used with two hands to make a melee attack . \n'b' Slam . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 20 (4d6 + 6) bludgeoning damage. \n'b' Claw . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 20 (4d6 + 6) slashing damage. \n'b' Summon (1/day) . Gorson summons 2d6 bearded devils, 2d4 barbed devils, 1 bone devil , or 1 erinyes. The summoned devil appears in an unoccupied space within 60 feet of Gorson, but can\xe2\x80\x99t summon other devils. It remains for 1 minute, until it or Gorson is slain, or until Gorson takes an action to dismiss it. \n'b' Legendary Actions \n'b' Gorson 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. Gorson regains spent legendary actions at the start of its turn. \n'b' Jump . Gorson leaps up to 25 feet in any direction without provoking attacks of opportunity. \n'b' Rake (Costs 2 Actions) . Gorson rakes its forepaws at one prone creature within 5 feet, attacking twice with its claw attack . \n'b' Ferocious Roar (Costs 3 Actions) . Gorson releases a thunderous roar, audible out to 100 feet. Allies of Gorson who can hear it gain 19 (4d6 + 5) temporary hit points . Hostile creatures must make a DC 20 Wisdom saving throw. On a failed saving throw, the target takes 19 (4d6 + 5) psychic damage and is frightened for 1 minute. On a successful saving throw, the target takes half damage and is not frightened . While frightened , the target must drop whatever it is holding and use its action to Dash away from Gorson. A creature who succeeds on the saving throw, or for whom the effect ends, is immune to Gorson\xe2\x80\x99s Ferocious Roar for 24 hours. \n'b' About \n'b' This centaur -like creature is at least twice as long as a human and stands about 8 feet tall. Its lower body is that of a great golden lion and its upper body is a coal-black humanoid with glaring crimson eyes. Its manelike hair is thick, long, and dark brown, and the creature wears it draped over its broad shoulders and down its massive back. Its mouth is lined with sharpened fangs and its arms end in large, powerful hands. Splatters of dried and caked blood can be seen in the creature\xe2\x80\x99s mane and fur. \n'b' The Blood Duke, Gorson, is a great lion-bodied humanoid that serves Great Mammon as 2nd general of his infernal army. Gorson leads 5 legions of barbed devils in service to his lord. Gorson is called \xe2\x80\x9cThe Lion\xe2\x80\x9d for his ferocity in battle and his general appearance. He often takes the entrails of those he has slain and makes a necklace, wrapping it around his neck or entwining them in his bloody mane-like hair. \n'b' Gorson stands 8 feet tall and is 12 feet long. He weighs 1,200 pounds. \n'b' Gorson usually begins combat by leaping on a foe and rending it to pieces with his forepaws and rear claws. Those that survive this onslaught are subjected to a massive assault by his great battleaxe. Gorson attacks relentlessly and only stops when all foes are dead. Those that attempt to flee are run down and slaughtered.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Guardian \n'b' Family: Devils \n'b' Huge fiend ( devil ), lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 216 (16d12 + 112); Wound Threshold 54 Speed 60 ft.\n'b' STATS STR: 27 (+8) DEX: 16 (+3) CON: 25 (+7) INT: 16 (+3) WIS: 18 (+4) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +12, Int +8, Wis +9 Skills Insight +9, Investigation +8, Perception * +14 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities charmed , frightened , poisoned Senses darkvision 120 ft., passive Perception 24 Languages Diabolic Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the haw\xc3\xbb\xe2\x80\x99s darkvision . \n'b' Innate Spellcasting . A guardian devil\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). A guardian devil can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect magic , detect tracks*, locate object , see invisibility \n'b' 3/day each : comprehend languages , locate creature \n'b' 1/day each : contact other plane ** \n'b'\n'b' Keen Hearing and Smell . A guardian devil has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Magic Resistance . A guardian devil has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . A guardian devil makes three bite attacks. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 21 (3d8 + 8) piercing damage plus 10 (3d6) fire damage. \n'b' Fire Breath (Recharge 5-6) . A guardian devil exhales fire in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' Invisibility (1/Day) . A guardian devil turns invisible for 24 hours or until it attacks or casts a spell. \n'b'\n'b' ABOUT \n'b' Guardian devils value disciplined, faithful, and diligent agents; qualities that well-trained dogs embody to perfection. A mighty servant of the diabolic forces, the haw\xc3\xbb or utru-haw\xc3\xbb (to emphasize its size) is a guardian to the bone. Its appearance is that of a very large-sized canid. Due to its massive size, it cannot wander the Netherworld, but it considers this a minor impediment, for it is destined to be an eternal guardian, bound to a location that it leaves only upon the revocation of its summoning contract, the demolition of the area, or the destruction of its current body. \n'b' The Price of the Summoning \n'b' A guardian devil is a formidable servant that does not age and needs little food, feeding off the tides of magic. It follows that its help comes at a steep cost, though devils have a perception of wealth and benefit whose logic sometimes eludes mortals. Here are a few examples of prices to pay: \n'b' The client commits to finding mortals who will willingly sell their souls at low prices, with little to no intervention required on the devils\xe2\x80\x99 part. When the unfortunate souls die, they are taken straight to Furnace, to be melted down in a repulsive spiritual crucible and turned into new devils. \n'b' The client commits to securing a Granting from the Fateforge. Since devils cannot go there themselves, they can only obtain a Granting by proxy. \n'b' The client commits to building a portal to the Material Plane, thus allowing a diabolic hospodar to become the new master. \n'b' Unshakeable Defender \n'b' Not all creatures who call upon a\xc2\xa0guardian devil are fanatic hospodar worshipers. Fiends have nothing to fear from Canker or from proximity to necrotic energies from the Ethereal Plane. They are also impervious to both curses and qualms. All those qualities make them ideal guardians in a variety of circumstances. When Netherworld arcanists conjure a guardian devil, they are very careful to specify who the fiend must let through. The contract has to be watertight, for the devil will not try to understand the spirit of a rule; only its letter. A guardian devil\xe2\x80\x99s master tends to be more or less open about some of a guardian devil\xe2\x80\x99s rules, while keeping others entirely secret, in order to trick intruders. For instance, there can be different rules for entrances and exits. Here are examples of rules that can be used as such or serve as a basis for leader-made ones: Necropolis Priests summon a guardian devil to protect a necropolis from graverobbers. \n'b'\n'b' Obvious rule . Only creatures that wear sacred symbols and intone a specific prayer are allowed in. \n'b' Hidden rule . Upon exit, a group must include at least 1 less creature than upon entrance. \n'b'\n'b' Teleportation Circle \n'b' Teleportation circles are powerful implements that drastically reduce travel time through the Netherworld and skip all its dangers. Many cities of import have at least one, which is kept under high security, as such a resource must not be used to the detriment of its owners. The guild or lord with operating rights over the site may thus call upon a guardian devil to secure their property. \n'b'\n'b' Obvious rule . All groups using the teleportation circle must be guided by an individual with a particular key or trinket. \n'b' Hidden rule . Taxes levied on the merchandise that passes through the circle are part of the procedure the guardian devil oversees. \n'b'\n'b' Jewel Mine \n'b' Certain mine owners are so obsessed with the risk of miners filching their product that they are willing to do anything to ensure that work is done properly and that no jewel will be unaccounted for. A guardian devil can be attached to the area where workers enter the mine and where harvested gemstones are sorted, inspecting anyone who goes in or out. \n'b'\n'b' Obvious rule . One must enter the mine with mining tools, and exit it with gemstones in a basket. Any concealed gemstone is signaled by the guardian devil with a growl. \n'b' Hidden rule . Work hours are part of the rules.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Hacker \n'b' Family: Devils \n'b' Medium fiend ( devil ), lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 141 (19d8 + 57) Speed 30 ft., fly 60 ft. (can hover)\n'b' STATS STR: 12 (+1) DEX: 13 (+1) CON: 17 (+3) INT: 20 (+5) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +6, Wis +5 Skills Deception +6, Insight +5, Perception +5 Damage Immunities fire, poison Condition Immunities poisoned Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks; acid, cold Senses darkvision 60 ft., devil sight, passive Perception 15 Languages Celestial, Draconic, Infernal; telepathy 100 ft. Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision. \n'b' Magic Resistance . The devil has advantage on saving throws against spells and other magical effects. \n'b' Technomagical Susceptibility . Any effect that works on a construct works on a lislaroth. An effect that works on a construct and a fiend has the worst possible effect. \n'b' Universal Interface . The lislaroth is proficient with computers and adds double (+6) its proficiency bonus (+3) to all computer-related checks. The lislaroth can use a computer within 40 feet as though it had physical access to it. \n'b'\n'b' ACTIONS \n'b'\n'b' Electrical Discharge . Ranged Weapon Attack : +4 to hit, range 40/120 ft., one target. Hit : 19 (4d8 + 1) lightning damage. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 8 (2d6 + 1) slashing damage. \n'b' Command Construct . The lislaroth can issue a command to a nearby construct. This works like the spell command but affects only constructs, with a Wisdom DC of 18. \n'b' Destruction Protocol (Recharges 5-6) . Melee Spell Attack : +8 to hit, reach 5 ft., one target construct. Hit : The construct must make a DC 18 Intelligence saving throw. On a failed save, the target attacks a creature of the lisraloth\xe2\x80\x99s choosing each round, using the Attack or Multiattack action if available. If the lisraloth is unconscious or does not issue commands, the target randomly attacks the nearest creatures. At the end of each of the target\xe2\x80\x99s turns, it may make a new saving throw, ending the effect on a success. \n'b'\n'b' ABOUT \n'b' Hacker devils, called lislaroth in Infernal, are Hell\xe2\x80\x99s digital spies. They have a generally humanoid form, with pale skin and glowing red eyes, but their bodies are a hybrid of withered flesh and cybernetic parts. Portions of their limbs are entirely mechanical, and even the classic diabolic horns are themselves made of metal spines and protrusions, shot through with wires and often many tiny blinking lights. They can interface with other machines and especially with linked computer networks and sentient artificial intelligences to gain access to sensitive data, which they use or trade to corrupt mortal souls. A hacker devil stands 6 feet tall and weighs 170 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angel of Judgment \n'b' Family: Angels \n'b' Huge celestial , neutral \n'b' Armor Class 19 (natural armor) Hit Points 229 (17d12 + 119) Speed 40 ft., fly 120 ft.\n'b' STATS STR: 23 (+6) DEX: 18 (+4) CON: 25 (+7) INT: 22 (+6) WIS: 24 (+7) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +12, Wis +13, Cha +11 Skills History +12, Investigation +12, Perception +13, Religion +12 Damage Resistances necrotic, poison, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened Senses truesight 120 ft., passive Perception 23 Languages all, telepathy 120 ft. \n'b' Challenge 18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Change Face . As a bonus action, the angel of judgment can change its face and demeanor to exhibit aspects of chaos or law, as needed by its assignment. It can have only one face active at a time and can end the effect on its turn as a bonus action.\n'b'\n'b'\n'b' Face of Chaos . The angel of judgment becomes a harbinger of chaos. It is treated as a fiend by spells and other magical effects that affect fiends and has advantage on attack rolls against celestials and devils. \n'b' Face of Law . The angel becomes a harbinger of law and has advantage on attack rolls against demons, fey, and undead. \n'b'\n'b' Divine Awareness . The angel of judgment knows if it hears a lie. \n'b' Magic Resistance . The angel of judgment has advantage on saving throws against spells and other magical effects. \n'b' Penance Gaze . When a creature that can see the angel of judgment\xe2\x80\x99s eyes starts its turn within 30 feet of the angel, the angel can force it to make a DC 18 Wisdom saving throw if the angel isn\xe2\x80\x99t incapacitated and can see the creature. On a failure, the creature is stunned until the start of its next turn. On a success, the creature is restrained . 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 angel until the start of its next turn, when it can avert its eyes again. If the creature looks at the angel in the meantime, it must immediately make the save. \n'b' Weapons of Balance . The angel of judgment\xe2\x80\x99s weapon attacks are magical. When the angel of judgment hits with any weapon, the weapon deals an extra 6d8 force damage (included in the attack ). \n'b' Innate Spellcasting . The angel of judgment\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 19). The angel can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect evil and good , detect magic , detect thoughts , invisibility (self only) 3/day each: calm emotions , dispel evil and good , speak with dead \n'b' 1/day each : divine word , holy aura , raise dead \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The angel of judgment makes two melee attacks . \n'b' Greataxe . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 25 (3d12 + 6) slashing damage plus 27 (6d8) force damage. \n'b'\n'b' ABOUT \n'b' A gold-furred, lion-headed angel with white wings gives an intense stare, releasing a roar as it raises a flaming greatsword. \n'b' Angelic enforcers are lion?headed celestials that hunt rogue angels . \n'b' Divine Mission . Angelic enforcers are made from souls selected for their unwavering adherence to the tenants of law and good. These elite angels have a special task: police other angels that go rogue . If an angel breaks one of its god\xe2\x80\x99s tenets but remains good at heart, the enforcers usually only seek to capture the offending celestial to stand trial in the upper planes. If an angel becomes fully corrupted by evil, one or more enforcers are sent to destroy the fallen celestial. \n'b' Nothing Gets in the Way . Angelic enforcers show no mercy to any creature or obstacle between them and their quarries. \n'b' Those who obstruct the enforcers stand in the way of divine justice and are therefore considered agents of evil. Any killings or collateral damage done by enforcers are usually seen as the fault of their quarry for stepping out of line in the first place. \n'b' Immortal Nature . An angelic enforcer doesn\xe2\x80\x99t require food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Handmaiden \n'b' Family: Devils \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 161 (19d8 + 76) Speed 40 ft., fly 60 ft. (hover)\n'b' STATS STR: 21 (+5) DEX: 14 (+2) CON: 18 (+4) 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 Dex +7, Con +9, Wis +7, Cha +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities cold, fire, poison Condition Immunities poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 12 Languages Celestial, Common, Draconic, Infernal, telepathy 100 ft. Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision . \n'b' Grappler . The devil has advantage on attack rolls against any creature grappled by it. \n'b' Magic Resistance . The devil has advantage on saving throws against spells and other magical effects. \n'b' Tentacle Cage . If the devil successfully grapples a creature, she transfers that creature into her lower body\xe2\x80\x99s nest of cage-like tentacles as a bonus action and the target is restrained . The devil\xe2\x80\x99s tentacles are AC 17 and have 18 hp for the purpose of an entrapped creature cutting itself out. A devil\xe2\x80\x99s tendrils heal quickly, allowing her to use this ability 1 round after a creature cuts itself free. \n'b' Innate Spellcasting . The handmaiden devil\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 20). The handmaiden devil can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : black tentacles , charm person \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The devil makes four attacks: two with its claws, and two with its tentacles. \n'b' Claws . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 10 (2d4 + 5) slashing damage plus 10 (3d6) poison damage and the target is grappled (Escape DC 18). \n'b' Entrapping Tentacles . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) piercing damage plus 10 (3d6) poison damage and the target is grappled (Escape DC 18).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Harvester \n'b' Family: Devils \n'b' Large outsider , lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 136 (16d10 + 48) Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 17 (+3) INT: 10 (+0) WIS: 11 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +4, Cha +5 Damage Resistances cold; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 10 Languages Infernal, telepathy 120 ft. Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Devil\xe2\x80\x99s Sight . Magical darkness does not impair the koralk\xe2\x80\x99s darkvision. \n'b' Magic Resistance . The koralk has advantage on saving throws against spells and other magical effects. \n'b' Steadfast : The koralk cannot be frightened while it can see an allied creature within 30 feet of it. \n'b' Actions \n'b' Multiattack . The koralk can make three stinger attacks and two scythe limb attacks. It can also make a bite attack if it has a target grappled . \n'b' Scythe Limb . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 16 (2d12 + 3) slashing damage, OR a Medium-sized or smaller target can be grappled by the koralk\xe2\x80\x99s smaller, vestigial arms instead (no damage, escape DC 13). \n'b' Bite . Melee Weapon Attack : +7to hit, reach 5 ft., one grappled target. Hit : 19 (3d10 + 3) piercing damage. \n'b' Stinger . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage and the target must make a successful DC 15 Constitution saving throw or become poisoned . While poisoned this way, the target takes 10 (3d6) poison damage at the start of each of its turns, from liquefaction of its innards. A successful save renders the target immune to the koralk\xe2\x80\x99s poison for 24 hours. If a creature dies while poisoned by a koralk, its body bursts open, spewing vile liquid and a newly-formed lemure devil. The lemure is under the command of any higher-order devil nearby. The poison can be neutralized by lesser restoration , protection from poison , or comparable magic. If the lemure is killed, the original creature can be restored to life by resurrection or comparable magic. \n'b' About \n'b' Koralk resemble enormous scorpions, but with scythe-like forelimbs and triple tails dripping poison, their diabolical origins are obvious. \n'b' About \n'b' Shaped by Arbeyach . These fiendish scorpions sprang from the dark imagination of an arch-devil, who twisted them into being from the tormented forms of lemures and demoted devils. The Lord of the Swarm shaped the koralk to not only be annihilators in battle, but also to gather souls from the fallen, bypassing the typical methods of collecting souls and speeding up the influx to feed his war machine. \n'b' Transforming Poison . Poison from any one of the koralk\xe2\x80\x99s three stingers liquefies the target\xe2\x80\x99s insides in an agonizing transformation. The stung creature swells as its organs, muscle, and skeleton rapidly break down and reform. When the skin casing pops, it releases a spray of gelatinous goo and reveals the form of a lemure, the lowest form of devil. The new lemure is subject to the will of more powerful devils, and its fate from that moment on is the same as any lemure\xe2\x80\x99s. Eventually it will be remolded into a higher form of devil and become another warrior in service to the arch-devils and Arbeyach. Astoundingly, the koralk\xe2\x80\x99s poison can even work this transformation on demons, converting them to the lowest form of devil. \n'b' Infernal Mounts . A koralk is large and strong enough for Medium-size devils to ride as a mount. They don\xe2\x80\x99t like being used this way, but being devils, they do what they\xe2\x80\x99re told by their betters or suffer the consequences. Arbeyach commands an especially large specimen of koralk, called the Grand Annihilator by his devilish troops. The Prince of Swarms has been seen riding it into battle.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Heartclutch \n'b' Family: Devils \n'b' Tiny fiend (devil), lawful evil\n'b' STATS STR: 6 (-2) DEX: 20 (+5) CON: 13 (+1) INT: 9 (-1) WIS: 11 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 Hit Points 14 (4d4 + 4) Speed 20 ft., fly 30 ft. Saving Throws Dexterity +7 Skills Deception +1, Insight +4, Stealth +7 Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical/non-silver weapons Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 10 Languages Ledean, Infernal Challenge 2 (450 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The heartclutch devil\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 10). It can innately cast the following spells, requiring no material components.\n'b'\n'b' At will : detect evil and good , detect magic , invisibility (self only), poison spray \n'b'\n'b' Actions \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 1 piercing damage and the target must make a DC 11 Constitution saving throw or become poisoned for one minute. \n'b' Sneezing Death (Recharge 5-6) . The heartclutch devil forces a creature it can see within 30 feet to make a DC 11 Constitution saving throw. On a failure, at the end of its turn the creature involuntarily sneezes and loses one point of Constitution . If it reaches zero the creature dies. The effect can be removed with lesser restoration , remove curse , a Paladin \xe2\x80\x98s Lay on Hands, or more powerful magic, and a heartclutch devil can remove it at will. A former victim recovers Constitution naturally at the rate of 1 point every ten minutes. Creatures protected by bless , hallow , or protection from evil and good are immune, as are those who don\xe2\x80\x99t need to breathe or otherwise are incapable of sneezing. \n'b' Summon Devil (1/day) . The heartclutch devil has a 30 percent chance of summoning another heartclutch devil. \n'b' Tactics \n'b' These devils tend to avoid combat by flying away, especially when faced by overzealous champions of good. If forced into combat, they invoke their sneezing death on one or more opponents and then again attempt to escape. They do love to extract one-sided bargains from those on the verge of succumbing to the Sneezing Death. \n'b' Description \n'b' A heartclutch devil is easily mistaken for a variety of imp with frail-looking wings and a sadistic sense of humor. Its body looks like wet clay with a smooth slime coating it. Its face is serpentine, long with finely shaped scales. Its eyes are typically black and glossy, but they glow with an eerie light when the heartclutch is excited or amused. \n'b' Service with a Smile . Heartclutch are created by greater devils to send messages between their servants, to deliver warnings to those who displease them, and to serve their masters\xe2\x80\x99 favored minions as spies, watchdogs, or even familiars. Like most devils, heartclutch are fond of tormenting the weak, especially those they have subjected to their insidious sneezing death.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Hellstoker \n'b' Family: Devils \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 58 (9d8 + 18) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 13 (+1) CON: 15 (+2) INT: 6 (-3) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +5, Constitution +5, Wisdom +2, Charisma +2 Skills Athletics +5, Perception +2 Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Infernal, telepathy 120 ft. Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision. \n'b' Innate Spellcasting . The hellstoker\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 11). It can cast the following spells, requiring no material components.\n'b'\n'b' At will : protection from evil and good \n'b' 1/day : plane shift (self only) \n'b'\n'b' Magic Resistance . The devil has advantage on saving throws against spells and other magical effects. \n'b' Oily Hide . A hellstoker has advantage on ability checks and saving throws to resist being grappled or restrained . In addition, if a hellstoker takes fire damage, it bursts into flame for 1 minute. During this time, a creature who enters the area or begins their turn in the area must make a DC 13 Dexterity saving throw, taking 4 (1d8) fire damage on a failed saving throw, or half as much damage on a successful saving throw. \n'b' Actions \n'b' Multiattack . The hellstoker makes two Spear attacks. \n'b' Spear . Melee Weapon Attack : +5 to hit, reach 5 ft., or range 20/60 ft., one target. Hit : 5 (1d6 + 2) piercing damage or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack . \n'b' Bellows . The hellstoker releases a blast of fire from its bellows in a 15-foot cone. Creatures in the area must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed saving throw, or half as much damage on a successful saving throw. \n'b' Summon (1/day). The hellstoker has a 35% chance to summon 2d8 lemures or 1 hellstoker. The summoned demon appears in an unoccupied space within 60 feet of the hellstoker, but can\xe2\x80\x99t summon other demons. It remains for 1 minute, until it or the first hellstoker is slain, or until the first hellstoker takes an action to dismiss it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Hellstoker \n'b' Family: Devils \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 58 (9d8 + 18) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 13 (+1) CON: 15 (+2) INT: 6 (-3) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Con +5, Wis +3, Cha +3 Skills Athletics +5, Perception +3 Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages Infernal, telepathy 120 ft. Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the hellstoker\xe2\x80\x99s darkvision . \n'b' Innate Spellcasting . The hellstoker\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 11). It can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : protection from evil and good \n'b' 1/day : plane shift (self only) \n'b'\n'b' Magic Resistance . The hellstoker has advantage on saving throws against spells and other magical effects. \n'b' Oily Hide . A hellstoker has advantage on ability checks and saving throws to resist being grappled or restrained . In addition, if a hellstoker takes fire damage, it bursts into flame for one minute. During this time, a creature who enters the area or begins their turn in the area must make a DC 13 Dexterity saving throw, taking 4 (1d8) fire damage on a failed saving throw, or half as much damage on a successful saving throw. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hellstoker makes two Spear attacks. \n'b' Spear . Melee Weapon Attack : +5 to hit, reach 5 ft., or range 20/60 ft., one target. Hit : 5 (1d6 + 2) piercing damage or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack . \n'b' Bellows . The hellstoker releases a blast of fire from its bellows in a 15-foot cone. Creatures in the area must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed saving throw, or half as much damage on a successful saving throw. \n'b' Summon (1/day) . The hellstoker has a 35% chance to summon 2d8 lemures or a hellstoker. The summoned demon appears in an unoccupied space within 60 feet of the hellstoker, but can\xe2\x80\x99t summon other demons. It remains for one minute, until it or the first hellstoker is slain, or until the first hellstoker takes an action to dismiss it. \n'b'\n'b' ABOUT \n'b' Hellstoker devils are rarely found away from the furnaces they tend in the lower pits of Hell where they maintain the reserves of oil made from the rendered flesh of mortals. When their supply runs low and there are no lesser devils or demons to feed the rendering vats, hellstokers go on hunting raids into the world. They capture as many mortals as possible before returning to the Lower Planes to make their precious oil \xe2\x80\x93 after a little light torture of course.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Henchman \n'b' Family: Devils \n'b' Medium fiend , lawful evil \n'b' Armor Class 18 (Infernal armor) Hit Points 84 (13d8+26) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 15 (+2) INT: 10 (+0) WIS: 8 (-1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Con +5 Damage Immunities poison Condition Immunities poisoned Damage Resistances cold, fire Senses darkvision 60 ft., passive Perception 9 Languages speaks and understands all languages Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shape Change . Henchmen devils have an innate ability to change their form, assuming the form of any humanoid including their clothes. \n'b' Innate Spellcasting . The Henchman\xe2\x80\x99s innate spellcasting ability is Intelligence (Spell save DC 11). It can innately cast the following spells, requiring no material components\n'b'\n'b'\n'b' At Will : detect evil and good \n'b' 3/day each : hold person \n'b' 2/day each : firestorm, glyph of warding \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . A henchmen devil makes two weapon attacks. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. 6 (1d4+4) slashing damage. \n'b' Bilun (Pole Arm) . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. 11 (2d6+4) slashing damage. In addition, anyone hit by the Bilun must make a Constitution save (DC 11). If they fail, their mind becomes filled with doubt and confusion. They are at disadvantage on all attacks and ability checks. They may repeat this save at the end of each of their turns, ending the effect on a successful save. This effect can also be removed with a greater restoration spell.\xc2\xa0 \n'b'\n'b' ABOUT \n'b' Henchmen devils stand roughly 5 feet at the shoulder. They are muscular bipedal creatures with the lower torso of a goat and the upper torso of a man. Their faces are twisted with evil and crowned by a set of coiled horns. Their goat legs are covered in thick fur, black or brown with a hint of red in it. Their bodies reflect the color of burnt ash, grayish-black, charred or dark stained red. They have no pupils but see from hollow pools of darkness. They wield all manner of weaponry but prefer polearms with multiple points and edges. When shape-changing, they prefer to take the shape of a human, dressed nicely in a courtiers garb. \n'b' Reluctant Spies . Though dull-witted, they are able to speak any language, good or evil, lawful or chaotic. This, combined with their shape-changing ability, means they are often used as spies and infiltrators. They dislike such duty but carry it out without hesitation. \n'b' Simple and direct . Henchmen devils possess a tremendous reluctance to assume another form, instinctively seeing that as a weakness. In battle, they always assume their natural shape, discarding any subterfuge they may have adopted. They prefer the damage inflicted by their polearms to any other. \n'b' Bilun (Pole Arm) : These long iron polearms are fashioned in the forges of the greater devils deep in the Wretched Plains. They are seven feet long from butt to point and are capped by a tri-bladed spear that is lined with notches, spikes, and twisted metal edges. The shaft is black as pitch, casting a reflection in its depths; its blade is a sickly yellow color, like tarnished gold.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cave Dragon, Ancient \n'b' Gargantuan dragon , neutral evil \n'b' Armor Class 20 (natural armor) Hit Points 507 (26d20 + 234) Speed 40 ft., burrow 40 ft., climb 40 ft.\n'b' STATS STR: 30 (+10) DEX: 12 (+1) CON: 29 (+9) INT: 14 (+2) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Con +17, Wis +11, Cha +12 Skills Perception +19, Stealth +9 Damage Immunities poison Condition Immunities blinded , poisoned Senses blindsight 60 ft., tremorsense 120 ft., passive Perception 29 Languages Common, Darakhul, Draconic Challenge 25 (75,000 XP) Proficiency Bonus +8 \n'b' SPECIAL TRAITS \n'b'\n'b' Darkness Aura . The cave dragon emits magical darkness in a 30-foot radius around it. The darkness moves with the dragon and spreads around corners. Darkvision can\xe2\x80\x99t penetrate this darkness , and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 4th level or lower, the spell creating the light is dispelled. At the start of each of its turns, the dragon chooses whether this aura is active. A successful dispel magic (DC 15) cast on the dragon suppresses this aura for 1 minute. \n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Magical Tunneler . The cave dragon can burrow through any unworked earth and stone. While doing so, the dragon can choose whether to leave the material it moves through undisturbed or leave a 15-foot diameter tunnel in its wake. \n'b' Spiked Climb . The dragon uses its spikes to hold itself in place while climbing, allowing it to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. If it climbs upside down on a ceiling or suspends itself on a vertical surface while leaving its claws free, it can\xe2\x80\x99t use the Ruff Spikes reaction . