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Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Feargaunt \n'b' Large aberration , chaotic evil \n'b' Armor Class 13 Hit Points 120 (16d10+32) Speed 10 ft., fly 40 ft. (can hover)\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 15 (+2) INT: 12 (+1) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +6, Con +5, Wis +5 Skills Insight +5, Perception +5, Stealth +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks; acid, cold, fire, lightning, thunder Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 15 Languages Common (can\xe2\x80\x99t speak); telepathy 100 ft. Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Nightmare Aura . A feargaunt is cloaked in a 60-foot-radius aura of fear , which manifests as darkened shadows, subtle rot, and skewed perspective. The first time a creature ends its turn within the aura, it must succeed at a DC 16 Wisdom save or be frightened for as long as it stays within the aura and until the end of its next turn. Creatures within the aura who are frightened by the aura automatically fail attempts to do impossible feats in a dreamscape. The feargaunt can suppress or reactivate this aura as a bonus action. If the creature succeeds at the saving throw, it cannot be affected again by the aura for another 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Tormenting Touch . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 66 (12d10) necrotic damage. If the target is frightened , the feargaunt deals an additional 9 (2d8) psychic damage. \n'b' Confusion (Rechage 5-6) . The feargaunt spell assaults and twists creatures\xe2\x80\x99 minds, spawning delusions and provoking uncontrolled action. Each creature in a 30-foot-radius sphere centered on a point within 90 feet must succeed on a DC 16 Wisdom saving throw or be affected. An affected target can\xe2\x80\x99t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. \n'b' Haunt (3/Day) . The feargaunt touches a sleeping creature and enters its dreams. While in a creature\xe2\x80\x99s dreams, the feargaunt is aware of its surroundings but can\xe2\x80\x99t take actions or move. The target must make a DC 16 Wisdom saving throw; on a success, the feargaunt is unable to enter its dreams. Otherwise, the feargaunt appears in the target\xe2\x80\x99s dreams and can converse with the target as long as it remains asleep, to a maximum of 8 hours.. The feargaunt can also shape the environment of the dream, creating landscapes, objects, and other images. The feargaunt can emerge at any time, ending the effect early. The target recalls the dream perfectly upon waking. Echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target\xe2\x80\x99s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 10 (3d6) psychic damage. \n'b' Never Far Behind . The feargaunt teleports adjacent to a creature frightened by its nightmare aura or that is damaged by its tormenting touch. This ability functions only if the feargaunt and the creature are both in the Dimension of Dreams. \n'b' Phantasmal Killer (Recharge 5-6) . The feargaunt taps into the nightmares of a creature you can see within 120 ft. and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a DC 16 Wisdom saving throw. On a failed save, the target becomes frightened for 1 minute. At the end of each of the target\xe2\x80\x99s turns, the target must succeed on another Wisdom saving throw or take 45 (9d10) psychic damage. On a successful save, the effect ends. \n'b'\n'b' ABOUT \n'b' Feargaunts are vivid nightmares emerging from the Dimension of Dreams, drawing substance and purpose from the fears of sleeping victims. They shift their forms and the dreamscapes around them, corrupting simple fright into agonizing experiences that can kill their victims. \n'b' Feargaunts often allow victims to believe they have escaped, only to attack anew from an unexpected direction. No matter how fast or how far victims flee, they can never truly leave the feargaunt behind. Anywhere a feargaunt steps takes on a darker, more frightening cast. Shadows become impenetrable hiding places for things that lurk out of sight, familiar locations take on ominous twists that lead those who thought they knew their way astray, and comforting faces become masks for monstrous, sadistic enemies. \n'b'\n'b' d10 \n'b' Behavior \n'b'\n'b' 1 \n'b' The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn\xe2\x80\x99t take an action this turn. \n'b'\n'b' 2-6 \n'b' The creature doesn\xe2\x80\x99t move or take actions this turn. \n'b'\n'b' 7-8 \n'b' The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. \n'b'\n'b' 9-10 \n'b' The creature can act and move normally. At the end of each of its turns, an affected target can make a new saving throw. If it succeeds, the effect ends for that target.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Feather Fern \n'b' Large swarm of Medium plants , unaligned \n'b' Armor Class 13 Hit Points 44 (8d10) Speed 0 ft.\n'b' STATS STR: 1 (-5) DEX: 16 (+3) CON: 10 (+0) INT: 1 (-5) WIS: 3 (-4) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, slashing Damage Immunities poison Damage Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone , restrained , stunned Senses tremorsense 30 ft. (blind beyond this radius), passive Perception 6 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Medium feather. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Tickle . Melee Weapon Attack : +5 to hit, reach 0 ft., one living creature in the swarm\xe2\x80\x99s space. Hit : 10 (2d8 + 3) psychic damage, or 7 (1d8 + 3) psychic damage if the swarm has half of its hit points or fewer. If the target is a living creature, it must succeed on a DC 16 Wisdom saving throw or fall prone in a fit of laughter, becoming incapacitated and unable to stand. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends. \n'b'\n'b' ABOUT \n'b' Before you is a sea of waving feathers, endlessly bending, nodding and rippling in the wind. \n'b' Feather ferns are great feathers that grow in large fields, where they feed off the decaying corpses of living creatures who stumble into their territory. The feathers tickle creatures to death, leaving them hopelessly breathless until they are incapable of moving. \n'b' Feather ferns are created by mixing ferns with bird feathers, a magical process that requires a concoction drawn from beast blossoms in the form of birds. \n'b' Those blossoms are then plucked and further refined with bird feathers and ferns, fluffing them up to the size of a man. \n'b' Feathery Defense . Feather ferns are planted by wizards as traps to incapacitate intruders. They place them within earshot or regularly inspect the feather fields, listening for laughter and looking for depressions in the feathers.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fei Shei \n'b' Small beast , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 82 (15d6 + 30) Speed 10 ft., fly 40 ft.\n'b' STATS STR: 8 (-1) DEX: 18 (+4) CON: 15 (+2) INT: 2 (-4) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances poison Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) poison damage. The target must make a DC 10 Constitution saving throw or be poisoned until the beginning of the fei shei\xe2\x80\x99s next turn. \n'b' Dazzle (recharges 5-6) . The fei shei opens a brightly-hued neck fan and subjects targets to a burst of disorienting colors. All targets within a 15-foot cone are affected as if by a color spray spell; roll 6d10 to determine how many hit points are affected and targets are blinded until the start of the fei shei\xe2\x80\x99s next turn in order of their hit points , as per the spell. \n'b'\n'b' ABOUT \n'b' Fei shei are greenish tree snakes that live in warm temperate and tropical regions in and around the Xha\xe2\x80\x99en Hegemony. They normally feed on small rodents, birds, eggs, and other snakes. They are also highly territorial. If approached, a fei shi drops from its perch, unfurls a pair of bat-like wings, and attacks intruders with poisonous fangs. \n'b' Fei shei possess expanding throat fans that emit a burst of bright, disorienting colors at threatening enemies. This dazzling display can incapacitate most predators and can also endanger humans who inadvertently blunder into a nest of the serpents.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animal, Cat \n'b' Family: Felines \n'b' Tiny beast , unaligned \n'b' Armor Class 12 Hit Points 2 (1d4)\n'b' STATS STR: 3 (-4) DEX: 15 (+2) CON: 10 (+0) INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Speed 40 ft., climb 30 ft. Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' Special Traits \n'b' Keen Smell : The cat has advantage on Wisdom (Perception) checks that rely on smell. \n'b' Actions \n'b' Claws : Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 1 slashing damage. \n'b' About \n'b' This small creature moves with delicate grace, eyeing its surroundings with a mix of curiosity and predatory intensity.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Onwu Azu \n'b' Family: Animal \n'b' Small beast , unaligned \n'b' Armor Class 13 Hit Points 11 (2d8+2) Speed 5 ft., swim 70 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 12 (+1) INT: 1 (-5) WIS: 11 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5 Skills Perception +2 Senses passive Perception 12 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Low-light Vision . An onwu azu can see twice as far in dim light as a human . \n'b' Keen Smell . The onwu azu has advantage on Wisdom ( Perception ) checks that rely on smell underwater. \n'b' Attach . An onwu azu that successfully bites a target attaches to a target. The target is not considered grappling, but the onwu azu is. Each round the onwu azu begins their turn attached to a creature, they deal their bite damage. \n'b' Glide . An onwu azu can launch itself into the air and glide with a speed of 60 feet. \n'b' Water Breathing . The onwu azu can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) piercing damage. \n'b'\n'b' ABOUT \n'b' This huge piranha-looking fish bursts out of the water, spreading its wide fins and gliding toward you, its sharp-toothed mouth snapping. \n'b' Onwu Azu are a predatory fish that inhabit rivers deep in the jungle. They typically eat any animals that wade through their waters but have been known to jump high out of the water, gliding on their large membranous fins to chase after prey attempting to flee. Once they attack their prey, they latch on, hoping to cause enough damage with enough of their kin. \n'b' Companion \n'b' Armor Class 13 plus Caregiver\xe2\x80\x99 s Proficiency Bonus (PB) Hit Points As above or 4x caregiver\xe2\x80\x99 s level Saving Throws Dex +3 plus Proficiency Bonus (PB) Skills Perception +0 plus Proficiency Bonus (PB) Senses passive Perception 10 plus Proficiency Bonus (PB) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 plus Proficiency Bonus (PB) to hit, reach 5 ft., one target. Hit : 5 (1d6+2 plus Proficiency Bonus (PB)) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animal, Lion \n'b' Family: Felines \n'b' Large beast , unaligned \n'b' Armor Class 12 Hit Points 26 (4d10 + 4) Speed 50 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 13 (+1) INT: 3 (-4) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +6 Senses : passive Perception 13 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Keen Smell : The lion has advantage on Wisdom (Perception) checks that rely on smell. \n'b' Pack Tactics : The lion has advantage on an attack roll against a creature if at least one of the lion\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Pounce : If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action . \n'b' Running Leap : With a 10-foot running start, the lion can long jump up to 25 feet. \n'b' Actions \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' About \n'b' This great cat\xe2\x80\x99s muscles flex visibly under its skin as it bares its fangs and shakes its thick mane of hair.