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon uses its Frightful Presence. It then makes three attacks: one with its Bite and two with its Claws. \n'b' Bite . Melee Weapon Attack : +18 to hit, reach 15 ft., one target. Hit : 21 (2d10 + 10) piercing damage plus 14 (4d6) poison damage. \n'b' Claw . Melee Weapon Attack : +18 to hit, reach 10 ft., one target. Hit : 17 (2d6 + 10) slashing damage. \n'b' Tail . Melee Weapon Attack : +18 to hit, reach 20 ft., one target. Hit : 19 (2d8 + 10) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 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\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Poison Breath (Recharge 5\xe2\x80\x936) . The dragon exhales a cone of black, poisonous gas in a 90-foot cone. Each target in that area must make a DC 25 Constitution saving throw. On a failure, a creature takes 91 (26d6) poison damage and is poisoned until cured by the greater restoration spell or similar magic. On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned . \n'b'\n'b' REACTIONS \n'b'\n'b' Ruff Spikes . When a creature moves to a space within 10 feet of the cave dragon, the dragon flares its many feelers and spikes. The creature must succeed on a DC 25 Dexterity saving throw or take 13 (3d8) piercing damage and be prevented from entering that space. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The 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 dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack . The dragon makes a Tail attack . \n'b' Limb Sweep (Costs 2 Actions) . The dragon sweeps its wingless limbs outward. Each creature within 10 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be pushed up to 10 feet away from the dragon and forced prone . \n'b'\n'b' LAIR \n'b' Labyrinthine systems of tunnels, caverns, and chasms make up the world of cave dragons. They claim miles of cave networks as their own. Depending on the depth of their domain, some consider the surface world their territory as well, though they visit only to eliminate potential rivals. \n'b' On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Cave-In . The ceiling collapses above one creature the dragon can see within 120 feet of it. The creature must make a DC 15 Dexterity saving throw. On a failure, a creature takes 10 (3d6) bludgeoning damage and is forced prone and buried. On a success, a creature takes half the damage and isn\xe2\x80\x99t forced prone or buried. A buried creature is restrained and unable to breathe or stand up. A creature, including the buried creature, can take an action to free the buried creature by succeeding on a DC 15 Strength check. \n'b' Release the Vermin . A 20-foot radius sphere of insects appears centered on a point the dragon can see within 120 feet of it. When a creature enters the cloud of insects for the first time on a turn or starts its turn there, that creature must make a DC 15 Constitution saving throw, taking 11 (2d10) piercing damage on a failed save, or half as much damage on a successful one. The cloud of insects lasts until initiative count 20 on the next round. \n'b' Split the Earth . A crack appears in the ground within 120 feet of the dragon that is 10 feet long, 10 feet wide, and 20 feet deep. Each creature standing on a spot where the crack opens must succeed on a DC 15 Dexterity saving throw or fall in, taking falling damage. A creature that successfully saves moves with the crack\xe2\x80\x99s edge as it opens. The crack remains open for 1 minute, until the dragon uses this lair action again, or until the dragon dies. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing a legendary cave dragon\xe2\x80\x99s lair is warped by the dragon\xe2\x80\x99s magic, which creates one or more of the following effects: \n'b'\n'b' Flight of the Beetles . Swarms of vermin within 1 mile of the lair increase in both size and number as their populations try to survive the dragon\xe2\x80\x99s undiscriminating hunger. \n'b' Toxic Air . Once each hour, poisonous and odorless gases fill random passages and caverns for 1 minute, and just as quickly disperse, within 6 miles of the dragon\xe2\x80\x99s lair. \n'b' Water Underground . Each time the dragon\xe2\x80\x99s temper flares, but no more often than once every 30 days, flash flooding turns tunnels into death traps as tremors create fissures in the stone within 6 miles of the lair. On the surface, ponds drain away, and long-dry creek beds break their banks in flood. If the dragon dies, these effects fade over the course of 1d10 days. \n'b'\n'b' ABOUT \n'b' Covered in black spikes, the dragon\xe2\x80\x99s eyeless head swings from side to side. Darkness creeps from its strange, eel-like hide, spreading like ink in water. \n'b' Apex predators of the underworld, cave dragons are the stuff of nightmare for creatures with little else to fear. They can speak, but they value silence, speaking rarely except when bargaining for food. \n'b' Born to Darkness . Eyeless, these dragons have long, thin spikes that help them navigate tunnels or seal passages around them, preventing foes from outflanking them. Their stunted wings are little more than feelers, useful in rushing down tunnels. Their narrow snouts poke into tight passages, which their tongues scour free of bats and vermin. Young cave dragons and wyrmlings can fly, poorly, but older specimens lose the gift of flight. Cave dragon hide is more like eel skin than reptilian scales, and it grows mottled with brown and black as it ages. \n'b' Ravenous Marauders . Cave dragons are always hungry and ready to eat everything. They devour undead, plant creatures, or anything organic. When feeding, they treat all nearby creatures as both a threat and the next course. Alliances they make only last so long as their allies make themselves scarce when the dragon feeds. They can be bribed with food as easily as with gold, but other attempts at diplomacy typically fail. Cave dragons do form alliances with peoples of the underworld, joining them in battle against enemies, but there is always a price to be paid in flesh, bone, and marrow. Wise allies keep a cave dragon well fed. \n'b' A Hard Life . Limited food underground makes truly ancient cave dragons almost unheard of. The eldest tend to die of starvation after stripping their territory bare of prey. Their nigh-endless hunger leaves the ancients the most likely of cave dragons to form alliances, especially with allies that promise\xe2\x80\x94and deliver\xe2\x80\x94food. On occasion, cave dragons climb to the surface to feed, but their earthbound, plodding pace leaves them outcompeted by other predators or unable to keep up with swift or flying prey. They prefer tight tunnels where they can ambush and outmaneuver prey. \n'b' Edible Hoards and Vertical Lairs . Due to the scarcity of food in their subterranean world, a cave dragon\xe2\x80\x99s hoard may consist largely of food sources: bat colonies, enormous beetles, carcasses in states of decay, a cavern infested with shriekers, and whatever else the dragon doesn\xe2\x80\x99t immediately devour. Cave dragons are fond of bones and items with strong taste or smell. \n'b' Vast collections of bones, teeth, ivory, and the shells of huge insects litter their lairs, arranged like artful ossuaries. Large vertical chimneys serve as nesting sites for eggs and are popular resting places when a cave dragon sleeps within its lair. Chimneys just wide enough to hold young cave dragons make preferred ambush sites, as the dragons\xe2\x80\x99 tough spikes help hold them in position until prey passes beneath. The oldest cave dragons also retreat to vertical chimneys near nesting sites or within their lairs to die in peace. Stories claim that enormous treasures are heaped up in these ledges, abysses, and other inaccessible locations.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Hirsenkeelt \n'b' Family: Devils \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 95 (10d10+40 HD) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 17 (+3) CON: 19 (+4) INT: 17 (+3) WIS: 15 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire, cold, poison Condition Immunities poisoned Damage Resistances bludgeoning piercing and slashing from non-magical weapons that aren\xe2\x80\x99t silvered. Senses darkvision 120 ft., true sight 120 ft., passive Perception 16 Skills Arcana +7, Perception +6 Languages Infernal, telepathy 120 ft. Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Flux . The hirsenkeelt emanates a permanent state of destructive potential that flows about it like an energy field. This field affects all within 30 feet from the creature, and as they draw nearer, the effects increase, dealing additional damage. At 20-30 feet from the hirsenkeelt, all living creatures take 4 (1d8) points of damage and material objects age as if one year has passed (rust forms on metal, water dries up, etc). from 10-19 feet, the effect deals 5 (1d10) hit points and 2 (1d4) years of aging and under 10 feet, the damage is 6 (1d12) and the aging is 3 (1d6) years. This is rolled per individual or object as the field is always in an amorphous flux. The Castle Keeper is responsible for tracking and determining the effects of the aging, which likely will not mechanically affect PCs, but represents a decay that has occurred. PCs are entitled to a Constitution save (DC 16) to resist the effects. Every time a character suffers damage from flux, the devil heals 1-2 hit points, and creatures that approach are subject to each level of damage (30 feet, then 19 feet, then 9 feet), with a separate save for each. \n'b' Immaterial . Once the hirsenkeelt is reduced to less than half its maximum hit points in damage, it uses its reaction to become immaterial and disperse, only to reappear 3 rounds later in a random direction 50 feet away. It automatically returns to half hit points plus 1d10 during this process. It can do this three times, and then requires a long rest, after which it regains all expended uses of this ability. Becoming immaterial cannot occur on consecutive rounds. \n'b' Levitate . The hirsenkeelt can levitate an object up to 500 pounds. Aside from the weight this ability is in all other ways as per the spell but requires no material components. Objects thus levitated can be physically moved and pushed by other beings, but always come back to their starting point unless willed to remain in their new location by the hirsenkeelt. This ability may be used at will, but requires concentration. \n'b' Teleport without Error . hirsenkeelt can cast teleport without error as a spell-like ability. This ability requires no components. It can use this ability three times and then requires a long rest. After completing a long rest, it regains all expended uses of this ability. \n'b' True Immortal . The hirsenkeelt does not experience the passage of time; it has no concept of such and exists in a perpetual state of the present. It does not age and, in reality, cannot be killed, only cast back into that realm from which it came. This is done by bringing the creature to 0 hit points , at which point it disappears. \n'b'\n'b' ACTIONS \n'b'\n'b' Unmake (Recharge 6) . Range 60 ft. With this ability, the hirsenkeelt can make a focused energy attack that causes 2d10 necrotic damage. The recipient of the attack is allowed a Constitution check (DC 15). Success indicates that \xc2\xbd damage is taken. The hirsenkeelt can only do this three times a day. \n'b' Telekinetic Attack (Recharge 4-6) . As the spell except it can move up to 500 lbs 200 feet. The hirsenkeelt can throw one target up to 60 feet, doing 1d6 points of bludgeoning damage for every 10 feet thrown if the target strikes a hard surface, or leaving the target prone otherwise. The target can make a Dexterity save (DC 15) to avoid this effect. \n'b' Multiattack . The devil makes 3 attacks with its scimitar \n'b' Necrotic Scimitar . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 13 (2d8+5) slashing damage plus 10 (3d6) necrotic damage. When the hirsenkeelt is defeated, its scimitar vanishes with the devil. \n'b'\n'b' ABOUT \n'b' The hirsenkeelt is a very rare devil. They came into being in that world between worlds, between the living and the dead, between time and no time. They are enigmas with no particular form or shape as if half dreamed into being but never quite making it across the threshold of existence. They are called the hirsenkeelt by the dwarves, meaning the negation of being. They exist in the spaces between the known planes and can only be brought over by the most powerful of creatures. \n'b' They are aware of themselves and believe themselves to be beings in the process of self-creating and of creating a world in which to live. For the hirsenkeelt, the worlds of all the planes and everything in them are the raw material for their continued creative process, nothing more than paints upon a palette. The devil has no intentional evil in it, rather, it is so unconcerned and uncaring (and incapable of such) for all things other than themselves that their actions become evil as an after-effect of their being. \n'b' The hirsenkeelt can only be found in its natural state when dimension door, teleport or some similar magical travel between the planes goes awry and those teleporting are locked between the planes. This space crackles with energies and materials that are in a constant state of flux \xe2\x80\x93 as is the hirsenkeelt. Even should one travel to this \xe2\x80\x98area,\xe2\x80\x99 the chances of meeting a Hirsekeelt are one in a million. \n'b' Creatures of Will . It takes no form, but simply projects its will from out of an amorphous energy area. Only when they come into the planes of existence do they actually acquire a more recognizable form. Here they acquire some slight gaseous material nature that is transformed into a vague shape as if a robe flowing over a body. \n'b' Forces of Destruction . Although it is incapable of actually remaking itself or continuing the process of creation, it believes it can. It, therefore, attempts to transform and consume objects first by destroying them and then consuming them. It does this without even consciously trying to do so with its innate aura of flux. This is why the hirsenkeelt is such a dangerous creature. It destroys that which it moves near. It then proceeds to consume the decay which it causes, in effect healing itself.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Horned \n'b' Family: Devils \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 148 (17d10 + 55) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 22 (+6) DEX: 17 (+3) CON: 21 (+5) INT: 12 (+1) WIS: 16 (+3) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Dex +7, Wis +7, Cha +7 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 13 Languages Infernal, telepathy 120 ft. Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Devil\xe2\x80\x99s Sight : Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision. \n'b' Magic Resistance : The devil has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack : The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack. \n'b' Fork : Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) piercing damage. \n'b' Tail : Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct , it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. \n'b' Hurl Flame : Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit : 14 (4d6) fire damage. If the target is a flammable object that isn\xe2\x80\x99t being worn or carried, it also catches fire. \n'b' About \n'b' Bristling with terrible spines and a crown of deadly horns, this leering winged terror wields a whirling barbed chain.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Ice \n'b' Family: Devils \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 180 (19d10 + 76) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 14 (+2) CON: 18 (+4) INT: 18 (+4) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +9, Wis +7, Cha +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities cold, fire, poison Condition Immunities poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 12 Languages Infernal, telepathy 120 ft. Challenge 14 (11,500 XP) \n'b' Special Traits \n'b' Devil\xe2\x80\x99s Sight : Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision. \n'b' Magic Resistance : The devil has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack : The devil makes three attacks: one with its bite, one with its claws, and one with its tail. \n'b' Bite : Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage. \n'b' Claws : Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage. \n'b' Tail : Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage. \n'b' Wall of Ice (Recharge 6) : The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it\xe2\x80\x99s a hemispherical dome up to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes. \n'b' About \n'b' A pair of frozen, multifaceted eyes coldly judge all before this towering, insectile monstrosity.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Imp \n'b' Family: Devils \n'b' Tiny fiend (devil, shapechanger), lawful evil \n'b' Armor Class 13 Hit Points 10 (3d4 + 3) Speed 20 ft., fly 40 ft.\n'b' STATS STR: 6 (-2) DEX: 17 (+3) CON: 13 (+1) INT: 11 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Insight +3, Persuasion +4, Stealth +5 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages Infernal, Common Challenge 1 (200 XP) \n'b' Special Traits \n'b' Shapechanger : The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Devil\xe2\x80\x99s Sight : Magical darkness doesn\xe2\x80\x99t impede the imp\xe2\x80\x99s darkvision. \n'b' Magic Resistance : The imp has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Sting (Bite in Beast Form) : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Invisibility : The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it. \n'b' About \n'b' Fiendish wings and a whipping scorpion-like tail lash behind this diminutive, red-skinned nuisance. \n'b' Familiar . This creature is an option for spellcasters using the find familiar spell.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angel of the Dark \n'b' Family: Angels \n'b' Large celestial , lawful good \n'b' Armor Class 18 (plate) Hit Points 161 (14d10 + 84) Speed 50 ft., fly 100 ft. (hover)\n'b' STATS STR: 12 (+1) DEX: 24 (+7) CON: 23 (+6) INT: 18 (+4) WIS: 28 (+9) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +13, Wisdom +15, Charisma +13 Skills Insight +15, Perception +15 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison, radiant Condition Immunities blinded , charmed , exhaustion , frightened , poisoned Senses blindsight 300 ft., truesight 120 ft., passive Perception 25 Languages all, telepathy 120 ft. Challenge 17 (18,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devoid of Light . While in darkness, the angel of the dark is invisible , has advantage on Dexterity ( Stealth ) checks, and can attempt to hide even when it is not obscured. \n'b' Divine Awareness . The angel of the dark knows if it hears a lie. \n'b' Innate Spellcasting . The angel of the dark\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 21). The angel of the dark can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : blindness/deafness , darkness , pass without trace \n'b' 3/day each : fear , hold person \n'b' 1/day each : hold monster , mislead \n'b'\n'b' Infinite Void . Light obeys and bends to the angel\xe2\x80\x99s will and is consumed by the void within the angel. Whenever the angel of the dark is subjected to radiant damage, it takes no damage and instead its weapons ignite with black flames for 1 minute. While the weapons are ignited, all weapon attacks of the angel of the dark deal an additional 1d8 fire damage on a hit. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The angel of the dark makes four melee weapon attacks. \n'b' Ring Blade of Darkening . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 18 (2d10 + 7) slashing damage and the target is cursed for 1 minute. When a cursed creature tries to cast an evocation spell, the spell automatically fails. If the target is concentrating on an evocation spell, the concentration ends. \n'b' Chains of Banishment . The angel of the dark transforms shadows into pitch-black gateways and force creatures through them. This feature requires the angel of the dark to maintain concentration (such as concentrating on a spell) for 3 turns to take full effect. The concentration ends if the angel of the dark is in bright light, the angel leaves its current position, or when the angel uses this feature again. On the first turn of concentration, when the angel of the dark uses this feature, all shadows within 60 feet of it darken to a point that they are all devoid from even a scintilla of illumination. Any hostile creature within the area must make a DC 21 Wisdom saving throw. A creature is frightened until the end of the angel\xe2\x80\x99s next turn on a failed save, or has advantage on its next saving throw to resist this feature and is not frightened on a successful one. A creature frightened by this feature can\xe2\x80\x99t willingly move from its current position. On the second turn of concentration, unbreakable chains emerge from the shadows, entangling creatures. Any hostile creature within 60 feet of the angel must succeed on a DC 21 Dexterity saving throw or be restrained by the chains until the end of the angel\xe2\x80\x99s next turn. A creature frightened by this feature has disadvantage on this roll. On the third turn of concentration, creatures that are restrained by this feature must make a DC 24 Charisma saving throw. A creature is pulled into the shadows and banished, returning to its home plane, on a failed save, or is stunned until the end of its next turn on a successful one. If the creature is native to the plane of existence that the angel is on and the creature has 100 hit points or fewer, the creature dies on a failed save.. \n'b'\n'b' REACTIONS \n'b'\n'b' Shadowy Intervention . When a creature casts a spell within 30 feet of the angel, the angel of the dark can teleport to an unoccupied space within 5 feet of the creature, make a ring blade of darkening attack , and teleport back to its position. If the attack hits, the spell ends before taking effect. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The angel of the dark 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 angel of the dark regains spent legendary actions at the start of their turn. \n'b'\n'b' Teleport . The angel of the dark magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. to an unoccupied space it can see. \n'b' Elusive Shadows (Costs 2 Actions) . The angel of the dark becomes an intangible shadow until the start of its next turn or until it is subjected to damage. For the duration, the angel of the dark is immune to any kind of damage. \n'b' In the Dark, All is One (Costs 3 Actions) . Darkness does not discriminate; everything is the same when there is no light to reveal the differences. Until the end of the angel\xe2\x80\x99s next turn, creatures within 60 feet of the angel can\xe2\x80\x99t use a feature unless they all have the ability to use the same feature (including the angel). For example, the angel of the dark can make melee weapon attacks; thus, if all creatures within 60 feet of the angel are able to make melee weapon attacks, they can do so without a problem. Likewise, the angel of the dark has innate spellcasting; so, if all creatures within 60 feet have spellcasting, they can cast spells without a problem. \n'b'\n'b' ABOUT \n'b' There is a misconception that agents of evil do their bidding in places where light can\xe2\x80\x99t reach, because goodness can\xe2\x80\x99t reach the depths of darkness. The truth is, order and benevolence has made their way through the dark, and it takes neither a blinding presence nor the protection of light to do work for the greater good. \n'b' Divine Creation . An angel of the dark is an angel and doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Shadows of Divinity . Angels of the dark came into being when the holiest and the most brilliant light shone upon the deities of heavenly realms and cast a shadow. These angels rose from those shadows to serve as the light commands, in places where even the light can\xe2\x80\x99t reach.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Imp-Erosi \n'b' Family: Devils \n'b' Gray hairs make a savage beard around the fanged mouth of this aged imp, its horns long since broken off near their base and its decayed wings bearing it aloft by the power of magic-while it is undoubtedly a detestable and wicked creature, it is hard not to find its tiny glasses a touch endearing. \n'b' Tiny fiend (demon, shapechanger), chaotic evil \n'b' Armor Class 16 ( mage armor ) Hit Points 15 (6d4) Speed 15 ft., fly 40 ft.\n'b' STATS STR: 6 (-2) DEX: 17 (+3) CON: 11 (+0) INT: 13 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Insight +4, Persuasion +5, Stealth +5 Damage Resistances acid, cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities poisoned ; Senses darkvision 120 ft., passive Perception 12 Languages Abyssal, Infernal, Common Challenge 2 (450 XP) \n'b' Special Traits \n'b' Devil\xe2\x80\x99s Spectacles . Magical darkness doesn\xe2\x80\x99t impede the imp-erosi\xe2\x80\x99s darkvision while it is wearing its spectacles. Without its spectacles, the imp-erosi\xe2\x80\x99s darkvision reduces to 30 feet. \n'b' Invisibility (Recharge 5-6) . As a bonus action , the imp-erosi magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it. The imp-erosi can recharge this feature by spending its action. \n'b' Magic Resistance . The imp-erosi has advantage on saving throws against spells and other magical effects. In addition, it is under the constant effects of a mage armor spell. \n'b' Scroll Reader . The imp-erosi is able to use any magic scroll for spells of 4th-level or lower. \n'b' Actions \n'b' Sting (Bite in Beast Form) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4+3) piercing damage, and the target must make on a DC 12 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Shapechanger . The imp-erosi can use its action to polymorph into a Small beast or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' It isn\xe2\x80\x99t safe to attempt to escape Hell but what can be done in the realm of devils that does not result in harsh and severe punishment? Some imps take the risk of and cross over into the Abyss, becoming thralls to demons. Once removed from their home, age takes its toll and withers their bodies, but not without expanding the fiend\xe2\x80\x99s mind. Gradually it transforms into an imp-erosi demon, mastering its innate magics and always seeking to steal power (be it arcane or divine) from others.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Infernal Knight \n'b' Family: Devils \n'b' The edges of the figure\xe2\x80\x99s black armor plates glow red hot with the glare of hellfire leaking from them. The figure\xe2\x80\x99s eyes, glowing with that same hellfire, gleam from within its helmet as it swings its mighty sword. \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 18 (plate) Hit Points 247 (26d8 + 130) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 24 (+7) DEX: 14 (+2) CON: 20 (+5) INT: 17 (+3) WIS: 21 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Constitution +10, Wisdom +10 Skills Athletics +12, Insight +10, Perception +10 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities fire, necrotic, poison Condition Immunities charmed , exhaustion , frightened , poisoned Senses truesight 60 ft., passive Perception 20 Languages Infernal, telepathy 120 ft. Challenge 16 (15,000 XP) \n'b' Special Traits \n'b' Faultless Tracker . If the infernal knight is given a quarry by its lord, the knight knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. \n'b' Magic Resistance . The infernal knight has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The infernal knight\xe2\x80\x99s weapon attacks are magical. \n'b' Regeneration . The infernal knight regains 10 hp at the start of its turn if it has at least 1 hp . \n'b' Actions \n'b' Multiattack . The infernal knight makes two melee attacks or uses its Hellfire Bolt twice. It can replace one attack with Reave Soul. \n'b' Greatsword . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 14 (2d6 + 7) slashing damage plus 17 (5d6) necrotic damage. A creature hit by the sword must succeed on a DC 18 Constitution saving throw or suffer disadvantage on attack rolls and ability checks based on Strength or Dexterity until the end of its next turn. \n'b' Hellfire Bolt . Ranged Spell Attack : +10 to hit, range 120 ft., one target. Hit : 10 (3d6) fire damage plus 17 (5d6) necrotic damage. A creature hit must succeed on a DC 18 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hp maximum to 0. \n'b' Reave Soul (Recharge 5-6) . The infernal knight targets a creature with 0 hp that it can see within 60 feet of it. If the creature is alive, it must succeed on a DC 18 Constitution saving throw or die and have its soul drawn into the infernal knight\xe2\x80\x99s greatsword. If the creature is dead and has been dead for less than 1 minute, its soul is automatically captured. When the infernal knight captures a soul, it regains 30 hp , and Reave Soul recharges at the start of its next turn. While a creature\xe2\x80\x99s soul is trapped, that creature can\xe2\x80\x99t be returned to life by any means short of a wish spell. A banishment spell targeted at the greatsword forces the infernal knight to make a Charisma saving throw against the spell. On a failed save, any souls trapped in the blade are released instead of the spell\xe2\x80\x99s normal effect. Trapped souls are also released when the infernal knight dies. \n'b' Planar Rift (1/day) . The infernal knight magically tears a rift in the fabric of the multiverse. The rift is a portal to a plane of the infernal knight\xe2\x80\x99s choice. The portal remains open for 1 hour, during which time any creature can pass through it, moving from one plane to the other. A dispel magic spell targeting the rift can destroy it if the caster succeeds on a DC 18 spellcasting ability check. \n'b' About \n'b' Few devil souls hold the necessary dedication and temperament to become an infernal knight. The knight is a trusted advisor and servant to a powerful pit fiend or arch-devil. \n'b' Soul Stealer . An infernal knight\xe2\x80\x99s most terrifying aspect is its ability to steal the souls of its victims. The devil draws these souls into its dark blade and carries them back to its infernal master. \n'b' Tireless Pursuer . Powerful beings who make contracts with devils sometimes think they can avoid the worst consequences of infernal bargains. Infernal knights exist primarily to prove them wrong. A knight dispatched to reclaim an indebted soul stalks tirelessly across the multiverse in search of its quarry. \n'b' Relentless Nature . An infernal knight doesn\xe2\x80\x99t require food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Ink \n'b' Family: Devils \n'b' Small fiend (devil), lawful evil \n'b' Armor Class 14 Hit Points 54 (12d6 + 12) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 12 (+1) INT: 20 (+5) WIS: 8 (-1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6 Skills Arcana +9, Deception +6, History +9, Stealth +6 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 9 Languages Celestial, Common, Draconic, Infernal, telepathy 120 ft. Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the ink devil\xe2\x80\x99s darkvision. \n'b' Magic Resistance . The ink devil has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (3d6 + 4) slashing damage. \n'b' Devil\xe2\x80\x99s Ink . Melee or Ranged Spell Attack : +6 to hit, reach 5 ft. or range 60 ft., one target. Hit : 13 (2d8 + 4) poison damage, and the target must succeed on a DC 13 Dexterity saving throw or be marked with a small, fiendish tattoo for 24 hours. Devils have advantage on attack rolls against the marked target, and the target has disadvantage on saving throws against the spells and abilities of devils. \n'b' Corrupt Scroll . The ink devil touches a scroll, corrupting it. A creature using the scroll must succeed a DC 13 Intelligence saving throw or the spell harms the caster (if an offensive spell), helps the nearest devil (if beneficial), or fails, consuming the scroll (if not offensive or if no devils are in range to benefit from the magic). \n'b' Invisibility . The ink devil magically turns invisible until it attacks or uses Disrupt Concentration, or until its concentration ends (as if concentrating on a spell). Any equipment the ink devil wears or carries is invisible with it. \n'b' Spellcasting . The ink devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):\n'b'\n'b'\n'b' At will : detect magic , illusory script (as an action) \n'b' 1/day : glyph of warding \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Disrupt Concentration . One spellcaster concentrating on a spell within 30 feet of the ink devil that the devil can see must succeed on a DC 13 Wisdom saving throw or lose concentration on the spell. \n'b'\n'b' ABOUT \n'b' This small devil wears a small red hat. A wicked grin flashes black teeth, and the creature nervously wrings its hands, baring long, needle-like claws. \n'b' Ink devils have small, pursed mouths and long, thin, bony fingers with nails that resemble quills. Their heads are often bald or shaved in a monastic tonsure, and they have two small horns, no larger than an acorn. Their skin tends toward walnut, indigo, and black tones, though the eldest are as pale as parchment. They often wear robes and carry scroll cases. \n'b' Cowards at Heart . Ink devils are talkers and cowards. They prefer chatting, whining, and pleading to any form of combat. When they are forced to fight, they prefer to hide behind other devils. They force lesser devils, like lemures, to fight for them, resorting to their sharp claws only as a last resort. \n'b' False Gifts . They often give strangers false gifts, like letters of credit, charters, or scholarly papers inscribed with a dangerous glyph. \n'b' Bibliophiles and Bookworms . Ink devils live in libraries and scriptoria in Hell and related planes. Their speed and keen vision make them excellent accountants, record keepers, translators, and note takers. They cannot be trusted, and they delight in altering documents for their own amusement or in their master\xe2\x80\x99s service.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Interlocutor \n'b' Family: Devils \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 20 (natural armor) Hit Points 273 (26d10 + 130) Speed 40 ft.\n'b' STATS STR: 23 (+6) DEX: 19 (+4) CON: 20 (+5) INT: 24 (+7) WIS: 21 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +10, Intelligence +12, Wisdom +10, Charisma +10 Skills Deception +15, Insight +15, Medicine +10, Nature +12, Perception +10 Damage Resistances cold; bludgeoning, piercing and slashing from nonmagical weapons that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 20 Languages all, telepathy 120 ft. Challenge 15 (13,000 XP) \n'b' Special Traits \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision . \n'b' Magic Resistance . The devil has advantage on saving throws against spells and other magical effects. \n'b' Polyglot . The devil is fluent in all languages. \n'b' Tormentor . The devil is extremely gifted in the methods of torture and causing excruciating pain. \n'b' Surgical Strikes . The devil scores a critical hit on a roll of 18, 19, or 20. \n'b' Innate Spellcasting . The devil\xe2\x80\x99s spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The devil can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : acid splash , plane shift , shocking grasp , spare the dying \n'b' 3/day each : cure wounds , greater restoration \n'b' 1/day : revivify \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The devil makes three melee attacks . \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 24 (4d8 + 6) slashing damage, and the target must succeed on a DC 18 Constitution saving throw or be incapacitated by excruciating pain until the end of the devil\xe2\x80\x99s next turn. \n'b' Chain . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 13 (2d6 + 6) slashing damage. The target is grappled (escape DC 18) if the devil isn\xe2\x80\x99t already grappling a creature. Until this grapple ends, the target is restrained , and must succeed on a DC 18 Constitution saving throw or be incapacitated by excruciating pain, and the target takes 10 (3d6) piercing damage at the start of each of its turns. \n'b' Animate Chains (Recharges after a Short or Long Rest) . Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil\xe2\x80\x99s control, provided that the chains aren\xe2\x80\x99t being worn or carried. Each animated chain is an object with AC 20, 20 hit points , resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can\xe2\x80\x99t make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies. \n'b'\n'b' Reactions \n'b'\n'b' Unnerving Mask . When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature\xe2\x80\x99s departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 18 Wisdom saving throw or be frightened until the end of its turn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Joyful Thing \n'b' Family: Devils \n'b' Medium fiend ( devil ), lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 78 (12d8+24) Speed 10 ft., fly 20 ft. (can hover)\n'b' STATS STR: 16 (+3) DEX: 6 (-2) CON: 15 (+2) INT: 15 (+2) WIS: 11 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Str +3, Dex +1, Con +5, Int +5, Wis +3, Cha +6 Skills Insight +3, Perception +3 Condition Immunities frightened , stunned Senses darkvision 60 ft., passive Perception 13 Languages Common, Deep Speech, Infernal Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Exploit Pain . The joyful thing has advantage on attack rolls against targets that are frightened or that doesn\xe2\x80\x99t have all its hit points . \n'b' Innate Spellcasting : The joyful thing\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : mage hand \n'b' 3/day each : bane , bestow curse , command , hold person \n'b' 1/day : augury \n'b'\n'b' Magic Resistance . The joyful thing has advantage on saving throws against spells and other magical effects. \n'b' Pain Resistance . The joyful thing has advantage on saving throws against being exhaustion and being poisoned . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The joyful thing makes two spiked chain attacks. \n'b' Spiked Chain . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 8 (2d4 +3) piercing damage and the target is grappled (escape DC 16). \n'b' Scare (Recharge 5-6) . One creature of the joyful thing\xe2\x80\x99s choice within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the joyful thing is within line of sight, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' The most dedicated sometimes undergo a brutal ritual in which their limbs are amputated and their nonvital organs are removed. This imbues the so-called Joyful Things with powers drawn from the Plane of Shadow but also makes them embodiments of pain, sacrifice, and the eternal torment that awaits in the afterlife. These exemplars of glorious suffering hold positions of influence, and any temple that hosts one or more Joyful Things is considered blessed by the gods of darkness.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cave Fisher \n'b' Large monstrosity , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 51 (6d10 + 18) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 17 (+3) INT: 1 (?5) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The cave fisher makes two Claw attacks. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Filament . Ranged Weapon Attack : +3 to hit, range 60 ft., one target. Hit : the target is restrained by the filament and must succeed on a DC 13 Strength saving throw or be pulled up to 25 feet toward the cave fisher. As an action, the restrained target can make a DC 13 Strength check, breaking free of the filament on a success. The filament can also be attacked and destroyed (Armor Class 12; 5 hit points ; immunity to bludgeoning, piercing, and psychic damage). \n'b'\n'b' ABOUT \n'b' Cave fishers are cavern-dwelling crustaceans similar in appearance to a large crayfish with a long proboscis. They have a grayish coloration that allows them to better to blend into their natural habitat and a flat body that allows them to crawl through narrow openings or to press tightly against overhangs and ledges. They hunt by dangling web-like filaments to capture prey but are not averse to shooting these filaments for a more active hunting style. Once reeled in, they go to work with their sharp pincer-like claws, tearing off pieces of flesh or even entire limbs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Lemure \n'b' Family: Devils \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 7 Hit Points 13 (3d8) Speed 15 ft.\n'b' STATS STR: 10 (+0) DEX: 5 (-3) CON: 11 (+0) INT: 1 (-5) WIS: 11 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold Damage Immunities fire, poison Condition Immunities charmed , frightened , poisoned Senses : darkvision 120 ft., passive Perception 10 Languages understands Infernal but can\xe2\x80\x99t speak Challenge 0 (10 XP) \n'b' Special Traits \n'b' Devil\xe2\x80\x99s Sight : Magical darkness doesn\xe2\x80\x99t impede the lemure\xe2\x80\x99s darkvision. \n'b' Hellish Rejuvenation : A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water. \n'b' Actions \n'b' Fist : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 2 (1d4) bludgeoning damage. \n'b' About \n'b' A roiling wave of flesh gushes forward. Amid the fatty surge wriggle half-formed limbs and a dripping tumorous face.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Lilin \n'b' Family: Devils \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 228 (24d8 + 120) Speed 30 ft., fly 50 ft.\n'b' STATS STR: 14 (+2) DEX: 20 (+5) CON: 20 (+5) INT: 17 (+3) WIS: 18 (+4) CHA: 29 (+9) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +10, Constitution +10, Charisma +14 Skills Arcana +8, Deception +14, Perception +9, Persuasion +14 Damage Resistances cold; bludgeoning, piercing and slashing from nonmagical weapons that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 19 Languages Infernal, telepathy 120 ft. Challenge 13 (10,000 XP) \n'b' Special Traits \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision. \n'b' Magic Resistance . The devil has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The lilin\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). The lilin can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : charm person , suggestion \n'b' 3/day : animate dead \n'b' 1/day : conjure fiend \n'b'\n'b' Spellcasting . The lilin is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). It can cast the following spells: \n'b'\n'b' Cantrips (at will) : chill touch , fire bolt, mage hand , minor illusion , prestidigitation \n'b' 1st level (4 slots) : burning hands , detect magic , false life , magic missile , shield \n'b' 2nd level (3 slots) : darkness , flaming sphere , ray of enfeeblement , scorching ray \n'b' 3rd level (3 slots) : dispel magic , fireball , haste , stinking cloud \n'b' 4th level (3 slots) : confusion , fire shield , greater invisibility , wall of fire \n'b' 5th level (3 slots) : cloudkill , dominate person , wall of stone \n'b' 6th level (1 slot) : circle of death , eyebite \n'b' 7th level (1 slot) : fire storm \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The lilin makes two attacks with its claws. \n'b' Claws . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage. \n'b' Teleport . The lilin magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Lilith (Former Queen of Hell), Arch Devil \n'b' Family: Devils \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 22 (natural armor) Hit Points 297 (22d8 + 198) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 28 (+9) DEX: 28 (+9) CON: 28 (+9) INT: 30 (+10) WIS: 30 (+10) CHA: 30 (+10) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +16, Wisdom +17, Intelligence +17, Charisma +17 Skills Arcana +17, Deception +17, Insight +17, Intimidation +17, History +17, Religion +17, Perception +17, Persuasion +17 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that are not silver Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 27 Languages Abyssal, Common, Celestial, Infernal, Terran, telepathy 100 ft. Challenge 24 (62,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision . \n'b' Innate Spellcasting . Lilith\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). She can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : alter self , animate dead , bane , detect evil and good , detect magic , detect thoughts , dispel magic , dominate monster , fireball , hold person , invisibility , magic circle , see invisibly, suggestion , true seeing , teleport (self only) \n'b' 3/day : lightning bolt , wall of fire \n'b' 1/day : power word kill \n'b' 1/week : wish \n'b'\n'b' Legendary Resistance (3/day) . If Lilith fails a saving throw, she can choose to succeed instead. \n'b' Magic Resistance . Lilith has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . Lilith\xe2\x80\x99s weapon attacks are magical. \n'b' Regeneration . Lilith regains 10 hit points at the start of her turn. If Lilith takes damage from a silvered weapon, this trait doesn\xe2\x80\x99t function at the start of Lilith\xe2\x80\x99s next turn. Lilith is destroyed only if she starts her turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Simple Art of Seduction . Like others of the Infernal Court, Lilith uses her intellect and her charms to trick victims into succumbing to her wiles. At the start of her turn, Lilith chooses one of the following effects: Indecent Proposal. Any creature who can hear Lilith and is within 30 feet must succeed on a DC 25 Wisdom saving throw or suffer the effects of a suggestion spell. \n'b' Maleficent Mesmerism . Lilith\xe2\x80\x99s suggestive charms and animal magnetism leave her listeners enrapt in her words so that they are unable to move save to gape at her animal magnetism. All who can see Lilith and are within 30 feet must succeed on a DC 25 Wisdom saving throw or become incapacitated until the end of their next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The creature makes one Lilith\xe2\x80\x99s Kiss attack and two Amaheuris attacks. \n'b' Amaheuris . Melee Weapon Attack : +16 to hit, reach 5 ft., one target. Hit : 18 (2d8 + 9) slashing damage and the target must make a DC 24 Constitution saving throw, suffering 18 (4d8) necrotic damage on a failure, or half as much on a success. \n'b' Lilith\xe2\x80\x99s Kiss . Melee Weapon Attack : +16 to hit, reach 5 ft., one target. Hit : 41 (5d12 + 9) necrotic damage and the target must make a DC 25 Wisdom saving throw or become charmed by Lilith until the end of their next turn. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Lilith can take three 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. Lilith regains spent legendary actions at the start of her turn. \n'b'\n'b' Kiss and Spell . Lilith makes a Lilith\xe2\x80\x99s Kiss attack and casts a spell. \n'b' Lure (costs 2 actions) . One creature that Lilith can see and that can see her must succeed on a DC 25 Wisdom saving throw or use its reaction to move its full speed in a direction Lilith desires. \n'b' Wing Buffet (costs 2 actions) . Lilith buffets the air with her wings to create a 20-foot cone of powerful wind. All creatures caught in this area must succeed at a DC 25 Strength check or be knocked prone and pushed 15 feet away from Lilith. \n'b' Fiendish Recovery (costs 2 actions) . Lilith recovers 50 hit points and ends one condition affecting her. \n'b'\n'b' ABOUT \n'b' Lilith is an insanely comely female standing just under six feet tall and weighing roughly 130 pounds. Her skin is cinnamon colored, and her hair is waist length and blood red. Her eyes are a sparkling emerald green. Her hands end in claws, and underneath her thick hair she hides two tiny dark black horns. She has a small pair of leathery black bat-like wings that she can fold against her back and hide under her robes at a moment\xe2\x80\x99s notice should the need for such deception arise. \n'b' Lilith was one of the original fallen and was once a powerful archangel who took great interest in the doings of mortals, especially primeval mortal males. Lilith allied with the Lightbringer during his revolution when she discovered that the gods were gathering the Watchers and imprisoning them in the Pits of Tartarus as punishment for their interactions with mortals. \n'b' She was also one of the original conspirators that cast the Lightbringer from the Throne of Hell which she took up briefly. She in turn was quickly overthrown in a second coup. Unfortunately for Lilith, her many betrayals mean that none of the other fallen trust her any longer. In spite of this, none can deny her great power. She keeps a heart-shaped fortress in the battle plains of Gehenna, which is guarded by six legions of horned devils, each of which is commanded by a pit fiend. She spends the majority of her time crossing into the mortal planes to tempt paladins and holy priests to damnation. She drags their souls back to her fortress for eternal punishment or presses them into service as fodder for her legions. She has a personal contingent of death knights, each of whom was once a lover that she seduced from the path of righteousness and good by her charms and machinations.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Lunar \n'b' Family: Devils \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 94 (9d10 + 45) Speed 40 ft., fly 60 ft. (hover)\n'b' STATS STR: 21 (+5) DEX: 21 (+5) CON: 20 (+5) INT: 16 (+3) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Dex +8, Con +8, Wis +5 Skills Perception +5 Damage Resistances cold; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 15 Languages Celestial, Draconic, Elvish, Infernal, Sylvan, telepathy 120 ft. Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the lunar devil\xe2\x80\x99s darkvision. \n'b' Light Incorporeality . The lunar devil is translucent when standing in moonlight and is immune to damage from all nonmagical weapons in such conditions. \n'b' Lightwalking . Once on its turn, the lunar devil can use half its movement to step magically into one area of moonlight within its reach and emerge from a second area of moonlight within 80 feet of the first, appearing in an unoccupied space within that second area. \n'b' Magic Resistance . The lunar devil has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lunar devil makes one Bite attack , one Claw attack, and one Tail attack, or it makes three Hurl Moonlight attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) piercing damage plus 9 (2d8) cold damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Tail . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b' Hurl Moonlight . Ranged Spell Attack : +7 to hit, range 150 ft., one target. Hit : 17 (3d8 + 4) cold damage, and the target must succeed on a DC 15 Constitution saving throw or become blinded until the end of its next turn. \n'b' Spellcasting . The lunar devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):\n'b'\n'b'\n'b' At will : fly , major image \n'b' 3/day : greater invisibility \n'b' 1/day : wall of ice \n'b'\n'b' ABOUT \n'b' A hulking figure floats in the air, a winged horror painted in mist and moonlight. \n'b' Corruptors of the Moon . Lunar devils can be found subverting druidical orders or leading packs of werewolves. They are a lazy breed of devil and prefer lounging in the light of the moon over more vigorous activity. The only exception is an opportunity to corrupt druids and moon-worshippers, pitting them against followers of sun gods. \n'b' Vain and Boastful . Lunar devils are as vain as they are indolent. Tales the fey tell involve thwarting them by appealing to their vanity. Lunar devils frequently befriend the dark fey. \n'b' Flying in Darkness . In combat, lunar devils sometimes bring allies along, bestowing magical flight on them. The devils stay in areas of moonlight whenever they can. Lunar devils have excellent vision in total darkness, though, and are happy to use that against foes. They prefer attacking from range, allowing allies to take the brunt of any opposition. \n'b' Variant: Devil Summoning \n'b' Some lunar devils also have the following additional action option that allows them to summon other devils. \n'b'\n'b' Summon Devil (1/Day) . The lunar devil magically calls 1d4 giant owls that are Fiends with the lunar devil\xe2\x80\x99s damage resistances and immunities (but not its Light Incorporeality trait). The lunar devil has a 25 percent chance of calling one lunar devil instead. The called creatures arrive in 1d4 rounds, acting as allies of the devil and obeying its telepathic commands. The creatures remain for 1 hour, until the devil dies, or until the devil dismisses them as a bonus action.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Maukling \n'b' Family: Devils \n'b' Large fiend , lawful evil \n'b' Armor Class 21 (Metallic body) Hit Points 241 (23d10+115) Speed 50 ft.; fly 80 ft.\n'b' STATS STR: 21 (+5) DEX: 15 (+2) CON: 20 (+5) INT: 16 (+3) WIS: 15 (+2) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +11, Insight +8, Intimidation +11, Persuasion +11 Saving Throws Strength +11, Constitution +11, Charisma +11 Damage Immunities bludgeoning, piercing and slashing damage from any demonic source, fire, poison Condition Immunities poisoned Damage Resistances cold, lightning, bludgeoning, piercing and slashing damage from non-magical weapons. Senses darkvision 60 ft., passive Perception 12 Languages telepathy Challenge 17 (18,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The Maukling\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 19). The Maukling can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : fire shield (warm only) \n'b' 5/day : stinking cloud \n'b' 3/day : summon elemental (fire only). \n'b' 1/day : earthquake , maze , meteor swarm , wall of force \n'b'\n'b' Fear Aura . The Maukling has a constant aura of fear around it. As soon as a creature moves within 30 feet of the Maukling, they must make a Wisdom save (DC 19) or become frightened . Any affected creature can repeat the save at the end of their turn, ending the effect if the save is successful. Any creature that makes the save against the aura is immune to it for the next 24 hours. \n'b' Gaze of Madness . As an action, the Maukling can change its face to its true fiendish form. Anyone within 60 feet of the Maukling that can see its face must make a Charisma save (DC 19). If they fail the save, they are affected by short term madness. If they fail the save by more than 5, they are instead affected by long term madness. If they roll a natural 1 and fail the save by more than 5, they suffer indefinite madness. A creature can only be affected by this ability once per day. \n'b' Burning Body . The Maukling is a creature of fire and its body is always hot. Any successful melee attack by the Maukling does 9 (2d8) fire damage in addition to the normal damage the attack would cause. Any creature grappled with a Maukling suffers 9 (2d8) fire damage at the start of their turn. \n'b' Magic Resistance . The Maukling has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Maukling makes three attacks. It may choose to use one attack to cast any spell it innately knows and make two melee attacks , either with its fist or its Rotlen Blade. \n'b' Fist . Melee Weapon Attack : +11 to hit, reach 5 ft. one target. Hit : 10 (1d10+5) bludgeoning damage plus 9 (2d8) fire damage. \n'b' Rotlen Sword . Melee Weapon Attack : +12 to hit, reach 10 ft. one target. Hit : 16 (3d6+6) slashing damage plus 9 (2d8) fire damage. The Rotlen is a greatsword and acts as a +1 weapon. Further, if the weapon scores a critical hit and the target survives the blow, they must immediately make a Charisma save (DC 19) or be affected by an Imprisonment spell. They are trapped in a cell in the Maukling\xe2\x80\x99s infernal keep. Anyone who can get control of the sword and issues a command word can call someone so banished back. The magic only works in the hands of a Maukling except for recalling someone who is banished. \n'b'\n'b' ABOUT \n'b' The Maukling stand tall, averaging 8 feet in height are perfectly formed human males, strong, and muscular. Their muscles ripple like corded iron and no flaw or hint of decay hangs about them. They are eternally youthful and possess such beauty of form that to look upon them is to despair. Their skin is reddish in hue, but underneath is dark, almost gray, for their skin itself is made of iron. Their faces do not reflect their bodies, for they are bland and almost shapeless, the bones of the skull push against the skin of the face, and the eyes are deep and shadowed by the thick bone of the brow. Upon their head are coiled two ram\xe2\x80\x99s horns; in the dim light, they appear more like hair than horns. When they take the form of another, they do not shape their bodies but their face only, casting it in the mold of a beautiful human male. \n'b' Lords of Their Realm . Maukling build massive complexes of iron and stone. The design of these fortresses follows very linear lines, but they are obsessed with building upward, so the greater the maukling, the taller the complex. There is always order in the buildings and they place nothing randomly or that does not have balance set against it. They allow only one entrance and no doors, save the chamber door that guards their Great Hall where they reside and gather their treasure. The whole edifice is placed upon a pillar of fire that usually rises 50 to 60 feet above the plain. \n'b' Voiceless . The Maukling have neither throat, nor tongue, or any teeth in their mouth; therefore, they cannot speak. They communicate telepathically, if they do open their mouths, they belch forth a stinking cloud. \n'b' Lead from The Front . They always ride at the forefront of the legions of the Wretched Plains, for few can harm, particularly demons as the maukling are made of iron immune to most of their blows. The maukling are fierce in battle and jealous of the glory that war brings. They do not permit any to attack before them or to surpass them on the battlefield. They do prefer to fight face to face, looking upon spell-craft as a resource for the weak. All devils of the lesser tiers obey the Maukling; only the Cull avoid him and do not listen to his call.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angel of the Wind \n'b' Family: Angels \n'b' Medium celestial , lawful good \n'b' Armor Class 17 (studded leather) Hit Points 130 (20d8 + 40) Speed 30 ft., fly 120 ft.\n'b' STATS STR: 15 (+2) DEX: 20 (+5) CON: 14 (+2) INT: 15 (+2) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +10 Skills Acrobatics +10, Perception +7, Religion +7 Damage Resistances poison, radiant, thunder Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses truesight 120 ft., passive Perception 17 Languages all, telepathy 60 ft. Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blessed Weapons . The angel\xe2\x80\x99s attacks are magical and it has advantage on attack rolls against the evil-aligned creatures. When it hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). \n'b' Flowing Movement . The angel\xe2\x80\x99s movement or actions don\xe2\x80\x99t provoke any opportunity attacks. \n'b' Innate Spellcasting . The angel\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17). The angel of dark can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : misty step , feather fall \n'b' 3/day each : piercing rain*, gust of wind \n'b' 1/day each : golden fog*, control weather \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The angel of the wind makes three Windslash Scimitar attacks. \n'b' Windslash Scimitar . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 16 (2d6 + 6) slashing damage plus 6 (1d12) force damage plus 6 (1d12) radiant damage. \n'b'\n'b' ABOUT \n'b' When winds fill the sails of a ship that is lost at sea and they guide it to safety, or when an innocent soul miraculously survives a fall that should have been deadly, it is known that an angel of the wind did its duty. The angel of the winds controls the air and the weather in order to protect or guide mortals. When a devout traveler of a good deity asks for nice weather to make their journey easier, it is the angel of the wind that grants their wish. Or when a temple prays for rainfall, it is the angel of the wind that makes the first drop fall out of the sky. \n'b' Divine Creation . An angel of the wind is an angel and doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Faster Than Winds . An angel of the wind can move faster than the wind itself.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Moldering \n'b' Family: Devils \n'b' Small fiend (devil), lawful evil \n'b' Armor Class 13 (natural armor) Hit Points 27 (6d6 + 6) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 12 (+1) INT: 10 (+0) WIS: 14 (+2) CHA: 6 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common, Infernal Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the moldering devil\xe2\x80\x99s darkvision . \n'b' Field Hopper . The moldering devil can fly up to 40 feet on its turn, but it must start and end its movement on a solid surface, such as a roof or the ground. If it is flying at the end of its turn, it falls to the ground and takes falling damage. \n'b' Rotting Death . When the moldering devil dies, all foodstuffs, water, and beverages within 100 feet of it are subjected to the devil\xe2\x80\x99s Touch of Rot trait. \n'b' Touch of Rot . Any foodstuff, water, or beverage, whether fresh or preserved, that comes into contact with the moldering devil immediately decays and becomes inedible or undrinkable. If a creature consumes such food or drink, it must make a DC 11 Constitution saving throw. On a failure, it takes 7 (2d6) poison damage and is poisoned for 24 hours. On a success, it takes half the damage and is poisoned for 1 hour. \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 plus 3 (1d6) necrotic damage. \n'b'\n'b' ABOUT \n'b' Scabrous flesh and tufts of bristly hair sheath this devil from the tip of its piglike snout to the ends of its well-muscled legs. A pair of insectile wings lies flat against its back, and rows of needle teeth fill its gaping maw. \n'b' Moldering devils are a fiendish blight on the farmlands and grasslands. A region rarely suffers from the presence of just one of the pests, as they tend to arrive in an area in groups numbering a dozen or more. \n'b' Devilish Hands . Moldering devils are rarely the architects of their own mischief. They act at the command of a more powerful fiend, usually a spined devil or bearded devil, though occasionally a favored imp is given command. Often their presence frightens a farming community into handing control over to an infernal overseer, who then exercises its influence over the populace to increase its personal power. \n'b' Dealers of Despair . A lone moldering devil can ruin a farmstead in a single season. A group of the fiends can ruin a village in the same amount of time, turning it into a ghost town. On a personal level, moldering devils enjoy exchanging the promise of their absence for the souls of the mortals they would otherwise victimize. They have a morbid sense of humor, and they relish pitting mortals against one another. A moldering devil might grant a mortal the opportunity to alleviate the mortal\xe2\x80\x99s suffering by providing the names and locations of rival farmers for the devil to target instead.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Mongrel (Despairing Hounds) \n'b' Family: Devils \n'b' Medium fiend , lawful evil \n'b' Armor Class 12 (description) Hit Points 71 (13d8+13) Speed 40 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 13 (+1) INT: 4 (-3) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Immunities poison Condition Immunities poisoned Damage Resistances cold, fire. Senses darkvision 60 ft. passive Perception 12 Languages Can understand infernal Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The mongrels have a superior sense of smell and gain advantage to any check that uses smell. \n'b' Pack Tactics . The mongrel has advantage on an attack roll against a creature if at least one other mongrel is within 5 feet of the creature and isn\xe2\x80\x99t incapacitated . \n'b' Innate Spellcasting . The mongrel\xe2\x80\x99s spellcasting ability is Wisdom (DC 10). The creature can cast heat metal three times per day. \n'b' Baying . The mongrel can release a mournful cry that causes despair in those who hear it. All creatures within 120 feet of the mongrel must make a Wisdom save (DC 10) or suffer disadvantage on all Attacks, Saves and Ability checks. If three or more mongrels bay at the same time, all saves against the effect are at disadvantage. The effect lasts for 1 minute. Anyone affected can make another save at the end of their turn, ending the effect on a success. Anyone who has successfully saved against the baying is immune to the effect for 24 hours. \n'b' Guise . The mongrel can take on the appearance of a normal, large dog. The type varies. The mongrel loses this guise immediately upon attacking. The guise can be seen through by spending a round examining the creature and making an Intelligence save (DC 13). \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8+2) piercing damage plus 11 (2d10) poison damage. Anyone bitten by a mongrel must make a Strength save (DC 12) or be forced\xc2\xa0 prone . \n'b'\n'b' ABOUT \n'b' The mongrel are dog-like devils; mutts of varying breeds. Their pocked, scarred skin reeks of burnt hair. Their lips curl up over their naked gums, wrapped around massive fangs; thick, yellowish bile constantly dribbles from the beast\xe2\x80\x99s jaws. They have a long tail, barrel chest and huge paws. Their eyes, like the eyes of all their kindred, are hollow pools of nothing. When they desire to be hidden, they take on the guise of stout German Shepard, Doberman, Pit Bull, Bull Mastiff, or similar guard dog. \n'b' Roving Packs . These black hounds of hell dwell throughout the Wretched Plains and attack any hapless soul that passes near, whether dead or not. They prefer to travel in packs and are always hunting. They work working in flawless cohesion with the other pack members. They always attempt to trip a victim even as they bite him. As soon as a victim is brought down, they are attacked by the whole pack. mongrels generally attack the same victim until that one is dead. Then they turn on the next victim. \n'b' Eternal Hunger . They are consumed with a never-ending hunger and must eat constantly. The mongrel consumes that which it kills. It consumes flesh as well as equipment, armor and weapons; devouring everything. Normal equipment dissolves into nothing, but magical equipment rests in the creature\xe2\x80\x99s belly until the end of time, or until extracted. \n'b' Loyal Servants . They serve all manner of devils in and out of the Wretched Plains, being used as guardians, hunters, or in massive packs to hound and molest the enemies of the lords of hell. Their howling and baying are always heard before a great host of devils march to war. \n'b' The stomach of a mongrel can be cut out and cleaned, and if a permanency spell is cast upon it within 24 hours, it serves as a bag of holding .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Narozin \n'b' Family: Devils \n'b' Medium fiend , lawful evil \n'b' Armor Class 17 (natural) Hit Points 210 (28d8+84) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 16 (+3) INT: 19 (+4) WIS: 17 (+3) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Cha +8 Damage Immunities cold, fire Condition Immunities frightened , poisoned Damage Resistances acid, Lightning, necrotic, bludgeoning, piercing and slashing damage from non-magical weapons Senses darkvision 120 ft., passive Perception 13 Languages Infernal Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Pool of Flame . The narozin possess no blood, but when wounded a liquid flame pours from the wound. The flame gathers at their feet in a pool of burning water. Any creatures who touch or make a melee attack against it must make a Constitution save (DC 18), suffering 4d6 points of fire damage on a failed save, or half as much on a successful save. They save for half. The narozin cannot cast any magical spells unless she is standing in this pool of flame. The pool follows them wherever they go unless some violence removes them from it, i.e. some force hurls them out of the pool or transports them away. With normal movement, the pool of fire follows them. \n'b' Magic Resistance . Narozin gain advantage on saving throws against spells and magical effects. \n'b' Innate Spellcasting . The narozin\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 18). The narozin can innately cast the following spells as a 15th level caster, requiring no material components but requiring the pool of flame to be active:\n'b'\n'b'\n'b' At will : fire bolt \n'b' 3/day each : fire Storm \n'b' 2/day each : flesh to iron (stone), wall of iron (stone) \n'b' 1/day each : storm of vengeance, time stop \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The narozin can make 2 melee attacks per round or may cast one innate spell and make one melee attack each round. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft. one target. Hit : 9 (1d12+3) slashing. \n'b' Vorgalos Blade . Melee Weapon Attack : +10 to hit, reach 5 ft. one target. Hit : 10 (1d10+5) slashing damage. The narozin heals damage equal to half the damage the blade inflicts. \n'b'\n'b' ABOUT \n'b' Narozin appear as normal women, shorter than average, with red hair. Their skin is white, pale with a tint of red beneath it. They are uncommonly beautiful, but as with all their kind, the beauty is stagnant, possessing no depth beyond the skin. Disjointed and without bones of any kind, they can move any limb in any direction, twisting it in multiple directions. They do not age, their skin does not move and no emotion passes across their visage. Their eyes, green and black, with no white, reflect only hate and disdain; all things seem petty to the narozin and their demeanor shows this. They dress in red\xe2\x80\x93clothing, silks, and even their armor. When they change form, their hair always remains red, no matter the creature\xe2\x80\x99s shape they take; it is their curse and joy. \n'b' Realms of Iron . The narozin build their lairs beneath the ground, having no love for the chaos of the world. They dig deep into the crust and line their halls with iron; sheets of it cover the floors, the wall, and ceilings. Pillars adorn their great halls and these too are iron, fashioned in singular posts without decoration or design. They are overly fond of mazes and build them to protect their lairs from intruders. \n'b' Cagey Rulers . The narozin are some of the most powerful of their kind, ruling vast areas of the Wretched Plains. Their halls are indestructible, and offer refuge from the hated tvungenos, for those creatures cannot touch iron willingly. When the narozin go to war, they ride nightmares, and wherever they go pools of fire follow. They enjoy casting themselves in the role of a wounded woman, seeking aid, or as a slave; whatever they can do to gain a position of trust so that they can betray and kill. \n'b' Haters of Nature . They hate druids, fey, trees, and all things to do with the forest world more than anything else. \n'b'\n'b' Vorgalos Blade The narozin prefer to wield a polearm in battle, having a particular predilection for the gisarme and its multiple points and edges. These +2 weapons deal 1d10 points of damage and act as life drinking blades. Victims struck by the blade suffer the appropriate damage; half of that damage transfers to the narozin in the guise of hit points. It heals her. This damage cannot be healed by normal healing spells or rest. It requires a heal spell. The vorgalos blade devours any creature that falls to it, passing the soul on to the narozin. Any such creature can only be restored to life by true resurrection or wish . After a month, the soul returns as a sauld devil. If the blade is ever captured it acts as a nine lives stealer .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Narvilin \n'b' Family: Devils \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 18 ( Dexterity + Natural Armor) Hit Points 95 (12d10+24 HD) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 15 (+2) INT: 14 (+2) WIS: 15 (+2) CHA: 7 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities cold, poison Condition Immunities charmed , poisoned Damage Resistances fire, bludgeoning, slashing and piercing from non-magical weapons that aren\xe2\x80\x99t silvered Senses darkvision 120 ft., passive Perception 12, True Sight (as per the spell; always active) Languages Infernal, telepathy 120 ft. Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Cold . The Narvilin casts a continual cold spell about it, dropping the temperature of everything within 50 feet of it by 15 degrees. All within the area must succeed at a Constitution save (DC 15) or be at disadvantage to attacks and dexterity checks while in the area. A new save may be made each round, and once a character succeeds at the save, no further saves are necessary. \n'b' Teleport Without Error . The Narvilin can use the Teleport without Error spell as a spell-like ability. It requires no components to cast the spell. It may use this ability twice and then requires a long rest before using it again. After a long rest, it regains all expended uses. \n'b' Summon Mephits . The Narvilin can summon 1d4 mephits, which appear instantly at any spot within sight of the Narvilin. It may summon mephitis up to six times and then requires a long rest. After a long rest, it regains all uses of this ability. \n'b' Reconstitution . The Narvilin can instantly heal injuries by concentrating for two rounds. After concentrating for two rounds (standard concentration rules apply), it heals a number of hit points equal to the number of hit points it has currently remaining. It cannot exceed its normal hit point maximum in this manner. It may perform this healing four times, after which it requires a long rest before using this ability again. Following a long rest, the Narvilin regains all expended uses of this ability. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Narvilin attacks twice, with its claws or a weapon, and its bite. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 11 (2d6+4) slashing damage. \n'b' Scimitar . Melee Weapon Attack : +7 to hit, reach 10 ft. one target. Hit : 13 (2d8+4) slashing damage. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8+4) piercing damage. \n'b' Bear Hug . If the Narvilin successfully attacks with its claws, it may choose to grapple the victim as a bonus action, unless they succeed at a Strength save (DC 15). The character thereafter takes 4 (1d8) damage each round until they break free or are killed. To break free the character must make a successful strength save. Two rounds following a successful attack , the Narvilin thereafter automatically inflicts bite damage as well each round. While grappling a character, the Narvilin may make no other actions but to inflict damage on the hugged character. It may choose to release the bear hug at any time. \n'b' Mangling Stomp . Upon making a successful melee attack , the Narvilin can choose to force the victim prone unless it succeeds at a Dexterity check (DC 15). Once the Narvilin has knocked an opponent down it can use a bonus action to stomp on that character. The stomp attack is made at advantage, is +7 to hit, and inflicts 10 (1d12+4) damage. \n'b' Roar (Recharge 5-6) . This thunderous roar is heard for 1,000 yards but only affects those within 100 yards of the creature. The roar causes all within a 100-yard cone to make a Constitution save (DC 15) or be deafened and stunned for 1d4 rounds. \n'b' Stunning Stomp (Recharge 6) . The Narvilin can stomp one of its hooves, causing a sonic wave. This wave blasts everything within a 50-foot radius of the Narvilin. All within the area of effect must succeed at a Constitution save (DC 15) or be stunned for 1-4 rounds. After using this ability, the Narvilin itself is stunned for 1 round. \n'b'\n'b' ABOUT \n'b' Narvilin come from some dismal nether region of ice and snow.\xc2\xa0 \n'b' The Narvilin is a large hairy creature with the build of a polar bear with two extra arms. It stands more erect than a bear and has a bare chest like a human. The lower set of arms ends in hands while the upper arms end in claws. Its white fur has black stripes running across it. Its feet are hoofed much like that of wooly oxen. The head is a large affair with wide ears and two large tusks growing from where its lower canines should be and appears as a hybrid bear and human face. \n'b' Uncaring Killers . The Narvilin resides in no particular area but springs into existence wherever one finds frigid winds and life killing cold. They are little more than a hoary death made real. They care little for anything at all. It is not in their makeup to care, even for themselves. They have no capacity for sympathy or empathy and have few other emotions at all. Very few creatures garner the attention of the Narvilin and, should they not present an immediate threat or offer something of interest to it, the Narvilin likely ignores it. They are not fond of creatures that exude a great deal of warmth, such red dragons, salamanders and the like. Those creatures who cast fireballs or heat-related spells or use heat-related magic garner its attention much more quickly than others. Once it enters combat, it fights to obliterate its foes, even going so far as to mutilate a corpse after a battle and stomp those already killed underneath its feet. \n'b' Hoarders of Treasure . What Narvilin do appreciate is fine objects of gold and silver and platinum, jewels and shiny things that glow like ice crystals and they will go to all ends to acquire them. Oddly though, they do not care if they lose them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cave Fisher, Elder \n'b' Large monstrosity , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 127 (15d10 + 45) Speed 30 ft., climb 40 ft.\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 17 (+3) INT: 3 (-4) WIS: 12 (+1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Condition Immunities poisoned Damage Resistances poison, psychic; bludgeoning damage from nonmagical attacks Damage Vulnerabilities fire Senses blindsight 90 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Special Qualities \n'b' Spider Climb . The elder cave fisher can climb difficult surfaces, including upside down or along ceilings, without need of an ability check. \n'b' Actions \n'b' Multiattack . The cave fisher makes two claw attacks or one claw and one bite attack . \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 14 Constitution saving throw or become paralyzed for 1 minute. A paralyzed creature can attempt another Constitution save at the beginning of each of its turns, ending the effect on itself with a success. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 17 (2d12 + 4) slashing damage. \n'b' Web Line . Ranged Weapon Attack : +5 to hit, range 90 ft., one target. Hit : The target creature becomes grappled by the web line (escape DC 15). A Medium or smaller creature grappled by the web line must succeed on a DC 15 Strength saving throw. If the creature fails, the cave fisher uses its bonus action to reel the target up to an unoccupied space adjacent to it. The fisher can only reel in one creature on the line at a time, and it cannot fire another strand if it already has a creature grappled by the filament. Severing the web line (AC 14, 8 HP ; immunity to poison and psychic damage) breaks the creature free, but if the attack fails to do enough damage, the weapon becomes stuck to the webbing and requires a successful DC 15 Strength check to tear it free.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Nephirron \n'b' Family: Devils \n'b' Huge fiend (devil), lawful evil \n'b' Armor Class 19 (natural armor) Hit Points 225 (18d12 + 108) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 27 (+8) DEX: 14 (+2) CON: 23 (+6) INT: 22 (+6) WIS: 19 (+4) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +11, Wis +9 Skills Arcana +11, Deception +12, Insight +9, Intimidation +12, Perception +9, Persuasion +12 Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities fire, poison Condition Immunities frightened , poisoned Senses truesight 90 ft., passive Perception 19 Languages Draconic, Infernal, telepathy 120 ft. Challenge 16 (15,000 XP) \n'b' Special Traits \n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the nephirron\xe2\x80\x99s darkvision . \n'b' Magic Resistance . The nephirron has advantage on saving throws against spells and other magical effects. \n'b' Master Liar . The nephirron has advantage on Charisma ( Deception ) checks when telling a lie. \n'b' Innate Spellcasting . The nephirron devil\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 20). The nephirron can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : detect thoughts , protection from evil and good , teleport (self plus 150 pounds only) \n'b' 3/day each : flame strike , scrying , wall of ice \n'b' 1/day each : confusion , mass suggestion , shapechange (dragon or humanoid form only) \n'b'\n'b' Actions \n'b' Multiattack . The nephirron devil makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 26 (4d8 + 8) piercing damage. If the target is a creature, it must succeed on a DC 19 Constitution saving throw or fall unconscious for 1 minute, or until it takes damage or someone uses an action to shake or slap it awake. Dragons and dragon-like creatures, such as dragonborn , have disadvantage on this saving throw. \n'b' Claw . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 15 (2d6 + 8) slashing damage. \n'b' Reactions \n'b' Sculpt Breath (Recharge 6) . When the nephirron is in the area of a spell, such as fireball , or a breath weapon, it can create a hole in the spell or breath weapon, protecting itself from the effects. If it does so, the nephirron automatically succeeds on its saving throw against the spell or breath weapon and takes no damage if it would normally take half damage on a successful save. \n'b' About \n'b' This devilish monster has a draconic body covered in thick, greenish-gold scales and the head of a handsome giant with gleaming red eyes. It opens its mouth in a sardonic smile, and the head of a serpent appears between its lips, hissing with malevolent, mirthful relish. \n'b' Devilish Infiltrators . Nephirron devils are powerful fiends with draconic features that are adept at corrupting good-aligned dragons and bending evil dragons to their will. The older and more powerful the dragon, the bigger the challenge in the eyes of the nephirron devil. When two of these devils meet, they typically boast about the number and types of dragons they have manipulated and destroyed. This pride can also be a nephirron devil\xe2\x80\x99s undoing, however, for it often overlooks humanoids attempting to interfere with its plans, and more than one nephirron devil has been brought low by a band of mortal heroes. \n'b' Hellish Nobles . Nephirron devils are treated as lesser nobility in the hells, second only to pit fiends and arch-devils in the infernal pecking order. A nephirron devil is often served by ghost dragons, remnants of good and evil dragons the nephirron devil corrupted and inevitably consumed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Nupperibo \n'b' Family: Devils \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 11 (natural armor) Hit Points 4 (1d8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 10 (+0) CON: 10 (+0) INT: 4 (-3) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that are not silver Damage Immunities fire, poison, psychic Condition Immunities charmed , frightened , stunned , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Infernal (cannot speak) Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the nupperibo\xe2\x80\x99s darkvision . \n'b' Magic Resistance . The nupperibo devil has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) slashing damage. \n'b' Spear . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d6) piercing damage. \n'b'\n'b' ABOUT \n'b' Nupperibo are shambling, ambulatory meat sacks \xe2\x80\x93 vaguely humanoid blobs of pus and flesh with a putrid yellow-green pallor \xe2\x80\x93 with the horrified faces of the accursed damned. Damned souls raised from the Styx to do the bidding of the princes of Hell, nuperribo are largely mindless and attack in mobs with found weapons or slashes from their rotted claws. They stand five feet tall and weigh about 100 pounds. \n'b' Devils constantly punish these tortured spirits, which they consider even lowlier than lemures and manes. Nupperibos are used as fodder in their never-ending wars, with a typical nupperibo army consisting of thousands of these creatures. Nupperibos unerringly follow the orders of their commander. They are relentless in their pursuit and attack, and continue to assault anything in their path until ordered to stop by their commander. A nupperibo killed in battle is 99% likely to be reformed (by a duke or arch devil) into another nupperibo; the remaining 1% are \xe2\x80\x9cpromoted\xe2\x80\x9d to lemure status, having proved their worth in combat.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Orobas \n'b' Family: Devils \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 19 (natural armor, shield) Hit Points 203 (14d10 + 126) Speed 40 ft.\n'b' STATS STR: 26 (+8) DEX: 14 (+2) CON: 28 (+9) INT: 23 (+6) WIS: 26 (+8) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +13, Dex +7, Con +14, Wis +13 Skills Deception +10, History +11, Insight +13, Perception +13, Persuasion +10 Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities fire, poison Condition Immunities poisoned Senses truesight 90 ft., passive Perception 23 Languages Celestial, Infernal, telepathy 100 ft. Challenge 14 (11,500 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Deceptive Advice . When the orobas casts a spell of the divination school, it has advantage on Charisma ( Deception ) checks for 1 minute. \n'b' Hellish Weapons . The orobas\xe2\x80\x99s weapon attacks are magical. When the orobas hits with any weapon, the weapon deals an extra 3d8 fire damage (included in the attack ). \n'b' Magic Resistance . The orobas has advantage on saving throws against spells and other magical effects. \n'b' Sense Consecrated . The orobas can pinpoint the location of Celestials, consecrated places or objects, and creatures wielding divine or celestial power, such as clerics, paladins, or aasimars, within 60 feet of it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The orobas makes one Bite attack , one Flail attack, and one Stomp attack, or it makes four Hurl Flame attacks. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 15 (2d6 + 8) piercing damage plus 13 (3d8) fire damage and 10 (3d6) poison damage, and the target must succeed on a DC 18 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Flail . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage plus 13 (3d8) fire damage. \n'b' Stomp . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 11 (1d6 + 8) bludgeoning damage plus 13 (3d8) fire damage. \n'b' Hurl Flame . Ranged Spell Attack : +10 to hit, range 120 ft., one target. Hit : 23 (4d8 + 5) fire damage. \n'b' Teleport . The orobas magically teleports, along with any equipment, up to 120 feet to an unoccupied space it can see. \n'b' Spellcasting . The orobas casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):\n'b'\n'b'\n'b' At will : augury , detect thoughts , guidance \n'b' 3/day each : locate creature , nondetection \n'b' 1/day each : contact other plane (as an action), legend lore (as an action) \n'b'\n'b' REACTIONS \n'b'\n'b' Prediction (3/Day) . When the orobas makes an ability check or attack , it can choose to have advantage on the roll. \n'b'\n'b' ABOUT \n'b' Tall and powerful, this creature resembles a strong man with well-chiseled muscles, save its equine head, flaring nostrils, and hoofed feet.\xc2\xa0 \n'b' Orobas devils thrive in Hell, selling their knowledge to those who have the coin or souls. The common phrase, \xe2\x80\x9cnever trust a gift horse,\xe2\x80\x9d stems from these corrupting devils. \n'b' Horse-Headed but Wise . Orobas devils look like horrific horse-headed humans. Sulfuric smoke curls from their nostrils, and flames dance across their flails. This beast-like appearance belies their true strength; these devils possess an uncanny prescience and affinity for divination. \n'b' Masters of Deceit . When bargaining with an orobas, one must speak truthfully\xe2\x80\x94or possess an exceptionally quick tongue and the most charming smile. \n'b' Surrounded by Lessers . Orobas devils gather lesser devils both as chattel and defense. Their analytical minds telepathically confer the strengths and weaknesses of foes to their allies. With surprising speed, the deceivers can assess a battlefield, weigh outcomes, and redirect forces.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Pit Fiend \n'b' Family: Devils \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 19 (natural armor) Hit Points 300 (24d10 + 168) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 26 (+8) DEX: 14 (+2) CON: 24 (+7) INT: 22 (+6) WIS: 18 (+4) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con +13, Wis +10 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses truesight 120 ft., passive Perception 14 Languages Infernal, telepathy 120 ft. Challenge 20 (25,000 XP) \n'b' Special Traits \n'b' Fear Aura : Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature\xe2\x80\x99s saving throw is successful, the creature is immune to the pit fiend\xe2\x80\x99s Fear Aura for the next 24 hours. \n'b' Magic Resistance : The pit fiend has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons : The pit fiend\xe2\x80\x99s weapon attacks are magical. \n'b' Innate Spellcasting : The pit fiend\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components: \n'b' At will : detect magic , fireball \n'b' 3/day each : hold monster , wall of fire \n'b' Actions \n'b' Multiattack : The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail. \n'b' Bite : Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned . While poisoned in this way, the target can\xe2\x80\x99t regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target 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 : +14 to hit, reach 10 ft., one target. Hit : 17 (2d8 + 8) slashing damage. \n'b' Mace : Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. \n'b' Tail : Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 24 (3d10 + 8) bludgeoning damage. \n'b' About \n'b' A pair of gigantic, flame-seared wings and eyes smoldering like embers give this towering devil a truly horrific appearance.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Rimepacted \n'b' Family: Devils \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 91 (14d8 + 28) Speed 30 ft., burrow 20 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 15 (+2) INT: 9 (\xe2\x80\x931) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5 Skills Perception +4, Stealth +4, Survival +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities cold, fire, poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 14 Languages Common, Infernal Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the rimepacted\xe2\x80\x99s darkvision . \n'b' Frigid Vortex . The rimepacted emits a swirl of cold wind extending in a 15-foot radius around it. Each creature that enters the wind\xe2\x80\x99s area for the first time on a turn or starts its turn there must succeed on a DC 15 Strength saving throw or be forced prone . The wind is nonmagical and disperses gas or vapor and extinguishes candles, torches, and similar unprotected flames in the area. At the start of each of its turns, the rimepacted chooses whether this wind is active. While the wind is active, the rimepacted has disadvantage on Dexterity ( Stealth ) checks. \n'b' Magic Resistance . The rimepacted has advantage on saving throws against spells and other magical effects. \n'b' Snow Burrower . The rimepacted can burrow only through nonmagical snow and ice. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The rimepacted makes two Icy Claw attacks or three Frostbolt attacks. \n'b' Icy Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) slashing damage plus 10 (3d6) cold damage. \n'b' Frostbolt . Ranged Spell Attack : +6 to hit, range 60 ft., one target. Hit : 13 (3d6 + 3) cold damage, and the target\xe2\x80\x99s speed is reduced by 10 feet until the end of its next turn. \n'b' Freezing Smite (Recharge 5\xe2\x80\x936) . The rimepacted raises its frigid claw, drawing upon fiendish energies, then smashes its rimed fist into the ground, causing a wave of freezing power to emanate outward. Each creature within 30 feet of the rimepacted must make a DC 15 Constitution saving throw, taking 21 (6d6) cold damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it is restrained by ice until the end of its next turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Fury of the Storm . When a creature the rimepacted can see is knocked prone by Frigid Vortex, the rimepacted can move up to half its speed toward the creature. \n'b'\n'b' ABOUT \n'b' Dark, frostbitten skin pulls taut over bone, and ice rimes this humanoid\xe2\x80\x99s body. Massive ice on its forearms and hands forms monstrous, rending claws, and icicles on its back give it the semblance of a fiendish tail. A vile anger burns in its eyes. When creatures lost in the coldest reaches of the world approach death from starvation or exposure, they often call out for aid from any entities that can hear them. When an ice devil or similarly cold-based devil hears the cries whispered into the blizzard, it might form a pact to spare the mortal\xe2\x80\x99s life, resulting in frost-afflicted. If the devil arrives too late for a pact but before the mortal\xe2\x80\x99s spirit has fully left the body, it can reforge the fleeing soul from the freezing cold, creating a rimepacted devil. \n'b' Servants of Ice . Rimepacted devils typically serve the devils who created them, scouring the land and reaping souls for their infernal masters. Bonded with icy and frigid locales on the Material Plane, rimepacted rarely fight for higher station in devilish hierarchies, content to bring the power of winter down on warm-blooded mortals.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Salt \n'b' Family: Devils \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 13 (natural armor) Hit Points 93 (11d8 + 44) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 18 (+4) INT: 13 (+1) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +7, Cha +5 Skills Perception +5, Stealth +4 Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 15 Languages Common, Gnoll , Infernal, telepathy 120 ft. Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the salt devil\xe2\x80\x99s darkvision. \n'b' Magic Resistance . The salt devil has advantage on saving throws against spells and other magical effects. \n'b' Salt-Encrusted Hide . A creature that touches the salt devil or hits it with a melee attack while within 5 feet of it takes 3 (1d6) slashing damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The salt devil makes two Scimitar attacks and one Water-Draining Claw attack. \n'b' Scimitar . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' Water-Draining Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) slashing damage. If the target is a creature that isn\xe2\x80\x99t a Construct or Undead, it must make a DC 15 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. Plants, Oozes, and creatures with the Amphibious, Water Breathing, or Water Form traits have disadvantage on this saving throw. If the saving throw fails by 5 or more, the target also suffers one level of exhaustion . \n'b' Teleport (3/Day) . The salt devil 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' The creature\xe2\x80\x99s skin sparkles with fine salt crystals as it brandishes a scimitar and jagged claws. \n'b' Sparkly Crystals . Salt devils have sharp, crystalline teeth, sparkling skin studded with fine salt crystals, and long claws that leave jagged, burning wounds. They can also fight with salt-encrusted blades seemingly forged from thin air. \n'b' Servants of Mammon . Salt devils claim to serve the devil-god Mammon. They often ally with gnolls and slavers with whom they seek out oases to use as ambush sites or just to poison the water. \n'b' Slavers and Corruptors . Salt devils create slave markets and salt mines, where they thrive on the misery of those indentured into their service. They often forge alliances with mortals when partners are needed for an endeavor, and they are less grasping and greedy than one might expect of Mammon\xe2\x80\x99s servants, preferring to encourage corruption in others. \n'b' Variant: Devil Summoning \n'b' Some salt devils also have the following additional action option that allows them to summon other devils. \n'b'\n'b' Summon Devil (1/Day) . The salt devil magically calls 1d4 gnolls that are Fiends with the salt devil\xe2\x80\x99s damage resistances and immunities. The salt devil has a 25 percent chance of calling one salt devil instead. The called creatures arrive in 1d4 rounds, acting as allies of the devil and obeying its telepathic commands. The creatures remain for 1 hour, until the devil dies, or until the devil dismisses them as a bonus action.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angel, Diamond \n'b' Family: Angels \n'b' Large celestial , lawful good \n'b' Armor Class 19 (natural armor, shield) Hit Points 95 (10d10 + 40) Speed 30 ft., fly 90 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 18 (+4) INT: 14 (+2) WIS: 20 (+5) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +9, Constitution +8, Wisdom +9 Skills Arcana +6, Insight +9, Perception +9, Religion +6 Damage Vulnerabilities thunder Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened Senses darkvision 60 ft., passive Perception 19 Languages all, telepathy 120 ft. Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blessed Weapons . The diamond angel\xe2\x80\x99s weapon attacks are magical and it has advantage on attack rolls against evil-aligned creatures. When it hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack ). \n'b' Diamond Necromancy (5/Day) . The diamond angel can cast any necromancy spell of 6th level or lower, requiring no components. The spell\xe2\x80\x99s casting time must be equal to or shorter than 1 action, and the spellcasting ability for such spells is Wisdom . Also, if the spell requires diamond or diamond dust as a material component, the diamond angel can cast the spell as part of its movement. \n'b' Magic Resistance . The diamond angel has advantage on saving throws against spells and other magical effects. \n'b' Masters of Necromancy . The diamond angel can uncover all necromantic knowledge that can be revealed with a DC 21 or lower Intelligence ( Arcana ) check. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The diamond angel makes two melee attacks . \n'b' Diamond Hammer . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage plus 9 (2d8) radiant damage. \n'b'\n'b' ABOUT \n'b' Diamond angels are masters of life and death. They have an immense knowledge of necromancy, which they use both to protect their allies and to harm their enemies. \n'b' Fiends and many other wicked forms of creation capture souls, use them to empower themselves, or simply trade them for more power. Against this unholy threat, diamond angels are tasked with the protection of pure and worthy souls until they reach their final resting place. A diamond angel also seeks captured souls to free them, and to destroy their captor. \n'b' Diamond Hammer . A diamond angel carries a special hammer forged of diamond. Although used rarely and only when vitally necessary, a diamond angel can trap souls within this hammer, which makes the hammer shine with a gray light. While trapped in the hammer, a soul does not feel pain and feels like it has found eternal peace. \n'b' A diamond angel can only trap a soul when it deems that the soul is in great danger, such as a human being captured by fiends, a lich about to escape when they need to be brought before an angelic court, or another extreme situation. \n'b' Divine Creation . A diamond angel is an angel and doesn\xe2\x80\x99t require food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Sauld \n'b' Family: Devils \n'b' Medium fiend , lawful evil \n'b' Armor Class 13 (natural armor) Hit Points 44 (8d8+8) Speed 80 ft., climb 40 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 13 (+1) INT: 3 (-4) WIS: 5 (-3) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities poisoned Damage Resistances cold, fire Senses darkvision 60 ft. passive Perception 7 Languages Infernal Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Leaping . The Sauld can leap up to 20 feet as part of its movement. If the Sauld leaps onto an opponent, it gains advantage on its Bite attack for that round. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Sauld can make 4 attacks in a round, two claws, one bite, and one tail attack. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) slashing damage. \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8+1) piercing damage. \n'b' Tail . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) piercing damage. \n'b'\n'b' ABOUT \n'b' With grotesquely long arms and legs to match, the sauld can crawl on four legs, climb almost any surface, or spring upright and run as fleet as any gazelle. Their skin ranges from a lackluster orange to a deep red and stretches over their thin, bony frames. Hairless, without eyes or ears, they possess only a gaping, tooth-filled maw, and two slits in their face for a nose. Their spines are long, rising from the flesh of their back in rings that can be grasped by the bold; but more than that the spine extends far beyond the body in a long bony tail. The sauld stink of sulfur and are forever leaving a thin cloud of ash behind them. \n'b' Mindless Servants . These are the rank and file of the wretched. Completely unable to project themselves beyond the moment, they obey the commands of their masters without thought, heedless of the outcome. They are heedless of pain or wounds and if led by another devil of greater power, their morale never fails. They delight in the suffering of others and spend their time tormenting the lost souls that wander the plains. \n'b' Eternal Destruction . The sauld, when not employed as soldiers, guardians, servants, etc., wander the Shadow Realms in great packs, hunting for things to torment.