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animal, Panther \n'b' Family: Felines \n'b' Medium beast , unaligned \n'b' Armor Class 12 Hit Points 13 (3d8) Speed 50 ft., climb 40 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 10 (+0) INT: 3 (-4) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +6 Senses passive Perception 14 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Keen Smell : The panther has advantage on Wisdom (Perception) checks that rely on smell. \n'b' Pounce : If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action . \n'b' Actions \n'b' Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Claw : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b' About \n'b' The powerful feline\xe2\x80\x99s muscles ripple beneath an ebony coat.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animal, Saber-Toothed Tiger \n'b' Family: Felines \n'b' Large beast , unaligned \n'b' Armor Class 12 Hit Points 52 (7d10 + 14) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 15 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +6 Senses : passive Perception 13 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Keen Smell : The tiger has advantage on Wisdom (Perception) checks that rely on smell. \n'b' Pounce : If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action . \n'b' Actions \n'b' Bite : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (1d10 + 5) piercing damage. \n'b' Claw : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' About \n'b' This great cat is a terrifying apparition of power and violence, muscles rippling beneath its short fur and vicious saber-like teeth extending downward from its upper jaw.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animal, Tiger \n'b' Family: Felines \n'b' Large beast , unaligned \n'b' Armor Class 12 Hit Points 37 (5d10 + 10) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 14 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +6 Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Keen Smell : The tiger has advantage on Wisdom (Perception) checks that rely on smell. \n'b' Pounce : If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action . \n'b' Actions \n'b' Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) piercing damage. \n'b' Claw : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. \n'b' About \n'b' This powerful feline predator moves with a deadly grace, its reddish-orange fur slashed with black stripes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Choromos Swarm \n'b' Huge swarm of Medium fiends, neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 299 (26d12 + 130) Speed 20 ft., fly 50 ft. (hover)\n'b' STATS STR: 14 (+2) DEX: 23 (+6) CON: 20 (+5) INT: 16 (+3) WIS: 19 (+4) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +13, Constitution +12, Intelligence +10, Wisdom +11 Skills Perception +11, Performance +12 Damage Resistances bludgeoning, piercing, slashing Damage Immunities poison Condition Immunities charmed , frightened , paralyzed , petrified , poisoned , prone , restrained , stunned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 21 Languages Abyssal, Common, Infernal Challenge 22 (41,000 XP) \n'b' Special Traits \n'b' Deranged Hum . At the start of each of the choromos\xe2\x80\x99 turns, each creature within 5 feet of it takes 10 (3d6) psychic damage. Fiends are immune to a choromos\xe2\x80\x99 Deranged Hum. \n'b' Magic Resistance . The choromos has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The choromos\xe2\x80\x99 weapon attacks are magical. \n'b' Swarm . The choromos can occupy another creature\xe2\x80\x99s space and vice versa, and the choromos can move through any opening large for a Medium fiend. The choromos can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Actions \n'b' Multiattack . The choromos makes three Poisoned Claw attacks or two Screech attacks. \n'b' Poisoned Claws . Melee Weapon Attack : +13 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 35 (10d6) slashing damage, or 17 (5d6) slashing damage if the swarm has half of its hit points or fewer. The target must make a DC 20 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. \n'b' Screech . Ranged Spell Attack : +12 to hit, ranged 120 ft., one target. Hit : 45 (10d8) thunder damage and the target must succeed on a DC 20 Constitution saving throw or be incapacitated until the end of its next turn. \n'b' Maddening Cacophony (recharge 5-6). The choromos\xe2\x80\x99 many voices rumble into a maddening semblance of harmony. Each creature within 30 feet of the choromos that can hear it must make a DC 19 Wisdom saving throw. On a failure, a creature takes 70 (20d6) psychic damage and suffers one short-term madness. On a success, a creature takes half the damage and doesn\xe2\x80\x99t suffer a short-term madness.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bastet Temple Cat \n'b' Family: Felines \n'b' Small monstrosity , chaotic neutral \n'b' Armor Class 14 \n'b' Hit Points 40 (9d6 + 9) \n'b' Speed 40 ft., climb 30 ft.\n'b' STATS STR: 8 (-1) DEX: 19 (+4) CON: 12 (+1) INT: 12 (+1) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +6 \n'b' Senses darkvision 60 ft., passive Perception 15 \n'b' Languages Common, Sylvan \n'b' Challenge 1 (200 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The temple cat has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Priestly Purr . When a cleric or paladin who worships Bastet spends an hour preparing spells while a Bastet temple cat is within 5 feet of it, that spellcaster can choose two 1st-level spells and one 2nd-level spell that it is able to cast and imbue the temple cat with the spells. The spellcaster doesn\xe2\x80\x99t expend spell slots to imbue the cat in this way. The cat can be imbued with no more than three spells at a time. The cat can use the Spellcasting action to cast each spell once, requiring no material components. Once the spells are expended, the temple cat must finish a long rest before it can be imbued with spells again. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The temple cat makes one Bite attack and one Claws attack . \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 6 (1d4 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) slashing damage. \n'b' Fascinating Purr . The temple cat purrs loudly at a Humanoid it can see within 30 feet of it and that can hear it. The target must succeed on a DC 14 Wisdom saving throw or be charmed . While charmed by the temple cat, the target is incapacitated and must move on its turn toward the cat by the most direct route, trying to get within 5 feet of the cat and pet or hold it. The target doesn\xe2\x80\x99t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the cat, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful, the creature is immune to the temple cat\xe2\x80\x99s Fascinating Purr for the next 24 hours. The temple cat has advantage on attack rolls against any creature petting or holding it. \n'b' Spellcasting . The temple cat 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' At will : guidance \n'b' 3/day each : charm person , cure wounds \n'b' 1/day : enhance ability (only cat\xe2\x80\x99s grace) \n'b'\n'b' ABOUT \n'b' A slim feline far larger than any house cat slips from the shadows. Its coat glistens like ink as it chirps, and its tail flicks teasingly as its golden eyes observe the doings in its temple. \n'b' Bred for Magic . Temple cats of Bastet are thought by some to be celestials, but they are a terrestrial breed, created by the priesthood through generations of enchantment. \n'b' Lazy Temple Pets . By day, temple cats laze about their shrines and porticos, searching out attention from the faithful and occasionally granting boons when it suits then. \n'b' Fierce Shrine Guardians . By night, they serve as guardians in their temples, inciting would-be thieves to come close before viciously mauling them. More than one would-be rogue has met his or her fate at the claws and teeth of these slim, black-furred beasts. Bastet temple cats are fierce enemies of temple dogs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cat Swarm \n'b' Family: Felines \n'b' The silent rippling muscles of the clowder slip by unnoticed until nothing remains but gnawed bones and fat stomachs. \n'b' Huge swarm of Tiny beasts, unaligned \n'b' Armor Class 14 Hit Points 55 (10d10) Speed 40 ft.\n'b' STATS STR: 9 (-1) DEX: 18 (+4) CON: 10 (+0) INT: 2 (-4) WIS: 14 (+2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , paralyzed , petrified , prone , restrained , stunned Senses darkvision 30 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Feline Terror . Each creature in the swarm must succeed on a DC 12 Wisdom saving throw or fall prone and become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the swarm\xe2\x80\x99s Feline Terror for the next 24 hours. \n'b' Keen Senses . The swarm has advantage on Wisdom ( Perception ) checks that rely on sight, hearing, or smell. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny cat. The swarm can\xe2\x80\x99t regain hp or gain temporary hp . \n'b' Actions \n'b' Bites . Melee Weapon Attack : +6 to hit, reach 0 ft., up to two creatures in the swarm\xe2\x80\x99s space. Hit : 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. \n'b' About \n'b' A Convergence of Felines . Seeing a group of cats (called a clowder) slinking down an alley barely registers in the minds of busy city-dwellers. Pests to some, pets to others, and invisible to most, the domestic housecat does not seem much of a threat.\xc2\xa0However, any beast with tooth and claw poses a threat on some level. And hundreds of those beasts, inspired and working together, can be a terrifying prospect. \n'b' The Cats and the Weather . The first sign a victim sees is cloudy, violent weather. The bluest, clearest daytime skies or the finest moonlit nights become stormy nightmares when the cats are on the prowl. \n'b' A Hissing, Seething Mass . Through the darkness provided by the suddenly darkened skies, the cats come together, some from their comfortable homes and others from their wild dens. The call spares no feline, and all types of cats join together to form the swarm. The victims often do not see the cats until it is too late. The only thing the victims notice is a single hiss that rises up from the mass of fur and death.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Feliul Stones \n'b' Large undead , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 157 (16d10 + 64 HD) Speed 20 ft.\n'b' STATS STR: 20 (+5) DEX: 8 (-2) CON: 18 (+4) INT: 7 (-3) WIS: 10 (+0) CHA: 7 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Damage Resistance slashing and piercing from nonmagical weapons Senses darkvision 120 ft., passive Perception 10 Languages Common, Dwarf, Goblin Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Suggestible . Feliul stones suffer disadvantage on Wisdom saving throws. In addition, a successful DC 12 Charisma (Persuasion) check can stop the creature from attacking. Feliuls stopped in this manner will parlay with the attackers, who must then convince the creature they are not enemies. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The feliul stone makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 27 (4d10+5) bludgeoning damage. \n'b' Stone Spray (recharge 5-6) . The feliul stone spews forth a cone of razor-sharp stone spars in a 30-foot cone. Each creature in the cone must make a DC 14 Constitution saving throw, taking 42 (12d6) slashing damage on a failed save, half as much on a successful one. \n'b'\n'b' COMBAT TACTICS \n'b' The feliul stone attacks by crashing into its opponent. They use whatever shape they have taken to their advantage. If they are humanoid shaped they punch or crush the enemy, a boulder rolls over them, etc. etc. Feliul stones do not, however, have faces and can never be surprised or attacked from the rear or flank. They are aware of everything around them. \n'b' Defeating a Feliul Stone is not an easy task. Battering it to death is possible, but it is an arduous job. It can be hit by non-magical weapons and the stone can be destroyed. But the spirit is not destroyed and reconstitutes its stony shape within 1-4 days. Magical weapons will destroy the spirit. A successful turn forces the spirit to leave the host and flee. But it will return within 1-4 days. Any number of spells may work, such as rock to mud, rock to flesh, etc. but such spell craft does not destroy the creature. It is able to reconstitute itself in 1-4 days. \n'b' These creatures are very susceptible to suggestion. They long for a life they barely remember, and anyone who attempts to talk to the creature may meet with some success. Spells such as suggestion, charm person, etc. can yield the source of the creature\xe2\x80\x99s pain, and promises to finish the task or remedy whatever happenstance kept the spirit in the world serve to calm the creature into not attacking. Anyone who attempts any of these things should be awarded extra experience points. When a feliul stone is successfully killed or turned, the stone itself cracks and falls to pieces. Whatever treasure the creature may have falls to the earth where it stood. \n'b' ABOUT \n'b' Feliul stones are magical stones that have been possessed by the spirit of a fallen dwarf , gnome , giant or goblin (far more commonly a dwarf ). Usually the victim has died some horrible death, through torture or the like. Some feliul stones are possessed of the spirits of those that have died before some great task was completed. Whatever the case, the spirit lingers in the living world and takes up residence in the stone about it. These spirits live within the rock and stone, trying to fulfill their spent lives\xe2\x80\x99 lingering needs. After many years they are able to shape the very rock within which they reside. They shape it to resemble all manner of things from boulders to statues. \n'b' Feliul stones are undead creatures and as such they can be turned. Feliul stones are generally evil, for they possess some nascent memories of their past lives, which leaves them frustrated. These memories escape them like fleeting thoughts and they brood on what they cannot wholly remember. In time, frustrations and rage twist them into creatures of ill intent and disposition. So they haunt the ground where they fell or were buried and terrorize those who come within their domain. They are not wholly stationary, but they never leave the ground around which they fell. \n'b' They do possess treasure, sometimes absorbing it into the stone that makes up their host bodies.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fell Deer \n'b' Gargantuan beast , neutral \n'b' Armor Class 19 (Natural Armor) Hit Points 246 (12d20 + 120) Speed 50 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 Damage Immunities cold Senses darkvision 60 ft.; passive Perception 16 Languages \xe2\x80\x93 Challenge 16 (15,000 XP) \n'b' Special Traits \n'b'\n'b' Alert . The fell deer gains a +5 bonus to initiative and cannot be surprised while it is conscious. Other creatures do not gain advantage on attack rolls against it, even if they are unseen. \n'b' Pack Tactics . The fell deer has advantage on an attack roll against a creature if at least one of the fell deer\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Shove . The fell deer uses an attack action to shove another creature, either to force it prone or push it away. The fell deer makes a Strength check contested by the target\xe2\x80\x99s Strength or Dexterity check as chosen by the target. If the target creature fails it is either forced prone or it is pushed 15 feet away from the fell deer. \n'b' Siege Monster . The fell deer deals double damage to objects and structures. \n'b' Trampling Charge . If the fell deer moves at least 20 feet in a straight line toward a creature and then hits it with an attack on the same turn, that target must succeed a DC 20 Strength saving throw or be forced prone . If the target is prone , the fell deer can make one stomp attack against it as a bonus action. \n'b'\n'b' Actions \n'b'\n'b' Gore . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 28 (4d8 +10) bludgeoning damage. \n'b' Stomp . Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 32 (4d10 + 10) bludgeoning damage. \n'b'\n'b' About \n'b' This massive beast is the size of a building and covered in shaggy hair, like a mammoth. Instead of ivory tusks jutting from its cheeks, a pair of incredible antlers curve down from the beast\xe2\x80\x99s brow and scrape along the ground as it walks. These massive antlers end in large shovel-like tips that break through the ice of the Fenriliki landscape so that the fell deer can feed on the lichens and mosses that cling to the rocks and bare earth beneath. \n'b' The fell deer\xe2\x80\x99s coat is a grayish brown in the summer, and fades to a pure white in the winter. The coats, hides, and antlers of domesticated fell deer often bear decorative dyes, or rings and bands of precious metals, as well as tattoos that identify their owners. \n'b' Wild fell deer are elusive for their size, but prized for their meat, fur, and antlers. Domesticated deer serve the Fenriliki as beasts of burden and engines of war. Clad in thick iron armor topped by miniature fortresses (typically housing a catapult or ballista), one fell deer can break a town\xe2\x80\x99s defenses alone. The natives of Fenrilik also use fell deer hair and hides for clothing, armor and shields. Though these creatures are native to Fenrilik, many were imported to Ghelspad during the days of the Ledean Empire, and a few wild fell deer live in the high ice of Albadia.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fellforged \n'b' Medium construct , lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 135 (18d8 + 54) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 17 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Wis +5 Damage Resistances acid, cold, fire, lightning Damage Immunities necrotic, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 12 Languages the languages it knew in life Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The fellforged doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Inhabiting Spirit . The fellforged is inhabited and animated by a specter . If the fellforged fails a saving throw against an effect that turns undead, the specter is expelled into an unoccupied space within 5 feet of the fellforged with the hp total it had before it was expelled. The specter otherwise uses the statistics of a specter . Without its animating specter, the fellforged becomes dormant for 1 minute then crumbles to pieces and is destroyed. The expelled specter can reinhabit the dormant fellforged as a bonus action while within 5 feet of the fellforged, making it active again and using the specter\xe2\x80\x99s current hp as the fellforged\xe2\x80\x99s hp total. \n'b' Sunlight Sensitivity . While in sunlight, the fellforged has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fellforged makes two Necrotic Slam attacks. \n'b' Necrotic Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage plus 9 (2d8) necrotic damage. If the target is a creature, it must succeed on a DC 14 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'\n'b' BONUS ACTIONS \n'b'\n'b' Burst Gears . The specter within the fellforged strains the construct\xe2\x80\x99s body, sending broken springs and gears flying. Each creature within 5 feet of the fellforged must make a DC 14 Dexterity saving throw, taking 7 (2d6) piercing damage on a failed save, or half as much damage on a successful one. Each time the fellforged uses this bonus action, its speed is reduced by 5 feet, and it can\xe2\x80\x99t use this bonus action if its speed is 0. Its speed returns to normal when it finishes a long rest. \n'b'\n'b' ABOUT \n'b' A darkly foreboding intelligence glows behind this automaton\xe2\x80\x99s eyes, and its joints seep hissing green vapors. \n'b' Spectral Constructs . Fellforged are the castoffs of gearforged and clockworks production, given foul sentience when the construct bodies attract specters yearning to feel the corporeal world. The clockwork bodies trap the specters, but it gives them physical form. The specters twist the bodies to their own use, sometimes going so far as to destroy the body to harm the living. On rare occasions, other ghostly undead choose to inhabit such constructs, using the constructs as tools to enact their will in the living world at the cost of many of their natural abilities and defenses. \n'b' Soldiers for Vampires . Fellforged often seek out greater undead as their masters. Vampires and liches are favorite leaders, but mummies and darakhul also make suitable commanders. \n'b' Grave Speech . The fellforged\xe2\x80\x99s voice is echoing and sepulchral, unnerving most living creatures.