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Scribe \n'b' Family: Devils \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 82 (11d8 + 33) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 16 (+3) INT: 18 (+4) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Int +7, Wis +5, Cha +6 Skills Deception +6, Insight +5, Perception +4 Damage Resistances cold; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 14 Languages Common, Infernal, telepathy 120 ft. Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the scribe\xe2\x80\x99s darkvision . \n'b' Magic Resistance . The scribe has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The scribe devil\xe2\x80\x99s spellcasting ability is Intelligence (spell save DC 15). The devil can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : detect magic , illusory script \n'b' 3/day each : dispel magic , zone of truth \n'b' 1/day each : glyph of warding , modify memory \n'b'\n'b' Actions \n'b' Multiattack . The scribe devil makes two attacks: one with its claws and one with its tail. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Tail . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) piercing damage, and if the target is a creature, it must succeed on a DC 14 Constitution saving throw or become blinded as its eyes turn black and fill with infernal ink. The condition can be removed with a greater restoration spell or similar magic. Alternatively, a creature with a healer\xe2\x80\x99s kit can drain the ink from a blinded creature\xe2\x80\x99s eyes with a successful DC 14 Wisdom ( Medicine ) check. If this check fails by 5 or more, the attempt to drain the ink instead removes the blinded creature\xe2\x80\x99s eyes and the creature takes 21 (6d6) piercing damage. \n'b' About \n'b' A fiend with yellow skin covered in Infernal script examines a scroll as its pointed, ink-drenched tail twitches, eager to make corrections. \n'b' Scribe devils are the ill-tempered authors of infernal contracts, which outline deals between mortals and devils. \n'b' Masters of Legal Logic . No fiends better understand the power of bureaucracy and a written contract than scribe devils. Able to draw up a contract for a deal at a moment\xe2\x80\x99s notice, these devils carefully select every letter of a written deal. Typically, their ink-soaked tails craft documents that confuse and misdirect mortals into raw deals. If a fellow fiend gets on a scribe devil\xe2\x80\x99s bad side or in the way, the scribe devil has no qualms about writing a bad contract for the fiend. \n'b' Contract Makers . Scribe devils make their documents from the skins of damned mortals acquired with the fiend\xe2\x80\x99s knife-like claws. Their ink is the blood of ink devils, who scribe devils enjoy bullying and bleeding. \n'b' Servants of Totivillus . Scribe devils are direct charges of Totivillus. The arch-devil keeps detailed records of the contracts they write and oversees their work, rewarding those who write clever deals and punishing his sloppier scribes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Searing \n'b' Family: Devils \n'b' Tiny fiend (devil), lawful evil \n'b' Armor Class 13 Hit Points 13 (3d4 + 6) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 17 (+3) CON: 14 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages Infernal, Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision . \n'b' Magic Resistance . The devil has advantage on saving throws against spells and other magical effects. \n'b' Living Torch . The searing devil sheds bright light in a 10-foot radius and dim light for an additional 10 feet. \n'b' Pact of Flames . While the searing devil is bound to a master by a pact, the master can use their action to unleash a burst of flames. Each creature in a 20-foot-radius sphere centered on the master must make a Dexterity saving throw (DC 8 + master\xe2\x80\x99s proficiency bonus + master\xe2\x80\x99s Charisma modifier). A target takes 1d4 fire damage on a failed save, or no damage on a successful one. Creatures that fail their saving throws catch fire, taking 1d4 fire damage at the start of each of their turns. A creature can end this effect by using its action to make a DC 10 Dexterity check to extinguish the flames. The fire spreads at a rate of 5 feet per turn, and travels around corners. It ignites flammable objects in its area that aren\xe2\x80\x99t being worn or carried. The searing devil\xe2\x80\x99s master retains these abilities even if the searing devil dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Pyromaniac . The devil touches a nonmagical flammable object that isn\xe2\x80\x99t being worn or carried and causes it to ignite. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage plus 2 (1d4) fire damage. \n'b'\n'b' ABOUT \n'b' Searing devils are mischievous fire imps that delight in setting things, and creatures, ablaze. Their skin is charred and cracked, struck with flaming fissures that show the flames beneath. They are manic and erratic creatures who thrive in the chaos of uncontrolled fires. When they are excited, flames leap from their body, their claws and horns glowing like hot irons. Their very touch can leave hungry flames spreading in its wake. \n'b' Archdevil Pyron . Pyron, the prince of ash, seeks to enter the mortal plane. Like his minions, he desires only for his fire to consume all it touches. Large fires are gateways for servants to enter the mortal world. \n'b' Raided cities set aflame and rampant wildfire left unchecked become doorways for his burning legions. Ancient charred fragments of a sacred scroll tell of a prophecy; when the world is consumed in flames, through a burning gateway Pyron, crowned in flame, shall set his cloven hooves upon the charred earth of the mortal world.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cave Shrike \n'b' Huge ooze , unaligned\n'b' STATS STR: 21 (+5) DEX: 5 (-3) CON: 18 (+4) INT: 2 (-4) WIS: 2 (-4) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 7 Hit Points 105 (10d12 + 40) Speed 15 ft., climb 15 ft. Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons Condition Immunities blinded , charmed , deafened, exhaustion , frightened , prone Senses blindsight 120 ft., passive Perception 6 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Sticky Tentacles . Any weapon used to attack the cave shrike\xe2\x80\x99s tentacles, including natural weapons, has a chance of becoming stuck to the tentacle. The wielder must succeed at a DC 15 Dexterity saving throw or their weapon becomes glued to the tentacle. The cave shrike can selectively dissolve its natural adhesive at will, and the adhesive on the tentacles degrades 10 minutes after the creature dies. \n'b' Actions \n'b' Multiattack . The cave shrike makes four tentacle attacks. \n'b' Tentacle . Melee Weapon Attack : +8 to hit, reach 100 ft., one target. Hit : 8 (1d6 + 5) bludgeoning damage. Creatures struck by the tentacle are grappled and restrained (escape DC 15). At the start of the cave shrike\xe2\x80\x99s turn it lifts all creatures held in its tentacles 30 feet. Tentacles can be targeted individually at disadvantage and one must suffer 12 points of slashing damage to be severed. \n'b' Tactics \n'b' The cave shrike\xe2\x80\x99s method of attack is simple \xe2\x80\x93 pick up a victim and drop it from a great height, usually 80 to 100 feet. Each tentacle is easily strong enough to lift 200 pounds, and they can combine to lift heavier prey. It will try to disarm any warriors and then attack them directly. \n'b' Description \n'b' The disgusting creature has a quivering, protoplasmic central body ringed with a number of slimy elastic tentacles. \n'b' Hunting tentacles . The cave shrike is a horrific denizen of the deepest subterranean caverns. Its tentacles can reach victims up to 100 feet away. It has three large eyes spaced equidistantly around the central body that swivel around in the darkness constantly searching for prey. Cavern explorers who were attacked by one of these things and misinterpreted its attempts to feed as the attacks of cave-dwelling birds named them cave shrikes. \n'b' Hidden hunters . Cave shrikes are rare and hideous creatures that ooze their way onto high ceilings of caverns, hiding in the primeval darkness where no torchlight can reach and waiting patiently for animals, vermin, and other cave dwellers to pass below. The creature then grabs its intended prey swiftly in one or more ropey tentacles and pulls it high into the air before dropping it on the many stalagmites that rise sharply from the cavern floor. Once the impaled victim expires, the cave shrike picks the rotting corpse apart, absorbing bits of the victim through the jelly-like membrane of its central body. \n'b' Worshiped as gods . Stories persist of tribes of goblins or kobolds that worship cave shrikes as gods, creating their homes under the monster\xe2\x80\x99s shadow and providing it with sacrifices form the outside world. Of course, the veracity of such tales is to be questioned, given the mindless nature of such a creature \xe2\x80\x93 why would it not devour the goblins as it would any other creature?'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Seere (Painted Devil) \n'b' Family: Devils \n'b' Large fiend , lawful evil \n'b' Armor Class 18 (natural) Hit Points 102 (13d10+26) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 17 (+3) DEX: 18 (+4) CON: 15 (+2) INT: 18 (+4) WIS: 15 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, arcana +9, religion +5 Damage Immunities necrotic, Poison Condition Immunities blinded Damage Resistances bludgeoning, piercing and slashing from non-magical weapons Senses True Seeing , passive Perception 15 Languages Infernal Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The seere\xe2\x80\x99s spellcasting ability is Intelligence (spell save DC 15). The seere can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : true seeing (self only) \n'b' 3/day each : confusion , create undead , darkness \n'b' 1/day each : insect plague , symbol \n'b'\n'b' Summon Wights . The seere can, as an action, strike the ground with its Essunk spear, summoning 1d4 Wights. The seere hates to do this, as it releases the souls. The spear contains 1d20 charges. It costs one charge per wight summoned. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The seere can bite ones and strike with its essunk spear twice each round. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft. one target. Hit : 10 (2d6+3) piercing damage. \n'b' Essunk Spear . Melee Weapon Attack : +8 to hit, reach 10 ft. one target. Hit : 15 (3d6+5) piercing damage. In addition, the target must make a Constitution save (DC 15). The first time a target fails this save, they are blinded . The second time a target fails this save, they are deafened . \n'b' Swallow . If a target is both blinded and deafened or if a target is unconscious , the seere may attempt to swallow. The seere makes a bite attack . If it hits, the target must make a Wisdom save (DC 15). If the target fails the save, they take no damage but suffer the effects of a trap the soul spell with the devil acting as the gem. Until something or someone destroys the seere devil, the unfortunate victim remains in the belly of the beast. If they succeed, they still suffer damage from the bite but no other effects. \n'b'\n'b' ABOUT \n'b' Seere devils, or painted devils, are tall and thin, lecherous looking creatures with emaciated bodies covered by dried flaking flesh. They walk on hobbled feet, shaped more like a giant marsupial\xe2\x80\x99s than a man\xe2\x80\x99s. Long, drawn faces end in a dislocated jaw that hangs several feet down the creature\xe2\x80\x99s chest. The open jaw contains an impenetrable darkness. The seere devils have no eyes, only sockets that are both wide and deep. They have no ears, nor a nose; all their senses bound in the flesh of their jaw so that they \xe2\x80\x9chear\xe2\x80\x9d the world around them. The etchings of multiple tattoos cover their skin, these they have carved upon themselves. Their favored form, however, is of a beautiful man, short and muscular, with long hair that hangs low upon their chests; but their deceptions possess a flaw, for their disjointed jaws defy the illusion and they must be wired together so that the painted devil must always appear as a human with a brass casing bound to his chin and cheeks. \n'b' Strange Guides . Though the etchings seem disorganized, they are carefully placed and vital for the painted devil\xe2\x80\x99s ability to change shape. They reflect the skin they assume upon changing form; damage to them negates the creature\xe2\x80\x99s ability to appear as anything other than what it is, a horrid monstrosity. The painted devils dwell in long columned buildings; the order of the building is linear and rarely deviates from one cardinal direction. There are never turns in the creature\xe2\x80\x99s home. The heart of their lair is always an open room, tiled in immaculate rectangular tiles, almost always a sea green. The tiles lead to a large bath of steaming water where the creature sleeps. \n'b' Lead from Above . The seere ride to war on the wind of undead crows; wherever they go massive flocks of the birds follow them. They carry their essunk spear in hand, preferring to battle from on high; they lance their victims from above. The seere fight from above, never touching the ground unless forced or until victory is at hand. They lance their victims with their spears, leaving the stains of the dark soul in them. They breathe insects upon their prey before descending upon them to devour them. Their massive jaws engulf any fallen foe, swallowing them, drawing them into the inky blackness of oblivion. \n'b' Essunk Spear : The spear of the seere acts as a +2 weapon. Fashioned from the souls of the damned, a shroud of dark shadow hangs over the spear. These snaking tendrils coil and wrap around the haft and the seere himself. They seem to have a life of their own; but in fact, their master guides them in their every move, unleashed only when he enters battle.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Slaughter \n'b' Family: Devils \n'b' Tiny fiend (devil), lawful evil \n'b' Armor Class 12 Hit Points 13 (3d4 + 6) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 14 (+2) INT: 9 (-1) WIS: 6 (-2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages Infernal, Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision . \n'b' Magic Resistance . The devil has advantage on saving throws against spells and other magical effects. \n'b' Pact of Blood . While the slaughter devil is bound to a master by a pact, the slaughter devil\xe2\x80\x99s master can enter into a diabolical blood craze as a bonus action on their turn. While in a blood craze, whenever the master hits a creature with an attack they deal 1d4 extra damage of that weapon\xe2\x80\x99s type. While in a blood craze, the master must use their action each round to attack the hostile creature nearest to them. If the master can make extra attacks as part of the attack action, they use those extra attacks, moving to attack the next nearest hostile creature after felling their current target. If there are multiple possible targets, the master chooses which to attack . The master remains in a blood craze until they start their turn with no creatures within 60 feet of them that they can see or hear. The slaughter devil\xe2\x80\x99s master retains these abilities even if the slaughter devil dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage. \n'b'\n'b' ABOUT \n'b' Born from both churning chaos and iron order, the inner turmoil that fills a slaughter devil plagues its every moment, its anger palpable to those around it. \n'b' Though a slaughter devil\xe2\x80\x99s nature drives them to constant violence, they are soldiers, bound to their masters and can never act against their summoner\xe2\x80\x99s will. As complex on the outside as the inside, a slaughter devil\xe2\x80\x99s body is a strange amalgamation of discordant creature parts: the eyes of a wolf, a ramlike face and horns, a leonine mane, and cloven hooves, all plastered onto a grotesque frame of exposed muscular tissue. These fiends\xe2\x80\x99 bodies are built for war, and yearn to give in to their most violent desires. \n'b' Bargain of Animosity . Being of both abyssal and infernal descent, Archlord Atrax has been largely rejected by both lineages and has therefore rejected both himself. Atrax is filled with the chaotic impulses of his demonic heritage, while still bound by the lawful chains of his devilish one, leaving him as much at war with himself as he is with the rest of the lower planes. Unable to escape to the Nine Hells, the Archlord expresses his destructive rage through his worshipers and devils. Those that strike bargains with Atrax usually do so to fulfill some vengeful purpose, and pacts are often made with him in times of war. Atrax gifts his followers much of his martial prowess, but does so in exchange for their service as conduits for his boundless savagery.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Sleet \n'b' Family: Devils \n'b' Huge fiend (devil), lawful evil\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 17 (+3) INT: 7 (-2) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 14 Hit Points 76 (8d12 + 24) Speed 40 ft. Saving Throws Strength +8, Constitution +6 Skills Perception +4, Stealth , +7 Damage Immunities cold, poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Frozen Body . A creature that touches the sleet devil or hits it with a melee attack while within 5 feet of it takes 3 (1d6) cold damage. \n'b' Sense Heat . The sleet devil can sense the presence of creatures whose temperature differs significantly from their surroundings and has advantage on perception checks to detect them. \n'b' Sleet Cloud . A constantly swirling vortex of ice surrounds the sleet devil, and creatures using normal vision or darkvision to see the devil have disadvantage on their attack rolls. \n'b' Actions \n'b' Multiattack . The sleet devil makes two claw attacks and a bite attack. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage and 7 (2d6) cold damage. Miss: 3 (1d6) cold damage \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) slashing damage and 3 (1d6) cold damage. \n'b' Tactics \n'b' Sleet devils often lie buried under snow banks to ambush opponents, though they are also fond of openly and slowly approaching lone travelers to heighten their prey\xe2\x80\x99s sense of dread. If a sleet devil judges it can toy with its opponents, it will do so. But if the prey fights back then they go for the kill, focusing on less dangerous targets first. If the combat turns against them, sleet devils will flee, perhaps to set a trap and get their revenge later. \n'b' Description \n'b' From a distance, the sleet devil appears as a cloud of ice and snow, swirling in a wind that seemingly arose without warning. Those brave enough to approach may see a shadow moving within the cloud and catch a glimpse of glowing ice-blue eyes. Once inside the storm, a long serpentine body nearly 60 feet long can be seen, with two long, clawed forelimbs made of ice itself. The creature\xe2\x80\x99s long jaw is filled with icicle teeth, hard and sharp. \n'b' Icy Devil . During severe winters, locals huddle indoors around their fires and tell tales of fell things that stalk the night, waiting to catch and slay anyone they find. At least one of these tales is true: the sleet devil. The malicious creature hunts during the coldest nights, searching for warm things to kill out of spite. \n'b' Titanspawn . Legends abound regarding the sleet devil; some have it as spawned by the anger of lost travelers or a manifestation of the cruel winter itself. But some of the wise say that the presence of the creature proves that one of the titans must be buried beneath the ice at the top of the world.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Solarin \n'b' Family: Devils \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 19 (natural armor) Hit Points 85 (10d10+30 HD) Speed 50 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 17 (+3) INT: 15 (+2) WIS: 17 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire, Cold, Radiant Condition Immunities poisoned Damage Resistances bludgeoning piercing and slashing from nonmagical weapons that aren\xe2\x80\x99t silvered. \n'b' Damage Vulnerabilities necrotic Senses darkvision 120 ft., true sight 120 ft., passive Perception 13 Languages Infernal, telepathy 120 ft. Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fires of Healing . Any fire, heat-based or radiant damage attacks on the solarin heal it instead of damaging it. It can gain temporary hit points over and above its maximum hit points in this manner. \n'b' Halo of Light . The Solarin casts a permanent immutable halo of light that engulfs everything within 100 feet of it. The effect is such that there is no point of origin for the light but rather it emits from everywhere. There are no shadows or shades, making it like a bright day everywhere\xe2\x80\x94this imposes disadvantage on all stealth checks within the area to hide . This effect cannot be mitigated by any means: if one were to place a towel over one\xe2\x80\x99s head, it would still be light inside. One can only close his/her eyes and even then, it bleeds through as if someone has a bright light shining on their face. Not even magical effects like the darkness spell can extinguish this light . \n'b' Teleport without Error . Solarin can cast teleport without error as a spell-like ability. This ability requires no components and can be used three times before the devil requires a long rest to use it again. Completing a long rest restores all expended uses of this ability. \n'b'\n'b' ACTIONS \n'b'\n'b' Arc of Fire (Recharge 3-6) . The Solarin can use their action to cast an arc of fire, which explodes from the Solarin\xe2\x80\x99s body like a whip lashing out randomly in a 50-foot cone. Because of the random nature of the arc, it makes an attack roll against each target within the area of effect, with a +5 to hit. If it strikes it deals 10 (1d20) points of radiant damage, but those struck can make a Dexterity save (DC 15) for half damage. \n'b' Concussive Blow . When the Solarin reduces a target to less than half its normal hit point maximum, it instinctively knows its victim has been weakened. It can then cast concussive blows upon that creature. It takes two rounds for the Solarin to generate such a blow, during the first of which it can take no actions and enemies have advantage on attack rolls against it. On the second round, the victim is wracked with a concussive blast that pushes it 30 ft. in a straight line away from the Solarin and reduces it to 1 hit point. If it succeeds at a Dexterity save (DC 15) the victim instead suffers half its remaining hit points in damage and is not pushed. \n'b' Ray of Light (Recharge 6) . Solarin have the ability to cast a blinding ray of light which does not radiate heat, but causes blindness to everyone within a 50-foot radius of the Solarin, which lasts for 2d8 rounds followed by disadvantage on all attack rolls for a further 1d8 rounds. All those within a 100-foot radius suffer disadvantage on attack rolls for 1d8 rounds. Victims caught in the radius can make a Dexterity save (DC 15) to avoid the effects. Multiple exposures are not cumulative, though victims who have recovered or partially recovered can see the effects renewed on subsequent uses. \n'b' Rod of Hellfire . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 14 (2d10+6) magical bludgeoning damage, plus 5 (1d10) radiant damage. This rod vanishes if the Solarin releases it or dies. It can be summoned to the Solarin\xe2\x80\x99s hand at will. \n'b'\n'b' ABOUT \n'b' These devils reside in the heavens upon the radiant beams of light cast from stars. These devils were created as the stars came into being and were little more than the result of the All Father\xe2\x80\x99s momentary meandering. Like a child cast forth and abandoned, the Solarin hold a deep and abiding grudge against almost all those things the All Father purposefully made. Though powerful and with a bent toward wanton destruction, these devils are far too self-absorbed to spend much effort in seeking out taking vengeance upon those they despise. \n'b' The Solarin appear as tall thin sexless humans with angular features. They have no hair, broad eyes, thin noses and lips, though they have no ears. Their skin is a bright bronze color. They have no teeth which makes their speech sound more akin to the mumblings of an old man than to that of man, dwarf or elf . It is as if they are nearly finished creatures whose final form is in the making. Seekers of Creation . They have, over the many millennia since their creation, sought to complete the creation process through whatever means necessary. \n'b' Tyrannical Torturers . With respect to certain sentient creatures (humans and humanoids), the Solarin is more interested in wounding them to such a degree that they grovel before their feet. They do not seek to immediately kill them \xe2\x80\x93 unless necessary. They then lord over them for some time (one day to a hundred years), keeping them wounded and near death the whole time. This they do to stroke their magnificent ego and humble the creatures that they, in the dark part of their souls, envy so much.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Suffragan \n'b' Family: Devils \n'b' Medium fiend ( devil ), lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 52 (8d8+16) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 15 (+2) INT: 11 (+0) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Perception +4, Stealth +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities cold Senses darkvision 60 ft., passive Perception 14 Languages Common, Infernal Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The suffragan has advantage on saving throws against spells and other magical effects. \n'b' Slow Fall . When within reach of a wall, a suffragan can slow its descent and fall any distance without harm . \n'b' Snare and Trip . When a suffragan hits a creature with two or more bladed limb attacks, it may use its bonus action to attempt to trip the target. The creature must make a DC 11 Strength saving throw; on a failure, it becomes prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The suffragan makes four bladed limb attacks. \n'b' Midnight\xe2\x80\x99s Blessing . The suffragan rolls onto its back and extends all of its chains and whips to their full lengths. The suffragan makes eight bladed limb attacks with a reach of 10 feet. Its base Speed and climb Speed are 5 feet until the beginning of its next turn. \n'b' Prowler Configuration . The suffragan uses most of its chains and whips for locomotion while hunched low to the ground like a beetle. The suffragan makes two bladed limb attacks. Its base Speed and climb Speed are both 50 feet until the beginning of its next turn. \n'b' Bladed Limb . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) slashing damage. \n'b'\n'b' ABOUT \n'b' Born from the twisted souls of joyful things, suffragans appear as humanoid torsos with chains or barbed whips sprouting from the stumps of their amputated arms and legs. \n'b' Suffragans display an uncanny ability to reconfigure their barbed limbs to suit any task at hand. When desperate or when fighting a cornered foe, most suffragans roll onto their backs to strike with a tempest of chains and whips. Albeit uncommon, other suffragan configurations include wings or fins made of interlocked limbs. A suffragan\xe2\x80\x99s face is as much a horrific fusion of metal and flesh as its body. Barbed blades droop from its mouth, its tongue replaced with jagged metal that undulates eerily. Like all kytons, suffragans delight in inflicting terror and suffering, particularly upon the pure and weak. They enjoy giving captives small, overlapping, painful lashes with their barbs and blades. Suffragans often refer to their torturous work as blessings they are bestowing on their cruel god\xe2\x80\x99s behalf, though their words are garbled around their mouth blades. A suffragan stands about 5 feet tall and weighs 160 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Thieving \n'b' Family: Devils \n'b' Tiny fiend (devil), lawful evil \n'b' Armor Class 13 Hit Points 10 (3d4 + 3) Speed 30 ft.\n'b' STATS STR: 6 (-2) DEX: 17 (+3) CON: 13 (+2) INT: 11 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Insight +3, Persuasion +4, Stealth +5 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages Infernal, Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision . \n'b' Magic Resistance . The devil has advantage on saving throws against spells and other magical effects. \n'b' Pact of Theti . While the thieving devil is bound to a master by a pact, its master can steal from others in order to better deceive and manipulate them. The devil\xe2\x80\x99s master gains a bonus to damage rolls from attacks against any creature they have stolen from. They also gain a bonus to Intelligence checks to recall information, Wisdom ( Insight ) checks, as well as all Charisma skill checks against the target. The size of the bonus depends on how valuable the item is to the creature and the sort of emotional connection the creature has to it; either +1, +2, or +3, determined by the DM. The thieving devil\xe2\x80\x99s master retains these abilities even if the devil dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage. \n'b'\n'b' ABOUT \n'b' Wanting nothing more keenly than to steal what is valued most highly by others, thieving devils work as collectors for their infernal master, adding insatiably to their hoard of stolen treasure. Thieving devils serve their master not only by stealing, but by encouraging mortals to do the same as well. Thieving devils resemble lithe four-armed monkeys with prehensile tails and large nimble hands. Greedy beyond measure, thieving devils can always be found holding or hiding away something that doesn\xe2\x80\x99t belong to them. \n'b' Archdevil Ikelos . Known as the Lord of All that is Lost and Stolen, Ikelos seeks to amass power by collecting everything of value he can get his hands on. He is utterly disgusted by the idea of anyone possessing anything of value that he cannot have. It is said that Ikelos knows the location of all things that are lost or stolen, and by holding any of these items he can know their entire history and future. Ikelos has a large and muscular simian physique, with six arms ending in powerful grasping hands. His face carries with it a palpable sense of jealousy and malice which he holds for all other creatures and their possessions. \n'b' Ikelos\xe2\x80\x99 desire for tokens of great personal value is unmatched in all of the lower planes, and he has been known to demand such boons from those he has struck bargains with. \n'b' Bargain of Theft . Thieves and charlatans often make bargains with Ikelos, disregarding their souls in the blind pursuit of fortune and power. The great duke grants such supplicants the service of thieving devils, as well as echoes of his own power, giving them insight into the hearts and minds of those they have stolen from. When these mortals pass and descend into the lower planes, Ikelos claims ownership not only of their souls, but of everything they\xe2\x80\x99ve ever stolen. Not even death can free such souls from avarice, as the archdevil transforms them into new thieving devils, desiring only to expand his collection.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Tormentor Devil \n'b' Family: Devils \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 93 (11d8 + 44) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 14 (+2) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Intimidation +5, Insight +5, Perception +5, Persuasion +5 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that are not silver Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 15 Languages Abyssal, Common, Infernal, telepathy 100 ft. Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the tormentor\xe2\x80\x99s darkvision . \n'b' Magic Resistance . The tormentor has advantage on saving throws against spells and other magical effects. \n'b' Regeneration . The tormentor regains 5 hit points at the start of its turn. If the tormentor takes damage from a silvered weapon, this trait doesn\xe2\x80\x99t function at the start of the tormentor\xe2\x80\x99s next turn. The tormentor is destroyed only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Soul Tracking . The tormentor can track any soul that enters the planes of Hell and knows the approximate direction and distance to the soul in question. \n'b' Innate Spellcasting . The tormentor\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect thoughts , dimension door , scorching ray , teleport (self only) \n'b' 1/day : suggestion \n'b' Magic Weapons . The tormentor\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tormentor makes one Battleaxe attack and two Claw attacks. \n'b' Battleaxe . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage. The tormentor\xe2\x80\x99s battleaxe attack affects incorporeal creatures. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. The tormentor\xe2\x80\x99s claw attack affects incorporeal creatures. \n'b' Soulcatcher Net . Ranged Weapon Attack : +7 to hit, range 10/20 ft., one target. Hit : the target is restrained (Escape DC 14). The tormentor\xe2\x80\x99s soulcatcher net can expand to hold creatures of any size and can affect incorporeal creatures. A creature that begins its turn restrained by the soulcatcher net suffers 3 (1d6) necrotic damage. The net has AC 14 and 20 hit points . \n'b'\n'b' ABOUT \n'b' Tormentors of Souls, known as tormentor devils, make their way across the uppermost plane of Hell as they search for souls who have entered the realms of evil. Various arch devils and dukes employ tormentor devils to capture and return souls to them for their devilish uses. Tormentors often employ hell hounds when pursuing renegade or runaway souls. \n'b' They stand seven feet tall and are covered in reddish-gray scales that glow like flakes of cooling iron. Broad shouldered with a reptilian bifurcated tail, they have hairless goat -like hindquarters covered in thorny spikes that support their broad upper body and barrel chest. Their cruel beast-like face is flanked by spikes rising from their shoulders and curved black horns that sprout from their skull. They wield cruel axes and jagged edged weapons designed to inflict maximum pain. \n'b' Tormentor devils are common in the Rings of Hell, where the princes employ them to torture the lemures, nupperibos, undead, and newly arrived souls deposited here for their eternal damnation. Their purpose is to beat the weakest of the fiends into more powerful forms. Those who are unworthy of being raised to higher power by the princes of Hell are reduced to ooze that is poured back into the Styx to be forgotten forever.