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fen Witch \n'b' Medium monstrosity , chaotic evil \n'b' Armor Class 12 (padded armor) Hit Points 33 (6d8 + 6) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 13 (+1) INT: 14 (+2) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +3 Skills Deception +4, Insight +4, Perception +4, Stealth +3 Languages Common, Deep Speech, Sylvan, telepathy 100 ft. Senses darkvision 60 ft., passive Perception 14 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Horrific Appearance . The sight of a fen witch is so revolting that anyone who sets eyes on one within 60 feet must make a successful DC 11 Constitution saving throw or be sickened, with effects identical to the poisoned condition, for one minute. Characters fighting a fen witch can avert their eyes at the start of their turn and take disadvantage on attack rolls. Anyone surprised by a fen witch must attempt this saving throw immediately at the beginning of combat unless they can\xe2\x80\x99t see her for some other reason. This saving throw never needs to be attempted more than once per 24 hours. Fen witches and hags of all kinds are immune to this effect. \n'b' Swamp Stride . A fen witch can move through any sort of natural difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a fen witch normally. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . A fen witch makes two Claw attacks. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft.; one creature. Hit : 5 (1d6 + 2) slashing damage. \n'b' Death Speak . A fen witch who knows the secret vibrations of an individual\xe2\x80\x99s name can speak that name as an attack . If the individual hears the fen witch speak its name, that creature must make a successful DC 12 Wisdom saving throw or immediately drop to 0 hit points . If the save succeeds, that creature can\xe2\x80\x99t be affected again by the same fen witch\xe2\x80\x99s death speak for 24 hours. Note that the fen witch does not need to speak a language the creature understands in order to affect it; she only needs to speak its name with its secret vibrations. Other fen witches who hear the name spoken this way can\xe2\x80\x99t use it for their own death speak attacks (if the target\xe2\x80\x99s saving throw succeeds, other fen witches assume the name was vibrated incorrectly and won\xe2\x80\x99t copy it). Each fen witch must learn the vibrations independently by using her mind probe successfully on the target. \n'b' Mind Probe . A fen witch peers into the mind of a living creature within 60 feet in an attempt to extract the secret vibrations of the creature\xe2\x80\x99s name. The target resists the mental trespassing (and becomes immune to further mind probes by the same fen witch until after a long rest) with a successful DC 12 Wisdom saving throw. If the saving throw fails, the fen witch finds the information she sought and can use her Death Speak ability on a later turn. Creatures with an Intelligence score of 2 or less are immune to this ability, as are creatures that are immune to psychic damage. \n'b'\n'b' ABOUT \n'b' A fen witch is a female humanoid with one nostril, webbed feet and hands, and fiery red eyes. Her body is cloaked in tattered robes of gray or brown. Her hands have razor-sharp claws and her hair is long and unkempt. \n'b' The fen witch is a creature of legend that is found only in the most remote of places. It is almost always a solitary creature \xe2\x80\x93 they despise others of their own kind almost as much as they hate strangers in their swamps -but they sometimes band together in larger groups for mysterious, evil rituals. Occasionally, spellcasting fen witches are encountered. These tend to be the leaders of their small covens by virtue of their greater ability to inflict suffering on their cohorts. \n'b' A fen witch is thoroughly evil and malign, speaking to those she encounters only to learn the \xe2\x80\x9csecret vibrations\xe2\x80\x9d of their true names in order to use that secret against them. It is not uncommon for a fen witch to train or charm swamp creatures such as giant crocodiles to come to her aid when needed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Otter \n'b' Family: Animal \n'b' Small beast , unaligned \n'b' Armor Class 13 \n'b' Hit Points 2 (1d6-1) \n'b' Speed 30 ft. Swim 30 ft.\n'b' STATS STR: 3 (-4) DEX: 16 (+3) CON: 8 (-1) INT: 3 (-4) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 \n'b' Senses passive Perception 13 \n'b' Challenge 0 (10 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 1 piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fen Witch \n'b' Medium fey , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 132 (24d8+24) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 13 (+1) INT: 14 (+2) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Intimidation +6, Perception +5, Stealth +4, Survival +5 Senses darkvision 60 ft., passive Perception 15 Languages Aklo, Common; telepathy 100 ft. Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The fen witch has advantage on saving throws against spells and other magical abilities. \n'b' Horrific Appearance . A creature that comes within 60 feet of the fen witch and can see it must attempt a DC 15 Wisdom saving throw. On a failure, the creature has disadvantage on all attack rolls, ability checks, and saving throws. This lasts until the creature moves further away than 60 feet from the fen witch. \n'b' Swamp Stride . A fen witch can move through difficult terrain in a swamp without occurring any penalty. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fen witch makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, 5 ft. reach, one target. Hit : 8 (1d10 + 3) slashing damage and the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage on a failed save, or half as much on a successful one. \n'b' Death Speak . A fen witch can speak the true name of a creature that it learned with its Mind Probe ability. If the creature is within 30 feet and can hear the fen witch it must make a DC 15 Wisdom saving throw or be reduced to 0 Hit Points . A fen witch that uses this ability forgets the target\xe2\x80\x99s true name after speaking it, whether or not the creature succeeds or fails on its saving throw. \n'b' Mind Probe (3/Day) . The fen witch can attempt to probe a creature\xe2\x80\x99s mind. The creature must make a DC 15 Wisdom saving throw or the fen witch learns the creature\xe2\x80\x99s true name. A fen witch that learns a creature\xe2\x80\x99s true name in this manner can use its Death Speak ability on that creature. A fen witch can only keep the name in her mind for 24 hours, after which she must use her Mind Probe ability to learn it again. \n'b'\n'b' ABOUT \n'b' The fen witch is a creature of legend, found only in the most remote of places. It is a solitary creature and disdains all that invade its realm. A fen witch is thoroughly evil and malign, speaking to those she encounters only to learn the true name of one of the trespassers in her realm so she may utilize her power to slay that individual. Fen witches who take class levels usually advance as cleics, druids, sorcerers, or witches.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fennec Fox \n'b' Tiny beast , unaligned \n'b' Armor Class 11 Hit Points 7 (2d4 + 2) Speed 40 ft., burrow 5 ft.\n'b' STATS STR: 6 (-2) DEX: 12 (+1) CON: 12 (+1) INT: 2 (-4) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Sight . The fennec fox has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b'\n'b' ABOUT \n'b' Fennec foxes are tiny canids that make their homes in the shallow parts of the Underworld and the deserts of the Southlands. Their huge semi-erect ears and wide eyes give them a disarmingly friendly appearance.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fenrir \n'b' Large monstrosity , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 112 (15d10 + 30) Speed 50 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 15 (+2) INT: 13 (+1) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +6, Insight +6, Perception +6, Stealth +6, Survival +6 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities frightened , poisoned Senses passive Perception 16 Languages Common Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Keen Hearing and Smell . The fenrir has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft. (10 ft. when Huge, 15 ft. when Gargantuan), one target. Hit : 12 (2d6 + 5) piercing damage, or 17 (4d6 +5) while enlarged to Huge, or 33 (8d6 +5) while enlarged to Gargantuan. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . If the target is a creature and the fenrir rolls a 20 on the d20 for the attack roll, the target takes an extra 14 piercing damage, and the fenrir rolls another d20. On a roll of 20, it lops off one of the target\xe2\x80\x99s limbs, or some other part of its body if it is limbless. If the target is an object other than artifact, fenrir destroys a 1-foot cube of it. \n'b' Swallow . The fenrir makes one bite attack against a prone Medium (Large if the fenrir is Huge, Huge if the Fenrir is Gargantuan) or smaller target. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained , it has total cover against attacks and other effects outside the fenrir, and it takes 10 (3d6) acid damage at the start of each of the fenrir\xe2\x80\x99s turns. This damage doubles with each size increase to 20 (6d6) for Huge and 40 (12d6) for Gargantuan. The fenrir can have one target swallowed at a time when Large, two when Huge, and four when Gargantuan. If the fenrir dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone . If a target dies, the fenrir regains 10 (3d6) hit points and depending on the number of corpses consumed, gains one additional use of its Growth ability. It takes four corpses to grow from Large to Huge, and 16 corpses to grow from Huge to Gargantuan. \n'b' Growth . The fenrir permanently increases in size. While enlarged, the fenrir progresses in size to Huge and from Huge to Gargantuan, doubling its damage dice on Strength -based weapon attacks (included in the attacks) each time it increases in size , and makes Strength checks and Strength saving throws with advantage. If the fenrir lacks the room to increase its size , it attains the maximum size possible in the space available. \n'b' About \n'b' This man-sized, slavering wolf has the glint of feral intelligence in its eyes. \n'b' Fenrir is a child of Loki and his children are numerous. \n'b' Like the original, fenrir grow rapidly upon eating. They are fond of swallowing creatures whole and it is written that one day a fenrir will grow so large it will swallow the sun. \n'b' The only way to truly defeat a fenrir is to confine it, something few are willing to do given the possibility of losing life and limb. \n'b' Children of Jotunheim . Only in Jotunheim could creatures like fenrir to flourish; only jotun could decisively deal with them so that they do not grow to monstrous proportions. A fenrir on Midgard can threaten to swallow the sun if given enough corpses to eat.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chosen Champion \n'b' Medium undead , lawful evil \n'b' Armor Class 16 (half-plate, shield) Hit Points 136 (16d8 + 64) Speed 20 ft.\n'b' STATS STR: 18 (+4) DEX: 9 (-1) CON: 18 (+4) INT: 8 (-1) WIS: 10 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Vulnerabilities fire \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 14 Languages the languages it knew in life Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Harrying Shield . While the champion has a shield equipped, the area within 5 feet of it is considered difficult terrain . \n'b' Indomitable (2/Day) . The champion can reroll a failed save. It must use the new roll. \n'b' Actions \n'b' Multiattack . The champion can use its Dreadful Glare and makes two attacks with its Cursed Khopesh. \n'b' Cursed Khopesh . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 7 (1d6 + 4) slashing damage, plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw, or be cursed with mummy rot (p.86). \n'b' Dreadful Glare . The champion targets one creature it can see within 60 feet of it. If the target can see the champion, it must succeed on a DC 13 Wisdom saving throw against this magic, or become frightened until the end of the champion\xc2\x92s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies with a challenge rating of 10 or less for the next 24 hours. \n'b' Legendary Actions \n'b' The champion 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 champion regains spent legendary actions at the start of its turn. \n'b' Dreadful Glare . The champion uses its Dreadful Glare. \n'b' Shield Formation . The champion moves up to its speed. It must end this movement within 5 feet of either its master or closest ally, or it can\xe2\x80\x99t use this action. \n'b' Attack (Costs 2 Actions) . The champion makes one attack with its Cursed Khopesh. \n'b' About \n'b' Some underlings are of such fanatical loyalty that, at the point of their master\xc2\x92s death, they will gladly give their lives in order to continue their service and become a chosen champion. The death of a monarch or nobleman can be followed by a wave of death, as their household guard and soldiers give their lives to fill their tomb with protectors. \n'b' Cursed Weapons \n'b' The weapons wielded by mummies carry their rotting curse. The necrotic damage effect and mummy rot curse remain attached to the weapon, even if the mummy drops it or dies, and another wielder can make use of them. When a creature that is not a mummy starts its turn holding or touching the weapon, it takes 10 (3d6) necrotic damage, and must make a save against the mummy rot curse. \n'b' The curse can be removed from the weapon using the remove curse spell or other magic, turning the weapon into a mundane version of itself.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fenrir \n'b' Gargantuan beast , neutral \n'b' Armor Class 20 (natural armor) Hit Points 555 (30d20+240) Speed 70 ft.\n'b' STATS STR: 35 (+12) DEX: 20 (+5) CON: 27 (+8) INT: 15 (+2) WIS: 20 (+5) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +25, Stealth +15, Survival +25 Damage Resistances cold, thunder; bludgeoning, piercing, and slashing Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened Senses passive Perception 40 Languages Common Challenge 33 (215,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . Fenrir has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Legendary Resistance (3/Day) . If Fenrir fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . Fenrir has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . Fenrir\xe2\x80\x99s weapon attacks are magical. \n'b' Pack Tactics . Fenrir has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Regeneration . Fenrir regains 20 hit points at the start of his turn if he has at least 1 hit point. \n'b' Siege Monster . Fenrir deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Fenrir can use his Frightful Presence. He then attacks twice with his bite and once with his massive paw. He can use his Swallow instead of his bite. \n'b' Bite . Melee Weapon Attack : +22 to hit, reach 20 ft., one target. Hit : 51 (6d12+12) piercing damage. If the target is a creature, it is grappled (escape DC 28). Until this grapple ends, the target is restrained . \n'b' Massive Paw . Melee Weapon Attack : +22 to hit, reach 30 ft., one target. Hit : 30 (4d8+12) bludgeoning damage and the target makes a DC 28 Strength saving throw. On a failure, it is pushed 30 feet away or knocked prone (Fenrir\xe2\x80\x99s choice). \n'b'\n'b' ABOUT \n'b' There is no greater alpha predator than the world wolf fated to bring apocalyptic ruin in his wake: Fenrir. \n'b' Chained and imprisoned by the gods, when the deific lupine eventually breaks free from his bonds it\xe2\x80\x99s said that nothing will be able to stop his rampage. After time immemorial unable to hunt, when he knows freedom again Fenrir relishes it and eats voraciously, consuming every thing of flesh that his godly snout can sniff out-taking particular delight in the crunchy offerings presented by armored platoons of soldiers. If allowed to eat his fill the world wolf rests but only for a few hours before he awakens to feast anew.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Feral \n'b' Medium fiend (demon), chaotic evil\n'b' STATS STR: 12 (+1) DEX: 11 (+0) CON: 14 (+2) INT: 9 (-1) WIS: 8 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 13 (natural armor) Hit Points 13 (2d8 + 4) Speed 30 ft. Skills Athletics +3, Perception +1, Survival +1 Senses passive Perception 11 Languages Infernal Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Keen Smell . The feral has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Packmind . When a feral succeeds at a Perception check, all pack mates within 1 mile are considered to have succeeded at the same check. \n'b' Packsoul . When a feral dies, remaining members of the pack gain 4 temporary hit points , and these points are cumulative with any previous temporary hit points . For every three ferals that die, the survivors gain a +1 bonus to all attack rolls, damage, saving throws, ability checks, and saving throw DCs. \n'b' Thrill of the Hunt . When the feral takes the Dash action, scores a critical hit, or reduces an enemy to 0 hit points it can howl as a bonus action. \n'b' Actions \n'b' Claw . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) slashing damage. \n'b' Spear . Melee Weapon Attack : +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack . \n'b' Howl . Each creature within 60 ft. of the feral who can hear, and isn\xe2\x80\x99t already frightened of the pack, must make a DC 10 Wisdom saving throw or become frightened of the pack until the end of its next turn. On a result of 20 or higher the creature is immune to this effect for the next 24 hours. \n'b' Tactics \n'b' Feral \xe2\x80\x98tactics\xe2\x80\x99 aren\xe2\x80\x99t recognizable as such: they mostly just swarm over anything in their path and attack the nearest creature that isn\xe2\x80\x99t a pack mate. If out of combat range they will often howl while closing. \n'b' Description \n'b' Sundered Soul . Chosen from the most brutish souls that make their way into an abyssal caldera, a single soul is splintered into as many as sixteen parts, and from those a pack of ferals is formed. Forever bound to each other, if any of its members are destroyed, their vital energy simply flows back into the remaining pack members to make them stronger. \n'b' Collective Consciousness . A pack of ferals operates with one mind. All ferals of a pack who are within a mile of each other remain in constant telepathic and sensory communication: if one is aware of something, they all are. \n'b' With horrible tusks and cloven hooves, the hulking man-beast strides forward, its wickedly jagged spear at the ready. A nearby howl signals the arrival of the rest of its pack.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fern Wolf \n'b' Medium plant , 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'\n'b' Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages understands Sylvan but can\xe2\x80\x99t speak Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The wolf has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Pack Tactics . The wolf has advantage on an attack roll against a creature if at least one of the wolf\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\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' Mask of the Fey Wild . The wolf can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. \n'b' Sleep Pollen (Recharges atier a Short or Long Rest) . The fern wolf targets one creature that it can see within 30 feet of it and attempts to place it into a magical slumber. The creature must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute, or until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Undead, constructs, and creatures immune to being charmed aren\xe2\x80\x99t affected by this dust. \n'b'\n'b' ABOUT \n'b' Fern wolves are formed of sinuous vines and mantled in thick leaves, and are the watchful guardians of the Fey Wild. Fern wolf packs prowl anywhere the veil to the Fey Wild is thin, most often the deepest and most ancient forests. These plantlike fey are wild sentinels and, though they resemble wolves, are bound by purpose rather than primal instinct. \n'b' Hunting Hound . Fern wolves were originally grown by the Greenkeeper as hounds for the Wild Hunt, useful for their ability to track and incapacitate prey with sleeping spores. Those that no longer serve the hunt wander the borders of the Fey Wild, tracking down interlopers in their realm. \n'b' Sleep Dust . The soft plants that blanket a fern wolf\xe2\x80\x99s body bear a pollen that can put creatures to sleep. \n'b' Creatures that trespass the Fey Wild, knowingly or not, may find themselves waking up miles from the path covered in a sweet, sticky pollen. There are tales among druids of the great fern wolf, first of his kind, whose pollen could place a mortal in a timeless and eternal slumber.