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angel, Eye of the Gods \n'b' Family: Angels \n'b' Wings of roiling golden flame surround a single, burning eye that is larger than a human head. Its gaze never settles on one object for long, and it seems to be drinking in every detail of its surroundings. \n'b' Small celestial , any alignment (as its creator deity) \n'b' Armor Class 14 Hit Points 36 (8d6 + 8) Speed 0 ft., fly 50 ft. (hover)\n'b' STATS STR: 8 (-1) DEX: 18 (+4) CON: 12 (+1) INT: 13 (+1) WIS: 20 (+5) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +9 Damage Resistances fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , poisoned Senses truesight 120 ft., passive Perception 19 Languages all, telepathy 60 ft. Challenge 1 (200 XP) \n'b' Special Traits \n'b' Blazing Nimbus . A hostile creature that touches the eye of the gods or hits it with a melee attack while within 5 feet of it takes 3 (1d6) radiant (good or neutral eyes) or necrotic (evil eyes) damage. \n'b' Corona of Truth . Allies within 10 feet of the eye of the gods have truesight of 20 feet. \n'b' Divine Conduit . The deity that created the eye of the gods can see everything the eye sees and can instantly recall the eye to its side at any time. \n'b' Ethereal Jaunt . As a bonus action , the eye of the gods can magically shift from the Material Plane to the Ethereal Plane, or vice versa. \n'b' Actions \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) radiant (good or neutral eyes) or necrotic (evil eyes) damage. \n'b' Divine Inspiration (Recharge 5-6) . The eye of the gods inspires all allies within 10 feet. For 1 minute, all inspired creatures have advantage on saving throws against being frightened . \n'b' Eternal Lovers . The kinnara shares a powerful bond with its partner and can\xe2\x80\x99t be turned against its partner by magical or non-magical means. \n'b' Innate Spellcasting . The kinnara\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 14). The kinnara can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : detect good and evil, guidance , light , spare the dying \n'b' 3/day each : charm person , sleep , healing word \n'b' 1/day each : calm emotions , enthrall , hold person \n'b'\n'b' Actions \n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage plus 9 (2d8) radiant damage. \n'b' Shortbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 5 (1d6 + 2) piercing damage plus 9 (2d8) radiant damage. \n'b' Discordant Refrain (Recharge 5-6) . The kinnara plays a series of jarring notes on its musical instrument. Each non-celestial creature within 60 feet who can hear the sound must make a DC 14 Wisdom saving throw. On a failure, a creature takes 18 (4d8) psychic damage and is frightened for 1 minute. On a success, a creature takes half the damage but isn\xe2\x80\x99t frightened . A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' About \n'b' The omniscience of the gods is a matter of some liturgical debate. Only a scant few gods-typically deities of knowledge and secrets-truly possess the power to know all things. Other divine beings must rely on their mortal followers to relay the secrets of the mortal world unto them through prayer and confession. When secondhand knowledge of the mortal world is insufficient or when gods engage in divine espionage, they create an angel with one function: to see all. \n'b' Divine Form . Eyes of the gods typically take the form of a blazing eye the size of a human child. Two radiant wings extend from behind its angelic form, though it need not beat them to fly. Despite awe-inspiring appearance, not all gods wish to make their holy observers so conspicuous. Gods of shadow and trickery often make their eyes burn with flames pale as the moon or black as the space between the stars. \n'b' Dutiful Servant . Most eyes of the gods are little more than celestial automata, following their creator\xe2\x80\x99s commands-or the commands of their deity\xe2\x80\x99s high priest-without question. Obedient eyes tend to watch cities silently from within church spires or inspire crusading warriors from the back lines. However, some eyes of the gods take a more active role in creating history. Such eyes might goad a paladin into accepting a grand quest so it can tag along as a chronicler, or encourage a brash and unstable ruler into declaring a world-shaking war. Lawful deities tend to recall these unpredictable servants to unmake them for their disobedience, but more capricious gods relish such willfulness. \n'b' Immortal Nature . The eye of the gods angel doesn\xe2\x80\x99t require food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Tzepharion \n'b' Family: Devils \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 110 (13d10 + 39) Speed 50 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 16 (+3) INT: 5 (-3) WIS: 18 (+4) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +7, Athletics +10, Perception +7, Survival +7 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 17 Languages understands Infernal but can\xe2\x80\x99t speak Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the tzepharion\xe2\x80\x99s darkvision . \n'b' Eye of Rage . As a bonus action, the tzepharion incites rage in up to three beasts or monstrosities it can see within 60 feet of it. Each target must succeed on a DC 15 Wisdom saving throw or become enraged until the end of its next turn. While enraged, it has advantage on its attack rolls, but it is unable to distinguish friend from foe and must attack the nearest creature other than the tzepharion. This trait doesn\xe2\x80\x99t work on targets with an Intelligence of 6 or higher. \n'b' Magic Resistance . The tzepharion has advantage on saving throws against spells and other magical effects. \n'b' Pack Tactics . The tzepharion has advantage on attack rolls against a creature if at least one of the devil\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 tzepharion devil makes one bite attack and four claw attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage. \n'b' Soul Jolt (Recharge 6) . The tzepharion leaps up to 20 feet through the air and makes a claw attack against a target within reach. If it hits, the target must succeed on a DC 15 Wisdom saving throw or its soul is forced out of its body, appearing 20 feet in a random direction away from its body, for 1 minute. The creature has control of its soul, which is invisible and can move through creatures and objects as if they were difficult terrain , but it can\xe2\x80\x99t cast spells or take any actions . The creature\xe2\x80\x99s body is knocked unconscious and can\xe2\x80\x99t be awoken until its soul returns, but it can take damage as normal. The creature can repeat the saving throw at the end of each of its turns, reoccupying its body on a success. Alternatively, a creature can reoccupy its body early if it starts its turn within 5 feet of its body. If a creature doesn\xe2\x80\x99t return to its body within 1 minute, the creature dies. If its body is reduced to 0 hp before the creature reoccupies its body, the creature dies. \n'b' About \n'b' Strutting forward on four legs tipped with sharp talons, this raptor-like fiend has dark crimson feathers covering its scaled hide and an extended, eyeless, saw-toothed maw. A baleful orange eye glares from the monster\xe2\x80\x99s chest. \n'b' Primeval Devils . Tzepharions are perhaps the most savage and primal of all devils. They care little for the schemes and temptations of other devils and are happy to spend their time chasing and devouring lower life forms. For this reason, tzepharions are treated as simple beasts by other fiends, and packs of tzepharions are sometimes employed by pit fiends and arch-devils on hunting trips. \n'b' Structured Packs . Despite their limited intelligence, tzepharions are highly lawful fiends and organize themselves into tightly regimented packs to hunt down prey. \n'b' Each tzepharion knows its place in the pack and coordinates with its fellows in battle. Tzepharions on the Material Plane band together for survival or work to control a pack of dire wolves, a pride of lions, or another group of carnivorous beasts.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Vonlatot (Knight of The Dead) \n'b' Family: Devils \n'b' Medium fiend , lawful evil \n'b' Armor Class 17 (Breastplate +1) Hit Points 144 (17d8+68) Speed 30 ft.,; fly 60 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 18 (+4) INT: 15 (+2) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal handling +6, Persuasion +5 Saving Throws Strength +8, Constitution +8 Damage Immunities poison Condition Immunities poisoned Damage Resistances cold, fire Senses darkvision 60 ft., passive Perception 12 Languages Common, Infernal Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The vonlatot\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 15). The vonlatot can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At Will : produce flame \n'b' 5/day : heat metal \n'b' 3/day : flame strike , telekinesis \n'b' 1/day : delayed blast fireball , wall of fire \n'b'\n'b' Mount . The vonlatot has a Giant Vulture of maximum hit points as a mount. The creature is bound to its master, and no magic can cause it to betray its master. The vonlatot has a telepathic bond with its mount and can command it without using an action. \n'b' Seeming . At will, the vonlatot can place a seeming on itself and its mount, causing it to appear as a glorious knight and his noble steed. This effect lasts as long as the devil concentrates on it. \n'b' Magic Resistance . The vonlatot has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The vonlatot makes 2 attacks with its Ball and Chain, or one attack and casts a spell it innately knows. \n'b' Ball and Chain . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 11 (1d12+4) bludgeoning damage. In addition, the chain can be used for one of three effects. The target must roll a Dexterity save (DC 14) to avoid.\n'b'\n'b'\n'b' Disarm : One weapon the target is holding is knocked from their grasp and send 1d6*10 feet in a random direction. \n'b' Trip : The target is knocked prone . \n'b' Entangle : The target is entangled in the chain. The target is considered restrained until they escape. from the entanglement. Once the vonlatot uses this option, they cannot use ball and chain to cause extra effects until the target is unconscious or escapes the entanglement. \n'b'\n'b' ABOUT \n'b' The vonlatot are tall, elfin creatures, whose skin is fair and soft. They seem almost frail with a high rib cage, and shallow stomachs; a face that is expressionless, devoid of any taint of age or texture that would remark upon facial movements. They are bland in their perfection. Underneath their vanity stands a skeletal frame of stone, bound by muscle that is beyond tissue, hard as the roots of a tree. They have no blood, nor do they produce any bodily fluids. But their most unusual feature is the ragged hole that rests in their gut. The hole is like torn fabric; the simple can see through the creature, but the wise can see into the outer planes for this wound is a gate . Beyond them lies a shroud of ash, barely discernible unless the beast takes to flight; when airborne, the wings take a more solid shape and appear as massive vulture wings. \n'b' Unchanging . The vonlatot are static creatures that have not changed, nor can they change, since time began. They ride giant vultures in battle and favor breastplates for armor, but the armor never covers the midsection where the hole resides. When they cast themselves in a favorable form, it is always as a knight, riding a horse. Both knight and steed wear silver or gold raiment and shine with a radiant beauty. \n'b' Spartan Domains . The vonlatot dwell in huge sprawling castles throughout the Wretched Plains. Their castles are of black stone, built in an orderly fashion. Their halls are clean and free of adornments. Their rooms are sparse and their treasure is always gathered in their main lair. \n'b' Patient Hunters . The vonlatot are powerful creatures and are able to secret themselves deep in the earth. They have no concept of time and are not averse to hiding themselves for whole ages if they think the time is not ripe for their rise. \n'b' Covetous Commanders . They lust for power and control, having gained a taste in other times. They command legions of devils, undead, and other unsavory creatures. They favor the orc above all things for in their company, the vonlatot are indeed beauty personified.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cave Sovereign \n'b' Huge aberration , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 253 (22d12 + 110) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 25 (+7) DEX: 8 (\xe2\x80\x931) CON: 20 (+5) INT: 16 (+3) WIS: 12 (+1) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Int +8, Wis +6 Skills Perception +6 Damage Resistances poison, radiant; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons Damage Immunities psychic Condition Immunities charmed , frightened Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 16 Languages understands all but can\xe2\x80\x99t speak, telepathy 120 ft. Challenge 16 (15,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Deathlights . When a creature that can see the cave sovereign\xe2\x80\x99s glowing antennae starts its turn within 30 feet of the cave sovereign, the cave sovereign can force it to make a DC 18 Wisdom saving throw if the cave sovereign isn\xe2\x80\x99t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is stunned until the start of its next turn. Otherwise, a creature that fails the save is incapacitated and its speed is reduced to 0 until the start of its next turn as it remains transfixed in place by the lights. 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 cave sovereign until the start of its next turn, when it can avert its eyes again. If the creature looks at the cave sovereign in the meantime, it must immediately make the save. \n'b' Illumination . The cave sovereign\xe2\x80\x99s antennae shed dim light in a 5-foot radius. This radius increases to 20 feet while at least one creature is incapacitated or stunned by Deathlights. At the start of its turn if no creatures are incapacitated or stunned by Deathlights, the cave sovereign can suppress this light until the start of its next turn. \n'b' Inscrutable . The cave sovereign is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom ( Insight ) checks made to ascertain the cave sovereign\xe2\x80\x99s intentions or sincerity have disadvantage. \n'b' Legendary Resistance (3/Day) . If the cave sovereign fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The cave sovereign has advantage on saving throws against spells and other magical effects. \n'b' Sinuous Form . Provided there is suitable room to accommodate its bulk, the cave sovereign can squeeze through any opening large enough for a Small creature. \n'b' Spider Climb . The cave sovereign can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cave sovereign makes one Bite attack and two Slam attacks. It can make one Tail attack in place of its Bite attack . \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 25 (4d8 + 7) piercing damage plus 11 (2d10) poison damage. \n'b' Slam . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 23 (3d10 + 7) bludgeoning damage. \n'b' Tail . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 26 (3d12 + 7) slashing damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained , and the cave sovereign can\xe2\x80\x99t use its tail on another target. \n'b' Consume Soul (Recharge 5\xe2\x80\x936) . The cave sovereign chooses up to three creatures it can see within 60 feet of it that are incapacitated or stunned by Deathlights. Each target must make a DC 18 Wisdom saving throw, taking 55 (10d10) psychic damage on a failed save, or half as much damage on a successful one. A creature stunned by Deathlights has disadvantage on this saving throw. The cave sovereign then regains hit points equal to half the total psychic damage dealt. A Humanoid slain by this attack rises 1d4 rounds later as a zombie under the cave sovereign\xe2\x80\x99s control, unless the Humanoid is restored to life or its body is destroyed. The cave sovereign can have no more than thirty zombies under its control at one time. \n'b' Spellcasting (Psionics) . The cave sovereign casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18):\n'b'\n'b'\n'b' At will : detect thoughts , mage hand (the hand is invisible ) \n'b' 3/day each : dimension door , telekinesis \n'b' 1/day : hallucinatory terrain (as an action) \n'b'\n'b' LEGENDARY ACTIONS \n'b' The cave sovereign 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 cave sovereign regains spent legendary actions at the start of its turn. \n'b'\n'b' Move . The cave sovereign moves up to its speed without provoking opportunity attacks. \n'b' Telekinetic Reel . The cave sovereign magically pulls a creature it can see that is incapacitated or stunned by its Deathlights up to 20 feet straight toward it. \n'b' Cast a Spell (Costs 2 Actions) . The cave sovereign uses Spellcasting. \n'b' Tail Attack (Costs 2 Actions) . The cave sovereign makes one Tail attack . \n'b'\n'b' LAIR \n'b' Somewhere in the depths of the world, the cave sovereign makes its lair. The tales of what few survivors there are to that terrible place can provide no concrete description of it, for no two stories can agree. The cave sovereign\xe2\x80\x99s mental prowess is unmatched in its lair. Its mind seeps unbidden into intruders\xe2\x80\x99 minds, shaping their perceptions of the place to its whim and causing the intruders to wander confused and aimless until it devours them. \n'b' On initiative count 20 (losing initiative ties), the cave sovereign takes a lair action to cause one of the following magical effects; the cave sovereign can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Disorienting Topography . The cave sovereign alters the awareness of up to three creatures it can see within 60 feet of it, causing each creature to see the cavern\xe2\x80\x99s structure differently. Each target must succeed on a DC 18 Wisdom saving throw or treat all areas within 120 feet of the cave sovereign as difficult terrain until initiative count 20 on the next round. This effect alters a target\xe2\x80\x99s understanding of its surroundings and isn\xe2\x80\x99t an illusion or illusory effect. \n'b' Disrupt Light . The cave sovereign alters the awareness of up to three creatures it can see within 60 feet of it, reducing each creature\xe2\x80\x99s perception of light. Each target must succeed on a DC 18 Wisdom saving throw or treat all areas of bright light as dim light, areas of dim light as darkness, and areas of darkness as magical darkness until initiative count 20 on the next round. This doesn\xe2\x80\x99t affect the light shed by the cave sovereign\xe2\x80\x99s Deathlights. This effect alters a target\xe2\x80\x99s understanding of its surroundings and isn\xe2\x80\x99t an illusion or illusory effect. \n'b' Maddening Landscape . The mentally disorienting nature of the cave sovereign\xe2\x80\x99s lair assaults the minds of up to three creatures the cave sovereign can see within 60 feet of it. Each target must succeed on a DC 18 Wisdom saving throw or suffer a random short-term madness for 1d4 rounds. \n'b' Eldritch Origins . The cave sovereign\xe2\x80\x99s size and squamous features belie its cruel alien intelligence. Despite their disparity, all of the sovereign\xe2\x80\x99s abhorrent features result in one rather inscrutable underworld predator. The ancestry of this loathsome aberration is otherworldly, and according to the most learned of sages, the first cave sovereign was spawned from the chaos-fueled core of a long-forgotten plane. They say it is never summoned; rather, it seeks. The immortal and relentless cave sovereign subsists on the souls of those who happen upon it. \n'b' Harvester of Souls . The eyes and antennae of the cave sovereign shed an eerie light. The sovereign can affix this luminance upon a living creature to draw forth its mortal essence, effectively ripping the soul from the still-living wretch. The poor creatures who suffer this strange spiritual damnation at the hands of a cave sovereign are doomed to wander in its wake as hollow-minded thralls, semi-undead servitors who prowl the caverns in search of new souls for their undead master. Attempts to revive these soulless creatures are unfruitful, suggesting the cave sovereign either consumes or conglomerates the living spirits it collects. \n'b'\n'b' ABOUT \n'b' Soft luminance twinkles in the darkness. A hulking creature scuttles forth suddenly on massive insectoid limbs, a huge serpentine horror that is some aberrant hybrid of crustacean, arachnid, and eel. The soft radiance of its numerous antennae intensifies as its deadly maw opens to reveal multiple rows of semi-translucent teeth, large and sharp as swords. The Scourge of Subterranea. The creature colloquially known as the cave sovereign is a hideous subterranean hunter that preys upon the spiritual essence of every living being it encounters. Six tentacular antennae surround its eight pale eyes and prodigiously fanged mouth, all of which radiate a dim and unsettling light. Its long, somewhat ophidian body is covered in a pale gray?green segmented carapace that ends in a two-pronged tail tipped with scissor-like pincers. The sovereign winds its way through eponymous caves and caverns using six articulated legs like those of a spider. \n'b' The cavern suddenly sprouts jagged teeth, and grappling pseudopods reach out from the walls. These immense mimics disguise themselves as caverns, roughhewn dungeon rooms, or other natural terrain and wait for prey to walk into their open maws. To complete the disguise, the cave mimic shapes small pseudopods into terrain features or objects, such as stalagmites, stalactites, furniture, and sparkling treasure. Though most commonly seen as caves, a cave mimic can take the form of a mine, crumbling ruin, or even basement. \n'b' Joined Link . Multiple cave mimics can join together to form networks. A dungeon formed of cave mimics tries to lure prey to the deepest part of the network with a trail of \xe2\x80\x9ctreasure\xe2\x80\x9d before attacking. \n'b' Cooperative Inhabitants . Occasionally, humanoids living in caves where a cave mimic lurks work out an arrangement with it, helping to lure intruders to the mimic in exchange for not eating members of that group.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Warmonger \n'b' Family: Devils \n'b' With a flaming blade in one hand and a net in the other, this feather-winged devil glares out with crimson eyes in search of a target to subjugate and capture. \n'b' Large fiend (devil), chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 76 (8d10 + 32) Speed 40 ft., fly 40 ft.\n'b' STATS STR: 20 (+5) DEX: 17 (+3) CON: 18 (+4) INT: 18 (+4) WIS: 17 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +8, Dexterity +6, Charisma +5 Skills Athletics +8, Insight +6, Perception +6 Damage Resistances acid, cold, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire, poison Condition Immunities charmed , paralyzed , poisoned , stunned Senses darkvision 60 ft., passive Perception 16 Languages Common, Infernal, telepathy 100 ft. Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Evil Presence . All devils and diaboli adjacent to the warmonger devil gain a +1 bonus to attack rolls, weapon damage rolls , and AC. \n'b' Freedom of Movement . The warmonger devil ignores difficult terrain , and magical effects can\xe2\x80\x99t reduce its speed or cause it to be restrained . It can spend 5 feet of movement to escape from nonmagical restraints or being grappled . \n'b' Actions \n'b' Multiattack . The warmonger devil makes one net attack and two trident attacks. \n'b' Flaming Longsword . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 9 (1d8 + 5) magical piercing damage plus 3 (1d6) fire damage. When the warmonger devil is attacking a creature restrained by an infernal net, it deals 9 (2d8) additional damage. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 8 (1d6 + 5) bludgeoning damage. \n'b' Infernal Net . Ranged Weapon Attack : +6 to hit, range 5/15 ft., one target. A Huge or smaller creature hit by the infernal net is restrained until it is freed. A creature can use its action to make a DC 16 Strength check, freeing itself or another creature within its reach on a success. Dealing 10 slashing damage to the infernal net (AC 13) also frees the creature without harming it, ending the effect and destroying the infernal net. \n'b' Most of Hell\xe2\x80\x99s legions are compelled to battle when called upon but not every soldier does as ordered and warmonger devils are responsible for enforcing morale in the weak of arm. Even without a phalanx of troops around them however the fiends are terrors in combat, capturing foes before mercilessly stabbing them to death. \n'b' They are sometimes mistaken for erinyes-one of their many tactics to better implement command through fear-though they never claim as such, fearful of reprisal from their deadlier counterparts. \n'b' When summoned by a mortal a warmonger devil is exacting and efficient, doing as they are bid to the very letter (which can be vexing indeed in the midst of battle).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Warmonger \n'b' Family: Devils \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 104 (11d10 + 44) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 19 (+4) INT: 14 (+2) WIS: 17 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7 Skills Perception +6 Damage Immunities fire, poison Condition Immunities poisoned Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks; acid, cold Senses darkvision 60 ft., devil sight, passive Perception 16 Languages Celestial, Draconic, Infernal; telepathy 100 ft. Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil \xe2\x80\x99s darkvision . \n'b' Hellstrider . Difficult terrain doesn\xe2\x80\x99t cost a levaloch extra movement. \n'b' Magic Resistance . The levaloch has advantage on saving throws against spells and other magical effects. \n'b' Merciless Blow . If a levaloch hits a restrained foe with an attack , the target takes 2d6 additional damage of the same type. \n'b' Phalanx . The levaloch has advantage on an attack roll against a creature if at least one levaloch ally is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The devil makes two weapon attacks. \n'b' Laser Rifle . Ranged Weapon Attack : +6 to hit, range 100/300 ft., one target. Hit : 30 (6d8 + 3) radiant damage. \n'b' Net . Ranged Weapon Attack : +6 to hit, range 5/15 ft., one target of Large or smaller size . Hit : target is restrained . A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. \n'b' Trident . Melee or Ranged Weapon Attack : +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 12 (2d6 + 5) piercing damage, or 14 (2d8 + 5) piercing damage if wielded in two hands to make a melee attack . \n'b' Teleport . The levaloch 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' Few devils personify the infernal approach to military operations like a levaloch or warmonger devil . This fiend\xe2\x80\x99s mind is simultaneously logical and passionate, driven to promote Hell\xe2\x80\x99s order through conflict. Its restless spirit finds joy only in battle. Within Hell\xe2\x80\x99s hierarchy, levalochs serve in elite strike forces composed entirely of others of their kind or as commanders of units of other warlike devils. Fearsome in appearance and skill, warmonger devils are diabolical essences infused into constructed metallic frames. \n'b' Standing 10 feet tall and weighing 1 ton, a levaloch\xe2\x80\x99s body resembles the torso of a hellish, armored knight placed atop six fiendish, clawed, insectile legs. Even compared to other devils, the anatomy of a levaloch is an enigma. They have no internal physiology at all, being little more than living suits of blasphemous chitin and Hell-forged armor. As a result, levalochs are often misidentified as constructs. \n'b' A single levaloch is quite powerful on its own, but the devils\xe2\x80\x99 true might lies in working alongside other devils in battle. Levalochs lead from the front lines, inspiring their allies and terrifying their foes. They are demanding, stern leaders, but they aren\xe2\x80\x99t dismissive of devils lower in Hell\xe2\x80\x99s hierarchy. Levalochs instead assess a given ally based on that being\xe2\x80\x99s capabilities and strategic utility, knowing a single powerful devil might not be able to accomplish what a horde of lesser fiends can. Warmonger devils\xe2\x80\x99 grasp of strategy and tactics is undisputed, and they can understand and execute complex maneuvers. \n'b' Coupled with this tactical mastery is a devious creativity that allows a levaloch to respond well to unexpected changes in a situation. This adaptability surprises foes that assume the ordered minds of devils are stagnant and resistant to change. \n'b' In any confrontation, warmonger devils prefer to wipe out weaker targets first and cut off routes of escape, leaving dangerous foes without allies to call upon or any recourse but defeat or surrender. \n'b' Levalochs try to avoid throwing away their own troops needlessly, not out of any sense of compassion, but out of a desire to preserve numerical advantage. Fewer troops mean a diminished ability to wage war. Regardless, levalochs value infernal warriors over mortal troops and utilize them in battle accordingly.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Wind\xe2\x80\x99s Harp \n'b' Family: Devils \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 12 (natural armor) Hit Points 63 (14d8) Speed 30 ft., fly 10 ft.\n'b' STATS STR: 10 (+0) DEX: 13 (+1) CON: 10 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +2, Charisma +6 Skills Stealth +5 Damage Immunities cold, fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common, Infernal Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' False Appearance . While the wind\xe2\x80\x99s harp devil remains motionless, it is indistinguishable from an ordinary object. \n'b' Magic Resistance . The wind\xe2\x80\x99s harp devil has advantage on saving throws against spells and other magical effects. \n'b' Strong Winds . The wind\xe2\x80\x99s harp devil has advantage on attack rolls against a creature if at least one of its allies is an air elemental , wind demon, or similar creature of air, is within 20 feet of the target, and isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Multiattack . The wind\xe2\x80\x99s harp devil makes two infernal noise attacks. \n'b' Infernal Noise . Ranged Spell Attack : +6 to hit, range 60 ft., one target. Hit : 9 (2d8) psychic damage plus 3 (1d6) thunder damage. \n'b' Hellish Chorus (Recharge 5-6) . The wind\xe2\x80\x99s harp devil creates an infernal cacophony. Each creature within 30 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) psychic damage and 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one. Devils are immune to the hellish chorus. \n'b' Reactions \n'b' Diabolical Countersong . When a spell is cast within 60 feet of it, the wind\xe2\x80\x99s harp devil plays a single, infernal note, interrupting the spell. This reaction works like the counterspell spell, except it only works on spells of 3rd level or lower. \n'b' About \n'b' Among the more bizarre products of diabolic fleshwarping, the wind\xe2\x80\x99s harp is a living object. Though a few might mistake it for an ordinary instrument, once a wind\xe2\x80\x99s harp devil squirms and plucks forth a jarring note, its bizarre, living shape is impossible to mistake for anything else. \n'b' Loud, harsh, and prone to unleashing their racket at every possible opportunity, wind\xe2\x80\x99s harp devils serve the courts of Hell as background music and as instruments of sonic and psychic torture. Devas and kinnara are particular targets of wind\xe2\x80\x99s harp devils. \n'b' Arcane Counters . Intelligent devils often bring along a wind\xe2\x80\x99s harp devil to counter the spells of a wizard , bard , sorcerer , or other spellcaster. Devils in this position leave the wind\xe2\x80\x99s harp devil in the back ranks, protected by a few minor underlings. \n'b' Friend to Winds . Wind\xe2\x80\x99s harp devils are on good terms with air elementals, wind demons, and similar creatures of air and song. They often work together against foes. \n'b' Rich Materials of Disguise . The body of a wind\xe2\x80\x99s harp devil often resembles fine rosewood or mahogany. To enhance this appearance, they often glue mother-of-pearl or silver ornaments on themselves to appear more like an inanimate object. Once their red eyes open and their strings and mouths utter their screaming wails, this illusion cannot be sustained.