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ferocious Ghast \n'b' Medium undead , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 90 (12d8 + 36) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 17 (+3) CON: 16 (+3) INT: 11 (+0) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Int +3, Wis +5 Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Keen Smell . The ghast has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Stench . Any creature that starts its turn within 10 feet of the ghast must succeed on a DC 13 Constitution saving throw, or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast\xe2\x80\x99s Stench for 24 hours. \n'b' Turning Rage . If the ghast succeeds on a saving throw against an effect that turns undead , it falls into a frenzy until the end of its next turn. While frenzied, the ghast has advantage on attack rolls and saving throws against being charmed or frightened and effects that turn undead . \n'b' Actions \n'b' Multiattack . The ghast makes two attacks: one with its bite, and one with its claws. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 13 (2d8 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. If the target is a creature other than an undead , it must succeed on a DC 13 Constitution saving throw, or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' About \n'b' Ghouls gather in the low places, where the foulest humors pool. In their stinking lairs, they vomit up their spawn to hatch in corpses or in living folk; it matters not so long as they be unmoving. The spawn burrow deep and, loathsome foetuses they are, devour as they grow until, surfeited, they burst from these wombs of flesh to breed anew.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ferrofluid Magnetocluster \n'b' Large ooze , unaligned \n'b' Armor Class 17 Hit Points 189 (18d10+90) Speed 20 ft., climb 20 ft. (magnetic surfaces only)\n'b' STATS STR: 24 (+7) DEX: 18 (+4) CON: 20 (+5) INT: 1 (-5) WIS: 6 (-2) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +9 Damage Resistances lightning, bludgeoning from non-magic weapons Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft., passive Perception 8 Languages \xe2\x80\x93 Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Demagnetization . If the ooze takes any fire damage, its Magnetic Field and Magnetic Leap abilities do not function until the end of its next round. Additionally, any grappled or engulfed creature is immediately released. \n'b' Magnetic Field . Any creature who makes an attack using a ferrous weapon within 30 feet of the ooze must make a successful DC 17 Strength saving throw or gain disadvantage on the attack . \n'b' Magnetic Leap (Recharges 5-6) . As a move, the ooze can move adjacent to a creature within its magnetic field that is either ferrous or wearing or wielding substantial ferrous equipment (iron armor or a greatsword would qualify, leather or bronze armor, or one dagger would not). This movement does not provoke attacks of opportunity. The ooze then automatically grapples that creature. If the target is a Medium or smaller creature, the target is also engulfed and suffers Blinded , Restrained , and is unable to breathe. and it must succeed on a DC 15 Constitution saving throw at the start of each of the ooze\xe2\x80\x99s turns or take 13 (2d8 + 4) bludgeoning damage. If the ooze moves, the engulfed target moves with it. The ooze can have only one creature engulfed at a time. \n'b' Polarity Shift (1/day) . As an action, the ooze emits a magnetic wave. All creatures within range of the ooze\xe2\x80\x99s magnetic field must make a successful DC 17 Dexterity saving throw for each ferrous item carried or it is dropped in an adjacent square. Each creature wearing ferrous metal armor must also make a successful DC 17 Constitution saving throw or be knocked prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ooze makes three attacks. \n'b' Pseudopod . Melee Weapon Attack : +11 to hit, 10 ft. reach, one target. Hit : 33 (6d8 + 6) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Ferrofluid oozes can form virtually anywhere, but they are drawn to urban areas filled with magnets and ferrous metals and find solace in any place that thrums with electromagnetism. Their dark, aqueous bodies skulk low to the ground, and they often hide away beside magnetic machines in industrial districts or aboard starships and space stations. A few lucky oozes find caverns of naturally magnetized ore. Wherever the oozes travel, their magnetic properties reduce the vibrations of their movement, making them difficult to detect until their magnetic fields and unmistakable magnetic pull betray their presence. Ferrofluid oozes are usually about 3 feet in diameter. \n'b' While not inherently ill meaning, ferrofluid oozes often are at odds with the owners of the magnetic objects they covet. Usually utterly indifferent to organic life, ferrofluid oozes seek only to collect magnetic material\xe2\x80\x94 though they do defend themselves, and can attack when stubborn life-forms refuse to relinquish their magnetic goods. \n'b' Ferrofluid oozes that collect a large amount of debris are even on occasion mistaken for scavenger slimes. \n'b' Magnetic Propagation . As ferrofluid oozes skulk around places profuse with magnetized materials, they occasionally leave behind droplets of magnetic fluid. \n'b' So long as these droplets remain in the magnetized environments provided by their parent, their size and magnetic power grow in parallel with their access to additional magnetized material. \n'b' Due to this propagation, it is not unusual to see several ferrofluid oozes enjoying the same magnetically charged environment, so experienced adventurers are wary when they find only a single ooze in such a place. Given enough time and magnetic material, multiple oozes can form into a single, much larger ferrofluid magneto-cluster around 8 feet in diameter.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ferrofluid Ooze \n'b' Medium ooze , unaligned \n'b' Armor Class 15 Hit Points 52 (8d8+16) Speed 20 ft., climb 20 ft. (magnetic surfaces only)\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 14 (+2) INT: 1 (-5) WIS: 6 (-2) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Damage Resistances lightning, bludgeoning from non-magic weapons Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft., passive Perception 8 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Demagnetization . If the ooze takes any fire damage, its Magnetic Field and Magnetic Leap abilities do not function until the end of its next round. Additionally, any grappled or engulfed creature is immediately released. \n'b' Magnetic Field . Any creature who makes an attack using a ferrous weapon within 30 ft. of the ooze must make a successful DC 17 Strength saving throw or gain disadvantage on the attack . \n'b' Magnetic Leap (Recharges 5-6) . As a move, the ooze can move adjacent to a creature within its magnetic field that is either ferrous or wearing or wielding substantial ferrous equipment (iron armor or a greatsword would qualify, leather or bronze armor, or one dagger would not). This movement does not provoke attacks of opportunity. The ooze then automatically grapples that creature. \n'b'\n'b' ACTIONS \n'b'\n'b' Pseudopod . Melee Weapon Attack : +6 to hit, 10 ft. reach, one target. Hit : 15 (2d10 + 4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Ferrofluid oozes can form virtually anywhere, but they are drawn to urban areas filled with magnets and ferrous metals and find solace in any place that thrums with electromagnetism. Their dark, aqueous bodies skulk low to the ground, and they often hide away beside magnetic machines in industrial districts or aboard starships and space stations. A few lucky oozes find caverns of naturally magnetized ore. Wherever the oozes travel, their magnetic properties reduce the vibrations of their movement, making them difficult to detect until their magnetic fields and unmistakable magnetic pull betray their presence. Ferrofluid oozes are usually about 3 feet in diameter. \n'b' While not inherently ill meaning, ferrofluid oozes often are at odds with the owners of the magnetic objects they covet. Usually utterly indifferent to organic life, ferrofluid oozes seek only to collect magnetic material\xe2\x80\x94 though they do defend themselves, and can attack when stubborn life-forms refuse to relinquish their magnetic goods. \n'b' Ferrofluid oozes that collect a large amount of debris are even on occasion mistaken for scavenger slimes. \n'b' Magnetic Propagation . As ferrofluid oozes skulk around places profuse with magnetized materials, they occasionally leave behind droplets of magnetic fluid. \n'b' So long as these droplets remain in the magnetized environments provided by their parent, their size and magnetic power grow in parallel with their access to additional magnetized material. \n'b' Due to this propagation, it is not unusual to see several ferrofluid oozes enjoying the same magnetically charged environment, so experienced adventurers are wary when they find only a single ooze in such a place. Given enough time and magnetic material, multiple oozes can form into a single, much larger ferrofluid magneto-cluster around 8 feet in diameter.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ferropaceon \n'b' Large elemental , neutral \n'b' Armor Class 16 (natural armor), 21 with Metallic Carapace Hit Points 180 (19d10 + 76) Speed 30 ft., burrow 25 ft.\n'b' STATS STR: 21 (+5) DEX: 14 (+2) CON: 18 (+4) INT: 6 (-2) WIS: 11 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities paralyzed , poisoned , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Terran Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Magnetism . While within 60 feet of the ferropaceon, a creature using a metal weapon or ammunition makes attack rolls with advantage against the ferropaceon and with disadvantage against creatures other than the ferropaceon. \n'b' Earth Glide . The ferropaceon can burrow through nonmagical, unworked earth and stone. While doing so, it doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Metal Sense . The ferropaceon can magically pinpoint the location of metal within 60 feet of it. \n'b' Metallic Carapace . The ferropaceon can protect itself by covering itself in magnetized metal objects, creating a metallic shell around its body. While the ferropaceon\xe2\x80\x99s metallic carapace contains at least 50 pounds of metallic objects, the ferropaceon\xe2\x80\x99s Armor Class is 21 instead of 16. A creature within 5 feet of the ferropaceon can use an action to make a DC 15 Strength check. On a success, the creature can remove one object from the metallic carapace. Removing three objects destroys the ferropaceon\xe2\x80\x99s Metallic Carapace until the ferropaceon uses Hyperpolarization. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ferropaceon attacks three times with its scissor claws. It can replace one attack with Hyperpolarization. \n'b' Scissor Claws . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage. \n'b' Hyperpolarization (Recharge 5-6) . The ferropaceon temporarily intensifies its magnetic field. All Medium and smaller unattended metal objects within 60 feet are pulled 60 feet towards the ferropaceon and added to its Metallic Carapace. Each creature within 60 feet wielding a metal object must make a DC 17 Strength saving throw. On a failure, the creature is disarmed and the metal object is pulled to the ferropaceon and added to its carapace. Each creature within 60 feet wearing metal armor must succeed on a DC 17 Strength saving throw or be pulled 10 feet straight towards the ferropaceon. \n'b' Repulsive Barrage . If the ferropaceon\xe2\x80\x99s Metallic Carapace contains at least 50 pounds of metal, the ferropaceon violently reverses its magnetic field. Metal objects stuck to its body are flung outwards, destroying the Metallic Carapace. Each creature within 30 feet of the ferropaceon must make a DC 16 Constitution saving throw, taking 35 (10d6) slashing damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Often likened to a hermit crab, the ferropaceon is a six-legged earth elemental with a naturally smooth magnetic shell upon which it single-mindedly hoards any magnetic materials it can find. Though they hail from the Elemental Plane of Earth and tend to emerge on the Material Plane within the cavernous depths of ore-rich mountains, ferropaceons inevitably wander toward humanoid lands in search of ever more and ever rarer metal objects. Junkyards, old battlefields, and the outskirts of highly industrial cities have all known a ferropaceon at one time or another. \n'b' Though not malicious, ferropaceons are highly territorial, viewing any object magnetically stuck to their body as rightly theirs. Most ferropaceons defend their treasures with scissor-like claws that can slice through flesh and bone with ease. \n'b' The oldest ferropaceons can control their magnetic fields to such a degree that they can wield metallic weapons like swords and hammers, oscillating their magnetism so that the weapon hovers around them and strikes at their command. \n'b' The first fungal raptors were created by a vampiric druid obsessed with the cycle of rot, decay, and rebirth (particularly the rot and decay parts). Since then, fungal raptors have spread throughout the known world utilizing sporal reproduction. Many woodstraipsing adventurers have unknowingly been sprinkled with the spores of a fungal raptor hiding in the trees above, only to carry the raptor\xe2\x80\x99s progeny far and wide.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Owl, Dire \n'b' Family: Animal \n'b'\n'b' Medium beast , unaligned \n'b' Armor Class 12 Hit Points 19 (3d8 + 6) Speed 10 ft., fly 40 ft.\n'b' STATS STR: 11 (+0) DEX: 15 (+2) CON: 14 (+2) INT: 2 (-4) WIS: 13 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Survival +3 Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Actions \n'b'\n'b' Multiattack . The dire owl makes two talon attacks when flying. \n'b' Pellet Vomit (1/Day) . Melee Weapon Attack : +4 to hit, reach 5 ft.; one target. Hit: 2 (1d4) bludgeoning damage. If the target is a living creature, it must succeed on a DC 12 Constitution saving throw or become poisoned until the creature completes a long rest . While the creature is poisoned , all creatures (other than the dire owl) that are within 5 feet of the poisoned creature must succeed on the same saving throw or become poisoned as long as they stay so close to the creature. Creatures with the scent ability gain disadvantage on this saving throw. \n'b' Talon . Melee Weapon Attack : +4 to hit, reach 5 ft.; one target. Hit: 5 (2d4) piercing damage. \n'b' Screech . An owl can let out a loud screech. All creatures within 10 feet that fail a DC 12 Constitution save are deafened until the end of the dire owl\xe2\x80\x99s next turn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ferrous Worm \n'b' Medium monstrosity , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 27 (5d8 + 2) Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 13 (+1) DEX: 17 (+3) CON: 12 (+1) INT: 12 (+1) WIS: 13 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +3 Skills Perception +3, Stealth +7 Condition Immunities prone Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Earth Glide . The ferrous worm can burrow through nonmagical, unworked earth and stone. While doing so, the ferrous worm doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Camouflage . The ferrous worm has advantage on Dexterity ( Stealth ) checks made to Hide in rocky terrain and treasure piles. \n'b' Treasure Sense . The ferrous worm can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 10 (2d6 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned and take an additional 10 (3d6) poison damage each day until cured. The poison can only be cured by casting lesser restoration . \n'b' About \n'b' These semi-intelligent subterranean creatures are found almost exclusively in treasure hoards where masses of metallic coins are present. \n'b' Originally from the Quasi-Elemental Plane of Minerals, ferrous worms require close contact with metallic objects in order to maintain their bodily functions, much like fish require water. In their homeworld, such contact is omnipresent, but when brought to the Prime Material Plane to serve their summoner\xe2\x80\x99s needs, ferrous worms depend on alternate sources of metal for survival. They burrow deeply into large accumulations of treasure, attacking anyone who disturbs their surrogate home. \n'b' Ferrous worms use the element of surprise to their tactical advantage, often clamping their metal teeth on several victims before their unsuspecting targets can react. Not only is the creature\xe2\x80\x99s bite quite destructive as its metal teeth are ground to fine points, but any humanoid bitten by a ferrous worm must make a saving throw or contract a blood disease. This disease is the result of a sudden injection of heavy minerals into the system, including lead, mercury, beryllium, and lithium. Over the next 1d4 days, victims experience abdominal pains, headaches, and short-term memory problems. After another 1d4 days, their condition worsens, resulting in seizures and a loss of 3d6 hit points per day until death. Though the hit point loss may be abated with curative magic, only a successful cure disease restores the victim to full health. \n'b' Ferrous worms are solitary creatures except during the brief mating season when they burrow long distances through mineral-rich earth to locate a mate. The mating ritual requires several days to compete; if encountered at this time, ferrous worms are non-hostile unless openly attacked.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fetal Horror \n'b' Small monstrosity , chaotic neutral \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 13 (3d6+3) \n'b' Speed 20 ft.\n'b' STATS STR: 13 (+1) DEX: 12 (+1) CON: 13 (+1) INT: 7 (-3) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Stealth +3 \n'b' Senses Darkvision 60 Ft. passive Perception 13 \n'b' Languages Understands common but cant speak \n'b' Challenge 1/4 (50 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : (1d6 + 1) piercing damage. \n'b' Claw . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : (1d6 + 1) piercing damage. \n'b'\n'b' ABOUT \n'b' Fetal horrors were born from alchemists\xe2\x80\x99 first clumsy, botched attempts to create life. In their hubris alchemists sought to replicate mortal life and create a being in the space where magic and science blur . The result were these wretched malformed creatures, floating preserved in murky bell jars. \n'b' Never maturing beyond a warped infancy, these fetal creatures know nothing beyond the most base of instincts. \n'b' Weaponized Horrors . Though a mistaken creation , fetal horrors found their use in violence. Jars containing the undeveloped creatures are relatively small and can be concealed or smuggled more easily than armaments. When the glass shatters and the creature is unleashed, it grows rapidly, and will attempt to sate its hunger with its malformed claws and needle-like teeth. \n'b' In the Sewers . Through some twisted sense of familial instinct, fetal horrors will not attack the creature that unleashed them into the world\xe2\x80\xa6 at first. As the fetal horror rapidly matures, it grows uncontrollable and erratic. Once its sentience solidifies, it will learn quickly, often turning on its creator. Some flee from the combat they were born to, crawling into caves or sewers to live abandoned as feral orphans. Many a city has myths about such creatures living in sewers or crypts, devouring children or the unwary traveller.