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devilflame Juggler \n'b' Family: Devils \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 178 (17d10 + 85) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 17 (+3) DEX: 21 (+5) CON: 20 (+5) INT: 13 (+1) WIS: 14 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +6, Wis +7, Cha +9 Skills Acrobatics +10, Performance +9, Sleight of Hand +10 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities fire, poison Condition Immunities exhaustion , poisoned Senses darkvision 120 ft., passive Perception 12 Languages Infernal, telepathy 120 ft. Challenge 13 (10,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the juggler\xe2\x80\x99s darkvision . \n'b' Dizzying Movement . If the juggler moves at least 15 feet on a turn, each creature that can see the movement must succeed on a DC 18 Constitution saving throw or be poisoned until the end of its next turn. \n'b' Magic Resistance . The juggler has advantage on saving throws against spells and other magical effects. \n'b' Standing Leap . The juggler\xe2\x80\x99s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The juggler makes three Deft Touch or Devilflame Sphere attacks. If the juggler hits one creature with two Deft Touch or two Devilflame Sphere attacks, the target must succeed Devil , Devilflame Juggler on a DC 18 Wisdom saving throw or be frightened until the end of its next turn. \n'b' Deft Touch . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) slashing damage plus 9 (2d8) fire damage. Instead of dealing damage, the juggler can steal one item the target is wearing or carrying, provided the item weighs no more than 15 pounds and isn\xe2\x80\x99t wrapped around or firmly attached to the target, such as a shirt or belt. \n'b' Devilflame Sphere . Ranged Spell Attack : +9 to hit, range 120 ft., one target. Hit : 22 (4d8 + 4) fire damage. \n'b' Fiery Flourish (Recharge 5\xe2\x80\x936) . The juggler tosses a ball of hellfire at a creature it can see within 90 feet of it. The target must make a DC 18 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one. The ball then splits and bounces to up to four creatures within 30 feet of the target. Each of these creatures must make a DC 18 Dexterity saving throw, taking 22 (5d8) fire damage on a failed save, or half as much damage on a successful one. This fire ignites flammable objects that aren\xe2\x80\x99t being worn or carried and that are between each of the targets. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Nimble Leap . The juggler takes the Dash or Disengage action. \n'b'\n'b' REACTIONS \n'b'\n'b' Uncanny Dodge . The juggler halves the damage from an attack that hits it. The juggler must be able to see the attacker. \n'b'\n'b' ABOUT \n'b' A four-armed devil with hands for feet and a grinning face for a torso leaps to and fro, juggling balls of fire. \n'b' Insolent bards who die and end up in Hell become twisted caricatures of themselves called devilflame jugglers. Large but very nimble, these fiends bounce around on six hands attached to limbs that extend from a grinning, diabolical visage in its torso. From this torso, the creature belches orbs of hellfire fueled by the souls of entertainers who sold theirs for notoriety. \n'b' Bound by Absurd Law . Punished by eons-old infernal contracts, devilflame jugglers are victims in their own bodies, constantly on fire inside and compelled by contract to leap about for others\xe2\x80\x99 amusement. To cease moving spells disaster, as more powerful, and sadistic, devils descend upon it to force it back into capering and entertaining. \n'b' Gifts Among Princes . Devilflame jugglers serve as entertainers to demons, other devils, or efreeti on the Plane of Fire, and popular ones are given as gifts. While performing, they are often ordered to distract their hosts to free up other devilish spies for diabolical plots.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Excubitor (Chaperone Devil) \n'b' Family: Devils \n'b' Medium fiend ( devil , shapechanger), lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 136 (16d8 + 64) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 17 (+3) CON: 18 (+4) INT: 10 (+0) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +5, Cha +6 Skills Deception +6, History +3, Intimidation +6 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages Common, Infernal, telepathy 120 ft. Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Shapechanger . The excubitor can use a bonus action to polymorph into a specific Small or Medium humanoid or back into its true form. Other than its size , its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the excubitor\xe2\x80\x99s darkvision . \n'b' Guarding the Principal . An excubitor can magically shield its principal (see sidebar) from the worst attacks. While the excubitor is within 30 feet of its principal, the principal shares its Magic Resistance trait. \n'b' Innate Spellcasting . The excubitor\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : dimension door (self only), shield of faith (principal only) \n'b' 1/day each : dimension door (with other creature), fireball , lightning bolt , private sanctum \n'b'\n'b' Magic Resistance . The excubitor has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The excubitor attacks three times: once with its bite and twice with its claws. It can replace its bite attack with Swallow Evidence. \n'b' Bite (Fiend Form Only) . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) piercing damage. If the target is a Medium or smaller creature, it is grappled (save DC 18). Until this grapple ends, the excubitor can\xe2\x80\x99t bite a different creature. \n'b' Claws (Fiend Form Only) . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Swallow Evidence . The excubitor grotesquely distends its jaws and attempts to swallow a Medium or smaller creature. A creature grappled by the excubitor must make a DC 15 Dexterity saving throw, which it can voluntarily fail. On a failure, the creature is swallowed and transported into an extradimensional stomach, and the grapple ends. While swallowed, the creature is blinded and restrained , and it has total cover against attacks and other effects outside the excubitor. The target takes 14 (4d6) poison damage at the start of each of the excubitor\xe2\x80\x99s turns, although the excubitor can forgo dealing this damage. If the excubitor takes 15 damage or more on a single turn from a swallowed creature, or if the excubitor dies, it regurgitates all swallowed creatures, which fall prone in a space within 5 feet of the excubitor. \n'b'\n'b' ABOUT \n'b' Excubitors are contracted to protect these important individuals from would-be law officers, knights, and other do-gooders. More than one would-be hero has nearly confronted a heinous villain only to first fall to that villain\xe2\x80\x99s \xe2\x80\x9csecretary\xe2\x80\x9d a fiendish excubitor bodyguard, with fists like iron and an almost bottomless pit of a stomach. \n'b' An archdevil can assign an excubitor to protect a mortal as part of the contract signed by that mortal. Excubitors cannot create new contracts themselves. The mortal beneficiary of this contract is known as the \xe2\x80\x9cprincipal.\xe2\x80\x9d \n'b' Devils have a reputation for being diabolical masterminds, but not all of them live up to that reputation. Excubitors, also known as chaperone devils, are forged from the souls of mortals who aided and abetted the evils of others rather than committing their own atrocities. In Hell, despite their formidable power, excubitors rank quite low in the diabolic hierarchy as they rarely achieve any triumphs which they can truly call their own.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Handmaiden Devil \n'b' Family: Devils \n'b' Medium fiend ( devil ), lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 161 (19d8 + 76) Speed 40 ft., fly 60 ft. (hover)\n'b' STATS STR: 21 (+5) DEX: 14 (+2) CON: 18 (+4) INT: 18 (+4) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +7, Con +9, Wis +7, Cha +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities cold, fire, poison Condition Immunities poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 12 Languages Celestial, Common, Draconic, Infernal, telepathy 100 ft. Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision . \n'b' Grappler . The devil has advantage on attack rolls against any creature grappled by it. \n'b' Magic Resistance . The devil has advantage on saving throws against spells and other magical effects. \n'b' Tentacle Cage . If the devil successfully grapples a creature, she transfers that creature into her lower body\xe2\x80\x99s nest of cage-like tentacles as a bonus action and the target is restrained . The devil\xe2\x80\x99s tentacles are AC 17 and have 18 hp for the purpose of an entrapped creature cutting itself out. A devil\xe2\x80\x99s tendrils heal quickly, allowing her to use this ability 1 round after a creature cuts itself free. \n'b' Innate Spellcasting : The handmaiden devil\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 20). The handmaiden devil can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : black tentacles , charm person \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The devil makes four attacks: two with its claws, and two with its tentacles. \n'b' Claws . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 10 (2d4 + 5) slashing damage plus 10 (3d6) poison damage and the target is grappled (Escape DC 18). \n'b' Entrapping Tentacles . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) piercing damage plus 10 (3d6) poison damage and the target is grappled (Escape DC 18). \n'b'\n'b' ABOUT \n'b' Known as Mothers of Pain, Maids of Miscarriage, or simply gylous in Infernal, handmaiden devils attend to the whims and schemes of Hell\xe2\x80\x99s few female overlords. Like manipulative matrons amid decadent mortal courts, these deceivers hide their fathomless evil beneath illusions of beauty, graciousness, and tradition. Gylous particularly loathe children. It\xe2\x80\x99s said that the persistent cry of a babe can sometimes cause these fiends to abandon their illusions and viciously attack. As greater devils, gylous can command many lesser devils, yet harbor an exclusive favoritism for erinyes. \n'b' A gylou weighs 160 pounds and stands stiffly at 5-1/2 feet\xe2\x80\x94though many wear their head-sprouting tentacles in tall, elaborate coiffures.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Infernal Tutor, Common \n'b' Family: Devils \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 182 (28d8 + 56) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 15 (+2) INT: 18 (+4) WIS: 20 (+5) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Int +9, Wis +10, Cha +10 Skills Deception +10, History +9, Insight +10, Persuasion +10, Religion +9 Damage Resistances cold; bludgeoning, piercing and slashing from nonmagical attacks not made with silvered weapons Damage Immunities fire, poison Condition Immunities charmed , frightened , poisoned Senses darkvision 120 ft., passive Perception 15 Languages all, telepathy 120 ft. Challenge 13 (10,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the infernal tutor\xe2\x80\x99s darkvision . \n'b' Magic Resistance . The infernal tutor has advantage on saving throws against spells and other magical effects. \n'b' Phrenic Weapons . The infernal tutor\xe2\x80\x99s weapon attacks are magical. When the tutor hits with any weapon, the weapon deals an extra 4d6 psychic damage (included in the attack ). \n'b' Weaken Resolve . The infernal tutor\xe2\x80\x99s speech is laced with subtle enchantments that make its words seem logical or profound, regardless of the actual words used. It has advantage on Charisma ( Deception ) and Charisma ( Persuasion ) checks against Humanoids. In addition, if the infernal tutor spends at least 1 minute conversing with a Humanoid, that creature has disadvantage on saving throws against the infernal tutor\xe2\x80\x99s Fiendish Indoctrination and against enchantment spells the tutor casts. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The infernal tutor makes three Claw or Tutor\xe2\x80\x99s Baton attacks, or it makes one Claw attack and two Tutor\xe2\x80\x99s Baton attacks. It can replace one attack with a use of Spellcasting. \n'b' Claw (True Form Only) . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) slashing damage plus 14 (4d6) psychic damage. \n'b' Tutor\xe2\x80\x99s Baton . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage plus 14 (4d6) psychic damage. Instead of dealing psychic damage, the infernal tutor can cause the target to become incapacitated until the end of the target\xe2\x80\x99s next turn. \n'b' Fiendish Indoctrination (Recharge 5\xe2\x80\x936) . The infernal tutor speaks fiendish ideals couched in persuasive, scholarly language. Each creature within 30 feet of the tutor must make a DC 18 Charisma saving throw. On a failure, a creature takes 45 (13d6) psychic damage and is charmed for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t charmed . A charmed creature isn\xe2\x80\x99t under the tutor\xe2\x80\x99s control, but it regards the tutor as a trusted friend, taking the tutor\xe2\x80\x99s requests or actions in the most favorable way it can. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that fails the saving throw by 5 or more is charmed for 1 day instead. Such a creature can repeat the saving throw only when it suffers harm or receives a suicidal command, ending the effect on a success. \n'b' Spellcasting . The infernal tutor casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):\n'b'\n'b'\n'b' At will : bane , calm emotions , command , detect thoughts , suggestion \n'b' 3/day each : bestow curse , compulsion, enthrall \n'b' 1/day each : geas , modify memory \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Change Shape . The infernal tutor magically transforms into a Small or Medium Humanoid, or back into its true, fiendish form. Its statistics, other than its size , are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' REACTIONS \n'b'\n'b' Strength of Character . When the infernal tutor succeeds on a saving throw, the tutor responds with a scathing magical insult, if the source of the effect is a creature within 60 feet of the tutor. That creature must succeed on a DC 18 Wisdom saving throw or take 14 (4d6) psychic damage and have disadvantage on the next saving throw it makes against a spell cast by the infernal tutor. \n'b' Magic Resistance . The devil has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ABOUT \n'b' Mysterious Ascetics . Infernal tutors teach in remote and inaccessible places, such as forbidding mountaintops or atop lone mesas rising above the wilderness. They welcome those mortals willing to brave the distance in search of knowledge and wisdom, especially since such seekers leave behind their family, friends, and any others who could counteract the fiend\xe2\x80\x99s insidious teachings. \n'b' Calculating and Patient . Infernal tutors implement their schemes with vast and deliberate patience. Those that question or rebel against their teachings are simply released from their tutelage. The fiend often does so with a sad shake of the head, lamenting that the student simply is not ready for true understanding. Meanwhile, they mold their most ardent pupils into tools to spread tyranny under the guise of the greater good, the better to corrupt others when they return to civilization. \n'b' Age Brings Power . All infernal tutors are insidious, lurking evils. They craft and shape their plans carefully, knowing their power grows every time one of their students spreads the fiend\xe2\x80\x99s twisted teachings abroad in the world. The common, \xe2\x80\x9clesser\xe2\x80\x9d fiends of this type are terrible enough. However, those that manage to spread corruption over centuries, refining their plots and gaining power every time one of those corrupted souls is damned, become even greater evils.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Infernal Tutor, Lesser \n'b' Family: Devils \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 110 (17d8 + 34) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 15 (+2) INT: 14 (+2) WIS: 17 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5, Int +5, Wis +6, Cha +7 Skills Deception +7, History +5, Persuasion +7, Religion +5 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities fire, poison Condition Immunities charmed , frightened , poisoned Senses darkvision 120 ft, passive Perception 13 Languages Common, Infernal, telepathy 120 ft. Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the infernal tutor\xe2\x80\x99s darkvision . \n'b' Magic Resistance . The infernal tutor has advantage on saving throws against spells and other magical effects. \n'b' Weaken Resolve . The infernal tutor\xe2\x80\x99s speech is laced with subtle enchantments that make its words seem logical or profound, regardless of the actual words used. It has advantage on Charisma ( Deception ) and Charisma ( Persuasion ) checks against Humanoids. In addition, if the infernal tutor spends at least 1 minute conversing with a Humanoid, that creature has disadvantage on saving throws against the infernal tutor\xe2\x80\x99s Fiendish Tutelage and against enchantment spells the tutor casts. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The infernal tutor makes three Claw or Tutor\xe2\x80\x99s Baton attacks, or it makes one Claw attack and two Tutor\xe2\x80\x99s Baton attacks. It can replace one attack with a use of Spellcasting. \n'b' Claw (True Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) slashing damage. \n'b' Tutor\xe2\x80\x99s Baton . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. \n'b' Fiendish Tutelage (Recharge 5\xe2\x80\x936) . The infernal tutor speaks fiendish teachings. Each creature within 15 feet of the tutor and that can hear it must make a DC 15 Charisma saving throw, taking 35 (10d6) psychic damage on a failed save, or half as much damage on a successful one. \n'b' Spellcasting . The infernal tutor casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):\n'b'\n'b'\n'b' At will : bane , calm emotions , detect thoughts \n'b' 3/day each : command , enthrall , suggestion \n'b' 1/day : compulsion \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Change Shape . The infernal tutor magically transforms into a Small or Medium Humanoid, or back into its true, fiendish form. Its statistics, other than its size , are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' REACTIONS \n'b'\n'b' Strength of Character . When the infernal tutor succeeds on an Intelligence , Wisdom , or Charisma saving throw, the tutor responds with a scathing magical insult if the source of the effect is a creature within 60 feet of the tutor. That creature must succeed on a DC 15 Wisdom saving throw or take 7 (2d6) psychic damage and have disadvantage on the next saving throw it makes against a spell cast by the infernal tutor. \n'b'\n'b' ABOUT \n'b' This hunched, wizened creature\xe2\x80\x99s sallow skin is stretched tightly over its bones and covered in infernal script. Cunning and cruel eyes shine a little too brightly beneath a broad forehead adorned with small horns. These despicable fiends pose as teachers and mentors, sometimes killing a known sage and taking their place. They willingly dole out wisdom to the worthy that seek their guidance, yet all the while, they lure their pupils into corruption. While all devils trade in souls, infernal tutors gain their greatest satisfaction in corrupting mortals who are seeking self-improvement. They revel in leading their ardent students into infernal mindsets under the guise of high-minded philosophies promoting the general good. \n'b' Mysterious Ascetics . Infernal tutors teach in remote and inaccessible places, such as forbidding mountaintops or atop lone mesas rising above the wilderness. They welcome those mortals willing to brave the distance in search of knowledge and wisdom, especially since such seekers leave behind their family, friends, and any others who could counteract the fiend\xe2\x80\x99s insidious teachings. \n'b' Calculating and Patient . Infernal tutors implement their schemes with vast and deliberate patience. Those that question or rebel against their teachings are simply released from their tutelage. The fiend often does so with a sad shake of the head, lamenting that the student simply is not ready for true understanding. Meanwhile, they mold their most ardent pupils into tools to spread tyranny under the guise of the greater good, the better to corrupt others when they return to civilization. \n'b' Age Brings Power . All infernal tutors are insidious, lurking evils. They craft and shape their plans carefully, knowing their power grows every time one of their students spreads the fiend\xe2\x80\x99s twisted teachings abroad in the world. The common, \xe2\x80\x9clesser\xe2\x80\x9d fiends of this type are terrible enough. However, those that manage to spread corruption over centuries, refining their plots and gaining power every time one of those corrupted souls is damned, become even greater evils.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angel, Fallen Empyreal \n'b' Family: Angels \n'b' Large celestial , chaotic evil \n'b' Armor Class 20 (natural armor) Hit Points 157 (15d10 + 75) Speed 40 ft., fly 70 ft.\n'b' STATS STR: 23 (+6) DEX: 18 (+4) CON: 20 (+5) INT: 18 (+4) WIS: 18 (+4) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8, Constitution +9 Skills Insight +8, Intimidation +9, Perception +8 Damage Resistances lightning, fire; bludgeoning, piercing, slashing from nonmagical weapons. Damage Immunities acid, cold, necrotic Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 60 ft., blindsight 30 ft., passive Perception 18 Languages all, telepathy 120 ft. Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Aura of Hopelessness . The fallen empyreal can activate or deactivate this feature as a bonus action. While active, all creatures within 30 feet of it suffer 10 (3d6) necrotic damage at the beginning of each of the fallen empyreal\xe2\x80\x99s turns. The first time a creature enters or starts its turn in the area it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Demonic Weapons . The empyreal\xe2\x80\x99s weapon attacks are magical. When the empyreal hits with any weapon, the weapon deals an extra 4d8 necrotic damage (included in the attack ). \n'b' Innate Spellcasting . The empyreal\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The empyreal can innately cast the following spells, requiring only verbal components:\n'b'\n'b' At will : detect evil and good , darkness , dispel magic , fear , invisibility , plane shift \n'b' 5/day each : bestow curse , inflict wounds \n'b' 3/day each : blade barrier , flame strike , scorching ray \n'b' 1/day each : circle of death , create undead \n'b'\n'b' Magic Resistance . The empyreal has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The fallen empyreal makes three attacks with its flaming longsword \n'b' Flaming Longsword . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) slashing damage plus 18 (4d8) necrotic damage. \n'b' Necrotic Blast (Recharge 5-6) . A fallen empyreal can unleash a blast of necrotic energy in a 30-foot radius centered on itself. All creatures in the area must make a DC 16 Dexterity saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much on a successful one. \n'b' About \n'b' This creature resembles a human-sized column of raging fire. Within the burning fires appears to be a winged humanoid-shaped creature dressed in jet black armor. \n'b' Fallen empyreals used to be knights and warriors in the service of good deities but have since been corrupted. They are fiery, quick-tempered, and cruel. Fallen empyreals are usually found in the service to one of the many arch-devils that inhabit the Hells. Most often they serve as champions for their infernal liege, but they also serve as commanders of the legions of Hell. \n'b' Empyreals that enter combat prefer to batter their opponents with a mixture of magic and direct physical attacks with their longswords. Against powerful foes, an empyreal uses its Necrotic Blast to catch as many foes as it can in the area of effect. During battle, an empyreal often stays aloft where it can blast its foes with spells while staying out of melee range.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Lunar Devil, Lesser \n'b' Family: Devils \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 14 Hit Points 52 (8d8 + 16) Speed 40 ft., fly 60 ft. (hover)\n'b' STATS STR: 19 (+4) DEX: 18 (+4) CON: 15 (+2) INT: 14 (+2) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +6 Damage Resistances cold; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 14 Languages Celestial, Draconic, Elvish, Infernal, Sylvan, Umbral; telepathy 120 ft. Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision . \n'b' Light Incorporeality . The devil is semi-incorporeal when standing in moonlight and is immune to all nonmagical attacks in such conditions. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source, with the exception of force damage. Holy water can affect the devil as it does incorporeal undead. \n'b' Magic Resistance . The devil has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The devil makes one Bite attack, one Claw attack, and one Tail attack. Alternatively, it can use Hurl Moonlight twice. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) slashing damage. \n'b' Tail . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage. \n'b' Hurl Moonlight . Ranged Spell Attack : +5 to hit, range 120 ft., one target. Hit : 11 (2d10) cold damage, and the target must succeed on a DC 13 Constitution saving throw or become blinded until the end of the devil\xe2\x80\x99s next turn. \n'b' Invisibility . The devil magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the devil wears or carries is invisible with it. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Light Step . The devil teleports, along with any equipment it is wearing or carrying, up to 80 feet to an unoccupied space (in moonlight) it can see. \n'b'\n'b' ABOUT \n'b' This winged fiend looks like something that has stepped out of a nightmare. Its elongated head is dominated by a mouth filled with razor-sharp teeth, and its spindly arms and legs end in long vicious talons. Where the moonlight catches it, its body appears almost transparent.\xc2\xa0 \n'b' These nightmarish creatures are smaller, weaker versions of the lunar devil, lazy and boastful fiends that draw strength from the light of the moon. Lesser lunar devils are often found serving their more powerful brethren, sent as advance scouts to spy on a druid circle their master intends to subvert, or to identify the werewolf pack leader that must be removed before the lunar devil can seize control of the pack.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cavelight Moss \n'b' Large plant , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 95 (10d10 + 40) Speed 5 ft., climb 15 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 18 (+4) INT: 1 (-5) WIS: 13 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, fire; slashing from nonmagical attacks Condition Immunities charmed , deafened , frightened , paralyzed , prone , stunned , unconscious Senses tremorsense 60 ft., passive Perception 11 Languages \xe2\x80\x94 Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Variable Illumination . The cavelight moss sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The moss can alter the radius as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cavelight moss makes two Tendrils attacks. If both attacks hit a Large or smaller creature, the target is grappled (escape DC 15). Until this grapple ends, the target is restrained , and at the start of each of the target\xe2\x80\x99s turns, it must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion . The cavelight moss then gains 5 temporary hp . A creature that succeeds on the saving throw can\xe2\x80\x99t suffer further levels of exhaustion from the cavelight moss\xe2\x80\x99s grapple for the next 24 hours. The cavelight moss can have only one creature grappled at a time. \n'b' Tendrils . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' These patches of tangled, lacy moss cling to the ceiling, slowly pulsing with an eerie glow. Their stems gently writhe among the soft, feathery mass, dusting the ground below with a twinkling of phosphorescent spores. \n'b' Plant Carnivore . Cavelight moss glows with a pale, yellow light, but when agitated, its light changes to an icy blue. Cavelight moss is frequently mistaken for a benign organism, but it hunts living flesh and renders its meals immobile before starting the long process of digestion. A cavelight moss is a collective of smaller life forms patched together and sharing sensations. Barely cognitive, a cavelight moss spends its time positioning itself above well-traveled sections of cavern, feeding on rats, bats, and crawling insects. When it senses larger prey, it slowly and quietly moves toward the creature. \n'b' Long-Lived Spores . A cavelight moss can survive for 200 years, shedding luminous spores and consuming vermin. Its spores germinate in the carcasses of its victims, and in lean times, these spores can grow slowly on guano or other areas rich in moisture and organic nutrients. \n'b' Rare Colonies . If a cave system has no true protectors and food is plentiful, these creatures congregate\xe2\x80\x94most commonly, in bat colonies of millions of individuals. When they gather this way, cavelight mosses function as a large colony, covering strategic locations where prey roams. When a source of food moves on, the entire colony slowly disperses as well.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Maelstrom Devil \n'b' Family: Devils \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 195 (26d10 + 52) Speed 30 ft., fly 40 ft., swim 120 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 15 (+2) INT: 19 (+4) WIS: 12 (+1) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Con +6, Wis +5 Damage Resistances cold; slashing, piercing, and bludgeoning from nonmagical attacks Damage Immunities fire, lightning, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages Infernal, telepathy 120 ft. Challenge 12 (8,400 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the maelstrom devil\xe2\x80\x99s darkvision . \n'b' Influence Weather . Nearby weather responds to the maelstrom devil\xe2\x80\x99s desires. At the start of each minute, the maelstrom devil can choose to change the precipitation and wind within 1 mile of it by one stage, up or down (no action required). This effect works like the changing weather conditions aspect of the control weather spell, except the maelstrom devil can\xe2\x80\x99t change the temperature and the conditions change immediately. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The devil makes three Claws attacks and one Tempest Trident attack, or it makes three Lightning Ray attacks. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Tempest Trident . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 16 (2d12 + 3) piercing damage plus 7 (2d6) cold damage. A creature hit by this attack must succeed on a DC 16 Strength saving throw or be knocked prone by a gust of wind channeled through the trident. \n'b' Lightning Ray . Ranged Spell Attack : +8 to hit, range 150 ft., one target. Hit : 18 (4d8) lightning damage. \n'b' Crown of Water (1/Day) . The water on the maelstrom devil\xe2\x80\x99s head erupts in a geyser. Each creature within 10 feet of the devil must make a DC 16 Constitution saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. For 1 minute, when a creature enters a space within 10 feet of the devil for the first time on a turn or starts its turn there, that creature must succeed on a DC 16 Constitution saving throw or take 10 (3d6) cold damage. \n'b'\n'b' ABOUT \n'b' Razor-sharp claws tip the long arms of this coralline fiend, and a crown of flowing water adorns its head. It raises a rusted trident in fury, and the wind rises into a tumultuous gale around it. \n'b' Maelstrom devils are fiends who largely dwell on the Material Plane. Unconcerned with the ever-shifting politics of Hell, they lair within dangerous shoals, war-torn waters, and remote shipping lanes. These devils are brute-force manipulators, unleashing horrible storms and suborned monsters upon passing ships, then roping mortals into their schemes with promises of safe passage and personal profit. \n'b' Tempestuous Extortionists . Maelstrom devils can control the weather, conjuring horrific storms or becalming unruly seas. They use this to beset merchant vessels and ferries with sudden hurricanes and rough seas before offering to quell the storm if the captain will do as the devil asks. Compliant captains find that their ships sail safely, and they make record profits, as competitors find their own shipments running aground or delayed by unseasonable storms. Others, as well as any captains who try to go back on their deal with the devil, are killed. \n'b' Labyrinthine Manipulators . Maelstrom devils aren\xe2\x80\x99t concerned with the damnation of individual souls, instead preferring to use their network of blackmailed captains and subverted ships to spread misery on a larger scale. They ensure that food fails to reach starving cities, that vital medicine never reaches those who need it most, and that the families of all aboard the nearest vessel never see their loved ones again.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mammon, The Miser, Prince of Apllistia, Arch Devil \n'b' Family: Devils \n'b' Huge fiend (devil), lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 364 (27d12 + 189) Speed 30 ft.\n'b' STATS STR: 24 (+7) DEX: 22 (+6) CON: 24 (+7) INT: 24 (+7) WIS: 18 (+4) CHA: 28 (+9) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +14, Wisdom +11, Charisma +16 Skills Arcana +14, Acrobatics +13, Deception +16, Insight +11, Intimidation +16, Perception +11, Persuasion +16, Stealth +13 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that are not silver Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 21 Languages Abyssal, Celestial, Common, Dwarvish, Elven, Halfling, Giant, Gnomish, Goblin, Ignan, Infernal, Terran, telepathy 100 ft. Challenge 22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision . \n'b' Innate Spellcasting . Mammon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). He can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : animate dead , cone of cold , detect evil and good , detect magic , detect thoughts , dispel magic , invisibility , magic circle , polymorph , teleport (self only), tongues , true seeing \n'b' 3/day : wall of fire \n'b' 1/day each : fire ball, power word kill \n'b'\n'b' Legendary Resistance (3/day) . If Mammon fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . Mammon has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . Mammon\xe2\x80\x99s weapon attacks are magical. \n'b' Regeneration . Mammon regains 10 hit points at the start of his turn. If Mammon takes damage from a silvered weapon, this trait doesn\xe2\x80\x99t function at the start of Mammon\xe2\x80\x99s next turn. Mammon is destroyed only if he starts his turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Mammon makes one Withering Touch attack and two Red-Hot Coin attacks. \n'b' Withering Touch . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 20 (2d12 + 7) slashing damage and the target must make a DC 22 Constitution saving throw. The target takes 36 (8d8) necrotic damage and has a random limb (see Random Withered Limb table below) rendered useless for 24 hours on a failure, or half as much damage and no withered body part on a successful save. \n'b'\n'b' Red-Hot Coin . Ranged Weapon Attack : +13 to hit, range 50/200 ft., one target. Hit : 13 (2d6 + 6) fire damage and the target must succeed on a DC 24 Wisdom saving throw or spend its next turn digging the coin out of its flesh. The creature is stunned until the end of its next turn, unable to do much else but chase down the burning coin. Digging the coin out causes 14 (4d6) slashing damage. \n'b' Avalanche of Greed (recharge 5-6) . Mammon spills a wave of red-hot coins from his bag in a 30-foot cone. All creatures caught in the area must make a DC 21 Dexterity saving throw, suffering 45 (10d8) bludgeoning damage and 14 (4d6) fire damage on a failure, or half as much on a success. \n'b'\n'b' Random Withered Limb \n'b'\n'b' d4 \n'b' Body Part \n'b' Effect \n'b'\n'b' 1 \n'b' Left Leg Half speed \n'b'\n'b' 2 \n'b' Right Leg Half speed \n'b'\n'b' 3 \n'b' Right Arm Drops anything in that arm, and arm is useless \n'b'\n'b' 4 \n'b' Left Arm Drops anything in that arm, and arm is useless \n'b'\n'b' LEGENDARY ACTIONS \n'b' Mammon can take three 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. Mammon regains spent legendary actions at the start of his turn. \n'b'\n'b' One for You and Three for Me . Mammon makes a Red-Hot Coin attack . \n'b' You Get Damned Coins, and You Get Damned Coins . Mammon recharges his Avalanche of Greed and uses it. \n'b' Insatiable Greed (costs 2 actions) . Mammon can instill his own wretched greed upon others by tossing a handful of his hellish coins into the midst of his enemies. Anyone within a 30-foot cube centered on Mammon must make a successful DC 24 Charisma saving throw or be overwhelmed with desire to possess his hellish coins, stopping at nothing to possess them, including slaying friend and family alike for their ownership. \n'b' Fiendish Recovery (costs 2 actions) . Mammon recovers 50 hit points and ends one condition affecting him. \n'b'\n'b' ABOUT \n'b' Standing over 15 feet tall, Mammon is a thin, twisted fiend with the visage of a mad beggar who is dressed in filthy, stinking rags that were once the finery of a merchant lord or king. His filthy feet are stuffed into broken sandals or boots whose tops are worn so that gnarled toes show through. Charred wings billow with sulfurous ash as they flutter and twitch nervously upon the creature\xe2\x80\x99s back. The Miser\xe2\x80\x99s horns have been forcibly cut from his brow so that only smoldering stumps remain. Despite his otherwise impoverished appearance, the fiend\xe2\x80\x99s neck drips with gaudy jewelry of thick gold and platinum chains. Rings that are set with obviously flawed yet shiny gemstones flash upon filthy, clawed fingers that clutch a bag of red-hot coins to his breast. \n'b' Mammon rules the ring of Aplistia where he resides within a massive fortress-like bank made of bronze and antimony. He spends his time counting soul ingots and developing schemes for tempting mortals to greed so that he may collect more souls than his adversaries in the other eight Rings of Hell. Since tempting mortals to greed is quite easy, Mammon has become quite lazy in his workings. Despite this, he is still a horrifying figure and powerful ruler who hoards vast collections of souls within his basalt vaults. \n'b' The forges of his palace ring constantly with the work of his amiamons who pound worthless souls of the greedy into the coins of Hell, just as the worshippers of the Sultan of Brass do in the City of Brass. The Ring of Aplistia is exceedingly hot. It is made up of mountains of searing-hot bronze, lakes and rivers of molten copper, and vast sulfuric deserts. It is a blasted landscape littered with the ghostly remains of destroyed mortal cities plundered for their wealth.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mane, Blood \n'b' Family: Devils \n'b' Medium fiend , neutral evil \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 60 (8d8 + 24) \n'b' Speed 40 ft., swim 50 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 16 (+3) INT: 8 (\xe2\x80\x931) WIS: 12 (+1) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 \n'b' Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities fire, poison \n'b' Condition Immunities poisoned \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages Abyssal, Infernal \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The mane can breathe air and water. \n'b' Drain Blood . As a bonus action, the blood mane may drain blood from a grappled foe. The foe suffers 6 (3d6) necrotic damage, and the blood mane gains a number of temporary hit points equal to the amount of damage the blood drain causes. \n'b' Pack Tactics . The mane has advantage on an attack roll against a target if at least one of the mane\xe2\x80\x99s allies is within five feet of the mane and the ally isn\xe2\x80\x99t incapacitated . \n'b' Sizzle . A creature that touches the blood mane or hits it with a melee attack while within five feet of it takes 3 (1d6) fire damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mane makes one Bite attack and one Claw attack . \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage and 9 (2d8) fire damage. The target is grappled by the blood mane (Escape DC 14). The blood mane can grapple only one creature at time. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b'\n'b' ABOUT \n'b' Manes are lesser devils who evolved from larvae or formless blobs of tortured flesh into the ravenous spirits of the underworld. Depending on the species, manes may have horns or scales that run down their back with coloration that denotes their species. Manes travel in packs that may be as small as a half dozen or as large as a hundred or even the thousands when under the direct command of greater demons or devils. \n'b' Blood manes have a huge vaguely humanoid head on a blood-soaked body that resembles a cross between a fish and some sort of amphibious hound. Sizzling flesh and the coppery stench of coagulating blood assails the nostrils in the presence of this creature of the Styx. \n'b' Blood manes are some of the most ferocious in the legions of manes dwelling in the underworld as they are brought up from the souls of war criminals cut down on the battlefield. Blood manes can be found in the Abyss where they participate in cannibalistic acts that leave only the strongest and meanest of their kind to survive.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mane, Ice \n'b' Family: Devils \n'b' Medium fiend , neutral evil \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 37 (5d8 + 15) \n'b' Speed 40 ft., swim 50 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 8 (\xe2\x80\x931) WIS: 12 (+1) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 \n'b' Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities cold \n'b' Condition Immunities poisoned \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages Abyssal, Infernal \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The mane can breathe air and water. \n'b' Ice Walk . The ice mane can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn\xe2\x80\x99t cost it extra movement. \n'b' Pack Tactics . The mane has advantage on an attack roll against a target if at least one of the mane\xe2\x80\x99s allies is within five feet of the mane and the ally isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mane makes one Bite attack and one Ice Spine attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage and 2 (1d4) cold damage, and the target must succeed on a DC 13 Constitution saving throw or gain a level of exhaustion . \n'b' Ice Spine . Ranged Weapon Attack : +5 to hit, range 10/40 ft., one target. Hit : 6 (1d6 + 3) slashing damage and 2 (1d4) cold damage. \n'b'\n'b' ABOUT \n'b' Ice manes are a cross between a primate and an albino reptile with piercing blue eyes. Their huge heads are surrounded with icy spikes, and their mouths are filled with rows of frozen fangs that shred opponents like crushed glass. They are most frequently found where icy waters pour into the frozen, lowest rings of Hell. Ice manes hunt in wild packs where they are raised from frozen souls trapped in the icy tributary of Styx. Voracious hunters, ice manes are too stupid to retreat, and too numb to feel pain. They sometimes find their way into the Mortal Realms when summoned by spellcasters or though unattended planar gates near areas of ice floes and frigid waters.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mane, Stygian \n'b' Family: Devils \n'b' Medium fiend , neutral evil \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 37 (5d8 + 15) \n'b' Speed 40 ft., swim 50 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 8 (\xe2\x80\x931) WIS: 12 (+1) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 \n'b' Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities poison \n'b' Condition Immunities paralyzed , poisoned \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages Abyssal, Infernal \n'b' Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The mane can breathe air and water. \n'b' Pack Tactics . The mane has advantage on an attack roll against a target if at least one of the mane\xe2\x80\x99s allies is within five feet of the mane and the ally isn\xe2\x80\x99t incapacitated . \n'b' Slimy Skin . The stygian mane has advantage to escape from the grappled or restrained condition. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage and the target must succeed at a DC 13 Constitution saving throw or become paralyzed for one minute. \n'b'\n'b' ABOUT \n'b' Stygian manes have a vaguely reptilian or fish-like appearance, with a slick rubbery hide and yellowish spines that begin at their brow and protrude all the way down their back. The fangs of a stygian mane drip with horrid venom. \n'b' Stygian manes are most often found in the Stygian Swamps of the Abyss, where demon lords recruit them as guards and chattel minions. Although seldom encountered outside of Styx, the Abyss, and the Rings of Hell, they can be encountered in the mortal realms as summoned minions or in thin spots between the planes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mane, Styx \n'b' Family: Devils \n'b' Medium fiend , neutral evil \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 37 (5d8 + 15) \n'b' Speed 40 ft., swim 50 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 8 (\xe2\x80\x931) WIS: 12 (+1) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 \n'b' Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities poison \n'b' Condition Immunities poisoned \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages Abyssal, Infernal \n'b' Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The mane can breathe air and water. \n'b' Pack Tactics . The mane has advantage on an attack roll against a target if at least one of the mane\xe2\x80\x99s allies is within five feet of the mane and the ally isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mane makes one Bite and one Claw attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b'\n'b' ABOUT \n'b' Styx manes are the size of a large terrestrial warhound. Most Styx manes have short hind legs and a bifurcated tail. They are capable of bipedal movement over short distances but prefer to move about on all fours. Their long powerfully built forearms end in clawed paw like hands. They have powerful shoulders that flank a thick neck and lumpy, vaguely humanoid face featuring a huge slathering mouth filled with row after row of razor-sharp teeth. \n'b' The manes of the Styx serve as chattel for various powers of the underworld. Their intellect is such that they are capable of following basic orders and can establish simple battle formations that are unseen in the infinite ranks of the Abyssal hordes they most frequently face.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scribe of Hell \n'b' Family: Devils \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 19 (natural armor) Hit Points 299 (26d8 + 182) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 24 (+7) INT: 26 (+8) WIS: 22 (+6) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +11, Con +14, Int +15, Wis +13, Cha +11 Skills Arcana +15, History +15, Investigation +15, Perception +13, Religion +15 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire, poison Condition Immunities poisoned Senses truesight 30 ft., darkvision 60 ft., passive Perception 23 Languages Common, Celestial, Draconic, Infernal, Void Speech; telepathy 120 ft. Challenge 24 (62,000 XP) \n'b' Special Traits \n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision. \n'b' Fear Aura . Any creature hostile to the Scribe of Hell that starts its turn within 20 feet of him must make a DC 21 Wisdom saving throw, unless the Scribe of Hell is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature\xe2\x80\x99s saving throw is successful, it is immune to the devil\xe2\x80\x99s Fear Aura for the next 24 hours. \n'b' Spellcasting . The Scribe of Hell is a 20th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 23, +15 to hit with spell attacks). He requires no material components to cast his spells. The Scribe of Hell has the following wizard spells prepared: \n'b' Cantrips (at will) : chill touch , light , minor illusion , poison spray, prestidigitation \n'b' 1st level (4 slots) : comprehend languages , disguise self , illusory script , magic missile , unseen servant \n'b' 2nd level (3 slots) : blindness/deafness , hold person , mirror image , misty step \n'b' 3rd level (3 slots) : counterspell , dispel magic , haste , protection from energy \n'b' 4th level (3 slots) : banishment , dimension door , greater invisibility , polymorph \n'b' 5th level (3 slots) : dominate person , geas , modify memory , passwall \n'b' 6th level (2 slots) : eyebite , guards and wards , mass suggestion \n'b' 7th level (2 slots) : forcecage , plane shift \n'b' 8th level (1 slot) : feeblemind \n'b' 9th level (1 slot) : time stop \n'b' Magic Resistance . The devil has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The Scribe of Hell\xe2\x80\x99s weapon attacks are magical. \n'b' Meld with Text . The Scribe of Hell can enter any book, scroll, or other written material and remain hidden there as long as he wishes. If the text is damaged or destroyed, he is ejected from it without suffering damage. \n'b' Trust Aura . The Scribe of Hell projects a 25-foot-radius trust aura. As long as the Scribe of Hell is talking, creatures in that area find his utterances so fascinating and compelling that they\xe2\x80\x99re affected as if by a sanctuary spell (affected creatures must make a DC 23 Wisdom saving throw at the start of each of their turns; if the saving throw fails, they can\xe2\x80\x99t attack the Scribe of Hell directly until the start of their next turn). This effect ends immediately and can\xe2\x80\x99t be renewed for 1 minute if the Scribe of Hell attacks physically. Devils are not immune to this aura. \n'b' Actions \n'b' Multiattack . The Scribe of Hell makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 30 (4d12 + 4) slashing damage. \n'b' Hellfire Bolt (Recharge 5-6) . Ranged Spell Attack : +15 to hit, range 120 ft., one target. Hit : 65 (10d12) force damage plus 33 (6d10) thunder damage; a successful DC 20 Dexterity saving throw halves thunder damage. \n'b' Legendary Actions \n'b' The Scribe of Hell can take 3 legendary actions , choosing from the options below. Only one option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The Scribe of Hell regains spent legendary actions at the start of its turn. \n'b' Claw Attack . The Scribe of Hell makes one claw attack . \n'b' Devil\xe2\x80\x99s Mark . The Scribe of Hell sprays magical ink from his fingertips at a single target within 30 feet. The target must make a successful DC 23 Dexterity saving throw or receive a devil\xe2\x80\x99s mark: a tattoo in the shape of the Scribe of Hell\xe2\x80\x99s personal seal. All devils have advantage when they make spell or spell-like attacks against the devil-marked creature, and the creature has disadvantage on saving throws against such attacks. The mark can be removed by remove curse if the caster also makes a successful DC 23 spellcasting check. The mark reveals itself as desecrated to detect evil and good . It often shifts its position on the body, especially when it\xe2\x80\x99s concealed (and usually at the most inconvenient moment). Because such marks are sometimes placed on those who\xe2\x80\x99ve made pacts with devils, NPC paladins and clerics might assume that any character bearing a devil\xe2\x80\x99s mark is in league with evil forces. \n'b' Cast a Spell (Costs 3 Actions) . The Scribe of Hell casts a spell from its list of prepared spells, using a spell slot as normal. \n'b' About \n'b' This unassuming man has walnut-colored skin and small horns, and he wears a simple, gray scribe\xe2\x80\x99s robe. \n'b' About \n'b' Evil in Triplicate . Devils track everything, and therein lies the difference between the creatures of demonkind and the creatures of the Nine Hells. The devil responsible for all pacts, soul-stealing contracts, and documents signed in blood is Depending on your group of players, it might or might not be worth using the baron\xe2\x80\x99s true name. Pronounced at the table, it\xe2\x80\x99s likely to reduce grown men to giggles, but that might prove worthwhile as no arch-devil can stand to be laughed at. Perhaps this is why the Scribe of Hell maintains a low profile and works his evil in paper and ink?. \n'b' Serves the Archdevil of Greed . To all outward appearances, the Scribe of Hell is the most powerful servant of the archdevil of greed, though in the infernal chain of command his immediate superior is Duke Berith, the Duke of False Coins and the Master of Accounts. To the unbiased eye, the Scribe of Hell is at least as powerful as Duke Berith, and some believe he rivals the archdevil of greed himself. However, this is not reflected in public or even in the confidential lists of Hell\xe2\x80\x99s feudal order. The Scribe of Hell is a sort of hidden archduke, and that is the way he prefers to operate, shielded by reams of paper and ranks of intermediaries. \n'b' Humble Appearance . The Scribe of Hell is a baron, but unlike most of the princes of Hell, he does not appear wealthy, powerful, or even outwardly malignant. His simple robe seems gray from a distance, but on close inspection it is actually a white garment woven with tiny letters that describe his history and deeds in the Infernal tongue.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spawn of the Prince of Swarms \n'b' Family: Devils \n'b' Medium aberration , lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 78 (12d8 + 24) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 15 (+2) INT: 10 (+0) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +4 Skills Perception +4, Stealth +5 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14 Languages Infernal Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Hive Mind . Spawn of the Prince of Swarms share a bond with other members of their hive that enhances their hive mates\xe2\x80\x99 perception. As long as a spawn is within 60 feet of at least one hive mate, it has advantage on initiative rolls and Wisdom ( Perception ) checks. If one spawn is aware of a particular danger, all others in the hive are, too. No spawn in a hive mind is surprised at the beginning of an encounter unless all of them are. \n'b' Innate Spellcasting . The spawn of the Prince of Swarms\xe2\x80\x99s spellcasting ability is Charisma . The Spawn of the Prince of Swarms can innately cast the following spells, requiring no material components: \n'b' 1/day : conjure animals (only swarms of insects) Scent Communication. Spawn of the Prince of Swarms can communicate with each other and all swarms of insects within 60 feet via pheromone transmission. In a hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication that only the Prince of Swarms, his spawn, and swarms of insects can understand. As a bonus action , the spawn can use this trait to control and give orders to one swarm of insects within 60 feet. \n'b' Actions \n'b' Multiattack . A Spawn of the Prince of Swarms makes one bite attack and two stinger attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage plus 4 (1d8) poison damage. \n'b' Stinger . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage plus 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats 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 insectile humanoid \xe2\x80\x98s mouth stretches over dripping mandibles that are poorly concealed behind an ill-fitting mask of flesh. Its eyes have compound irises, and barbed stingers sprout between the fingers at the ends of its long, segmented limbs. \n'b' About \n'b' Skin and Carapace . Spawn of the Prince of Swarms are roughly humanoid , with many insectoid qualities including a hardened carapace and oddly-jointed limbs. Their faces, arms, and legs are covered with a largely decorative skin which stretches and tears to reveal insectile traits beneath. \n'b' Carrion Eaters . Spawn of the Prince of Swarms are scavengers and predators that feast on both living creatures and carrion they find within their territory. \n'b' Hive Dwellers . Spawn of the Prince of Swarms dwell in hive structures comprised of natural growth and rigid architecture. The hives are built in isolated, easily-defensible locales (hilltops, forest canopies, and even cliff dwellings). Visitors often must climb or fly to reach them-some such hives built by the tosculi, who share them with the spawn of the Prince of Swarms. Most spawn of the Prince of Swarms stand between 4 and 6 feet tall, and they weigh between 85 and 160 lb.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'The Archdevil of Greed \n'b' Family: Devils \n'b' Huge fiend (devil), lawful evil \n'b' Armor Class 20 (natural armor) Hit Points 378 (28d12 + 196) Speed 50 ft.\n'b' STATS STR: 22 (+6) DEX: 13 (+1) CON: 24 (+7) INT: 23 (+6) WIS: 21 (+5) CHA: 26 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Int +14, Wis +13, Cha +16 Skills Deception +16, Insight +13, Perception +13, Persuasion +16 Damage Resistances cold Damage Immunities fire, poison; bludgeoning, piercing, and slashing from weapons that aren\xe2\x80\x99t silvered Condition Immunities charmed , exhaustion , frightened , poisoned Senses truesight 120 ft., passive Perception 23 Languages all, telepathy 120 ft. Challenge 25 (75,000 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The archdevil of greed\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). He can innately cast the following spells, requiring no material components: \n'b' At will : charm person , detect magic , dispel magic , fabricate (the archdevil of greed can create valuable objects), heat metal , magic aura \n'b' 3/day each : animate objects , counterspell , creation , instant summons , legend lore , teleport \n'b' 1/day each : imprisonment (minimus containment only, inside gems), sunburst \n'b' Legendary Resistance (3/day) . If the archdevil of greed fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . The archdevil of greed has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The archdevil of greed\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . The archdevil of greed makes three attacks. \n'b' Purse . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage plus 18 (4d8) radiant damage. \n'b' Molten Coins . Ranged Weapon Attack : +14 to hit, range 40/120 ft., one target. Hit : 16 (3d6 + 6) bludgeoning damage plus 18 (4d8) fire damage. \n'b' Your Weight In Gold (Recharge 5-6) . The archdevil of greed can use this ability as a bonus action immediately after hitting a creature with his purse attack . The creature must make a DC 24 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified by being turned to solid gold. Otherwise, a creature that fails the saving throw is restrained . A restrained creature repeats the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature receives a greater restoration spell or comparable magic. \n'b' Legendary Actions \n'b' The archdevil of greed 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 archdevil of greed regains spent legendary actions at the start of his turn. \n'b' Attack . The archdevil of greed makes one purse or molten coins attack . \n'b' Make It Rain! The archdevil of greed casts gold and jewels into a 5-foot radius within 60 feet. One creature within 60 feet of the treasure that can see it must make a DC 24 Wisdom saving throw. On a failure, the creature must use its reaction to move its speed toward the trinkets, which vanish at the end of the turn. \n'b' Deep Pockets (3 actions ) . The archdevil of greed recharges his Your Weight In Gold ability. \n'b' Lair \n'b' The archdevil of greed resides within a realm of overwhelming opulence. \n'b' The forests grow golden trees with emerald leaves. Streams of liquid silver wind past fields of lapis wildflowers. The Archdevil of Greed\xe2\x80\x99s home, the Halls of Avarice, is in the heart of a golden city. \n'b' Everything within his palace is made of a precious substance, and it is filled to bursting with breathtaking treasures. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the archdevil of greed takes a lair action to cause one of the following effects; the archdevil of greed can\xe2\x80\x99t use the same effect two rounds in a row: \n'b' The archdevil of greed infuses a pile of treasure in his lair with life. \n'b' It becomes an earth elemental made of precious metals and gems. The elemental acts immediately and lasts until destroyed or until the archdevil of greed uses this action again. \n'b' Stacked piles of treasure shift and slide, collapsing onto a creature the archdevil of greed can see. The creature is restrained until initiative count 20 on the following round, or until it or an adjacent ally uses an action to make a successful DC 18 Strength check to free it. \n'b' The archdevil of greed magically teleports from one area of treasure to another within 150 feet. \n'b' Regional Effects \n'b' The region containing the archdevil of greed\xe2\x80\x99s lair is warped by the archdevil\xe2\x80\x99s magic, which creates one or more of the following effects: \n'b' Treasure in the possession of creatures other than the archdevil of greed turns to worthless materials such as lead, wood, or gravel, after spending 24 hours within 1 mile of the lair. The resulting junk resumes its valuable form when the archdevil of greed claims it, or by means of a wish spell or comparable magic. \n'b' Creatures that spend more than 1 hour within 1 mile of the archdevil of greed\xe2\x80\x99s lair become obsessed with gaining the most generous payment or portion of wealth in any dealing unless they succeed on a DC 18 Wisdom saving throw. A creature that saves successfully is immune to this effect for 24 hours. \n'b' The effect can be removed by a greater restoration spell or comparable magic. \n'b' Any naturally occurring treasure in the archdevil of greed\xe2\x80\x99s home plane reverts to worthless junk if removed from the plane. Similarly, any mundane item left behind transforms into something fantastically valuable, as long as it remains on the plane. \n'b' If The archdevil of greed dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angel, Guardian \n'b' Family: Angels \n'b' Medium celestial , lawful good \n'b' Armor Class 12 Hit Points 15 (2d8 + 6) Speed fly 40 ft. (hover)\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 16 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +5, Wisdom +4 Skills Perception +4, Religion +3 Damage Vulnerabilities necrotic Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 14 Languages all, telepathy 30 ft. Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Know Thy Quest . The guardian angel always knows the location of the one it protects, and what its health condition is. \n'b'\n'b' ACTIONS \n'b'\n'b' Angelic Flail . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage and the target must succeed on a DC 11 Charisma saving throw or its Charisma score is reduced by 1d4. The target falls unconscious if this reduces its Charisma score to 0. Otherwise, this reduction lasts until the target finishes a short or long rest. Good-aligned creatures are immune to this reduction. \n'b' Wish (1/Life) . The guardian angel can cast the wish spell, requiring no material components. The guardian angel uses this feature in instances of the utmost danger and only to protect the creature it is guarding. The guardian angel dies after casting this spell. Whether or not an angel caller cleric can use this feature, or the guardian angel uses it when conjured by a spell or another magical effect is determined at the GM\xe2\x80\x99s discretion. \n'b'\n'b' ABOUT \n'b' Sometimes, when you are on the brink of an inescapable horror that is sure to affect the rest of your life, you find yourself miraculously saved amid the glow of a flash of light. These flashes of lights are guardian angels, who protect whomever they are quested to protect. \n'b' Divine Creation . A guardian angel is an angel and doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Unstoppable . Guardian angels are tasked with the protection of others. Each guardian angel has a specific creature, for whom they would gladly give their lives if necessary. Although they are not immensely powerful, guardian angels are extremely durable against damage and are therefore incredibly hard to stop. They watch and protect diligently, and cannot be seen by anyone save other angels while they are on duty; unless they wish otherwise.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cclth, the Black One \n'b' Native to the depths of the icy northern waters, Cclth, the Black One is a ferocious predator, rejected by its own kind for its tendency to prey upon them. \n'b' Immortal . Some deific or aberrant power gave Cclth, the Black One its strength and will to survive, perhaps as a punishment against its own kind for some failing. That power also rendered it immortal, surviving centuries of imprisonment and starvation without weakening. \n'b' Burial at Sea . When its people turned against it, they set an ambush that dropped hundreds of tons of stone on Cclth, the Black One\xe2\x80\x99s body. Despite its titanic strength, it is pinned in place and can do little more than scrabble at the stone nearest its mouth and the ends of its appendages. On the other hand, it has nothing but time, so its eventual freedom is assured. \n'b' Gargantuan monstrosity , chaotic neutral \n'b' Armor Class 21 (natural armor) Hit Points 402 (23d20 + 161) Speed 40 ft., swim 160 ft.\n'b' STATS STR: 28 (+9) DEX: 16 (+3) CON: 24 (+7) INT: 7 (-2) WIS: 18 (+4) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +9 Skills Athletics +15, Perception +10, Stealth +9 Damage Resistances acid, fire, lightning, necrotic, thunder Damage Immunities cold, poison Condition Immunities frightened , poisoned , prone Senses darkvision 600 ft., passive Perception 20 Languages Common Challenge 17 (18,000 XP) \n'b' Special Traits \n'b' Lesser Kaiju . Lesser kaiju are larger than all but the greatest monsters adventurers face. 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 Large size or smaller deals damage to a lesser kaiju with a weapon or feature, or with a spell of 7th level or lower, its damage is halved, and can be reduced further by resistance or saving throws. Siege weapons and creatures with the Siege Monster trait are treated like Gargantuan creatures. Creatures of size Large and smaller can move through or occupy a kaiju\xe2\x80\x99s space. Huge or larger creatures and 8th-level spells (including lower-level spells cast with 8th-level slots) deal normal damage, which can be reduced further by resistance or saving throws. \n'b' Legendary Resistance (3/Day) . If Cclth, the Black One fails a saving throw, it can choose to succeed instead. \n'b' Amphibious . Cclth, the Black One can breathe both water and air. \n'b' Overwhelming . Cclth, the Black One has advantage on Shove attacks. \n'b' Cold Vigor . When Cclth, the Black One starts its turn in an area of extreme cold, it gains the effect of a haste spell that does not require Concentration. The effect lasts until the start of its next turn. When the haste ends, Cclth the Black One doesn\xe2\x80\x99t lose its next turn. \n'b' Rending Claws . If Cclth, the Black One hits a single creature with two claw attacks in the same turn, the creature suffers an additional 14 (4d6) slashing damage. \n'b' Actions \n'b' Multiattack . Cclth, the Black One makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 27 (4d8 + 9) piercing damage and 10 (3d6) cold damage. \n'b' Claw . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 23 (4d6 + 9) slashing damage. \n'b' Freezing Black Bile (recharge 5-6) . Cclth, the Black One exudes freezing black bile in either a line 300 ft. long and 5 ft. wide, or in a cone 150 ft. long. Creatures in the area must make a DC 19 Dexterity saving throw, suffering 42 (12d6) cold damage on a failure, or half as much damage on a success. \n'b' Legendary Actions \n'b' Cclth, the Black One 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. Cclth, the Black One regains spent legendary actions at the start of its turn. \n'b' Claw . Cclth, the Black One makes one claw attack . \n'b' Recover . Cclth, the Black One regains 50 hit points . Once it uses this ability, it can\xe2\x80\x99t do so again until the end of its next turn.'}