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chosen Cultist \n'b' Medium humanoid (human), chaotic neutral \n'b' Armor Class 12 (studded leather) Hit Points 39 (6d8+12) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 12 (+1) CON: 15 (+2) INT: 9 (-1) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages Low Atlantean Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dark Designs A target hit by the chosen cultist\xe2\x80\x99s melee attack is affected by dark designs and has tactical disadvantage on saves for 1 minute. A chosen cultist deals 2d6 extra damage to targets affected by dark designs. \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 1d4+1 slashing damage. \n'b' Shared Nightmare (Recharge 5+) . With a horrific scream, the cultist telepathically projects the nightmares that are in its mind. Each enemy within 20 feet takes 4d6 psychic damage and becomes frightened for 1d4 rounds unless it succeeds on a Wis save (DC 13). \n'b'\n'b' ABOUT \n'b' This cultist is one step up from the throngs of insane chanters commonly found in a cultist sanctuary, but he isn\xe2\x80\x99t privy to the inner workings of Great Cthulhu\xe2\x80\x99s cult. \n'b' Accordingly, the chosen cultist still has a tenuous grip on sanity. Most of these cultists still have cover identities and outside lives, so PCs can encounter them incognito in all walks of life. \n'b' In a battle, the chosen cultists serve as bodyguards and meat-shields for higher-ranking cultists and whatever horrors they\xe2\x80\x99ve cooked up. They\xe2\x80\x99ll use shared nightmare as soon as they can get more than one PC into the area of effect, and they aren\xe2\x80\x99t shy about blasting each other with it (they\xe2\x80\x99re fanatics, after all). Because of their dark designs ability, they\xe2\x80\x99ll try to gang up on one PC if possible. \n'b' This human wears a hooded robe and carries a dagger with a hilt shaped like a seashell. His expression is vacant, and his eyes unfocused. \n'b' Customizing The Chosen Cultist \n'b' If you have an important NPC who\xe2\x80\x99s also secretly a cultist, here\xe2\x80\x99s a quick-and-dirty way to transform the NPC into a chosen cultist. First, give them a -2 penalty to Wisdom saves (because their sanity is hanging by a thread), then replace their primary melee attack with the kukri (same attack bonus and damage; just add the dark design effect). Third, give the NPC shared nightmare at -2 attack from the melee attack . It\xe2\x80\x99s not perfect, but it\xe2\x80\x99s fast enough to do on the fly at the table.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Feulk \n'b' Huge monstrosity , unaligned \n'b' Armor Class : 15 (natural armor) Hit Points . 155 (20d8+60) Speed . 0\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 17 (+3) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities . acid, cold, poison Condition Immunities . charmed , exhaustion , frightened , grappled , incapacitated , paralyzed , petrified , poisoned , prone , restrained , unconscious Damage Resistances . bludgeoning Damage Vulnerabilities . fire Senses . darkvision 60 ft., passive Perception 14 Skills . Perception +4, Stealth +6, Survival +4 Languages . none Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Acid Mucous . The feulk generates an acidic mucous from its tentacles; any creature grappled by the feulk suffers 2 (1d4) points of acid damage per round they are grappled . This damage persists each round after the creature is released, until it is thoroughly washed with water (immersion or soaking for at least 1 round). In addition, this mucous impairs movement, causing disadvantage on all attack rolls and dexterity checks and saves, until washed off. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The feulk makes three tentacle attacks every round. \n'b' Tentacle . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 8 (1d8+4) bludgeoning damage and target is grappled and restrained unless it succeeds at a DC 15 Strength saving throw. Creatures thus grappled suffer additional 8 (1d8+4) bludgeoning damage at the beginning of each of the feulk\xe2\x80\x99s turns, as well as acid mucous damage, and are subject to a bite attack . The creature may attempt a new saving throw at the end of each of its turns, freeing itself with a success. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5ft., one target. Hit : 7 (1d6+4) piercing damage. The feulk may only bite creatures that are currently grappled by its tentacles. \n'b'\n'b' ABOUT \n'b' The feulk dwell in deep forests and jungles. Their bodies are amorphous masses of tissue clinging to the tops of trees through a series of adhesive secretions. The body has no definable shape, stretching from tree stem and branch in large globs. Though they cannot move, they do grow in their nests, often leaving one area for another. Older, dying sections of the feulk tend to fall over, lying on the ground or sticking to the trees. They have long arm-like, fully retractable tendrils they project from their body. These tendrils are similar to vines; complete with a hardened covering (the drying mucous) that resembles bark. \n'b' The feulk are able to adapt to their surroundings changing color from green to brown and many shades thereby. They are not noticeable from the ground unless someone is experienced in finding these strange creatures. Their young are born spontaneously, emerging from the mucous. The vast majority die by falling to the earth, where they are eaten, though some are able to cling to birds and are carried off into the forest. They drop off when they come upon a suitable hunting ground, falling into the tree tops where they cling and slowly grow, feeding at first on insects and birds but slowly moving up the food chain. \n'b' Ambush Predators . The feulk cling to their treetop homes, waiting for creatures to pass over, under or near their vines. They prefer to wait until they can strike with several vines at once, but if their victim is moving away, they strike with whatever they can. They wrap their vines around the prey and proceed to lift them into the heights of the trees to feed upon them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Feulk \n'b' Huge monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 155 (20d8+60 Hd) Speed 0\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 17 (+3) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, Cold, Poison Condition Immunities charmed , Exhaustion , frightened , Grappled , Incapacitated , Paralyzed , Petrified , poisoned , Prone , Restrained , Unconscious Damage Resistances bludgeoning Damage Vulnerabilities fire Senses darkvision 60 Ft., passive Perception 14 Skills Perception +4, Stealth +6, Survival +4 Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Acid Mucous . The feulk generates an acidic mucous from its tentacles; any creature grappled by the feulk suffers 2 (1d4) points of acid damage per round they are grappled . This damage persists each round after the creature is released until it is thoroughly washed with water (immersion or soaking for at least 1 round). In addition, this mucous impairs movement, causing disadvantage on all attack rolls and dexterity checks and saves, until washed off. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The feulk makes three tentacle attacks every round. \n'b' Tentacle . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 8 (1d8+4) bludgeoning damage and target is grappled and restrained unless it succeeds at a Strength save (DC 15). Creatures thus grappled suffer additional 8 (1d8+4) bludgeoning damage at the beginning of each of the feulk\xe2\x80\x99s turns, as well as acid mucous damage, and are subject to a bite attack . The creature may attempt a new saving throw at the end of each of its turns, freeing itself with a success. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6+4) piercing damage. The feulk may only bite creatures that are currently grappled by its tentacles. \n'b'\n'b' ABOUT \n'b' The feulk dwell in deep forests and jungles. Their bodies are amorphous masses of tissue clinging to the tops of trees through a series of adhesive secretions. The body has no definable shape, stretching from tree stem and branch in large globs. Though they cannot move, they do grow in their nests, often leaving one area for another. Older, dying sections of the feulk tend to fall over, lying on the ground or sticking to the trees. They have long arm-like, fully retractable tendrils they project from their body. These tendrils are similar to vines; complete with a hardened covering (the drying mucous) that resembles bark. The feulk are able to adapt to their surroundings changing color from green to brown and many shades thereby. They are not noticeable from the ground unless someone is experienced in finding these strange creatures. Their young are born spontaneously, emerging from the mucous. The vast majority die by falling to the earth, where they are eaten, though some are able to cling to birds and are carried off into the forest. They drop off when they come upon a suitable hunting ground, falling into the treetops where they cling and slowly grow, feeding at first on insects and birds but slowly moving up the food chain. \n'b' Ambush Predators . The feulk cling to their treetop homes, waiting for creatures to pass over, under or near their vines. They prefer to wait until they can strike with several vines at once, but if their victim is moving away, they strike with whatever they can. They wrap their vines around the prey and proceed to lift them into the heights of the trees to feed upon them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fext \n'b' Medium undead , any \n'b' Armor Class 17 (Patron\xe2\x80\x99s Blessing) Hit Points 77 (14d8 + 14) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 12 (+1) INT: 14 (+2) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Wis +4 Skills Perception +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., truesight 20 ft., passive Perception 14 Languages the languages it knew in life Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Eldritch Weapons . The fext\xe2\x80\x99s weapon attacks are magical. When the fext hits with any weapon, the weapon deals an extra 2d8 force damage (included in the attack). \n'b' Magic Resistance . The fext has advantage on saving throws against spells and other magical effects. \n'b' Patron\xe2\x80\x99s Blessing . While the fext is conscious and wearing no armor and wielding no shield, it adds its Charisma modifier to its AC (included above). \n'b' Undead Nature . The fext doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fext makes two Eldritch Blade or Eldritch Fury attacks. \n'b' Eldritch Blade . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) slashing damage plus 9 (2d8) force damage. \n'b' Eldritch Fury . Ranged Spell Attack : +7 to hit, range 120 ft., one target. Hit : 17 (3d8 + 4) force damage. \n'b' Patron\xe2\x80\x99s Might (Recharge 5\xe2\x80\x936) . The fext channels its patron\xe2\x80\x99s awe-inspiring presence, terrifying those nearby. Each creature within 10 feet of the fext must make a DC 15 Wisdom saving throw. On a failure, a creature takes 35 (10d6) psychic damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t frightened . A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' Taut dead skin, adorned entirely with tattooed fish scales, covers this woman\xe2\x80\x99s face and hands. She wears scaled armor, sea green like verdigris on copper, and wields a sword swirling with arcane energies. Her pale eyes stare, unblinking. \n'b' Undead Warlock Vassals . Ancient and powerful beings across the multiverse grant magical knowledge to mortals through dangerous pacts. Those bound to these pacts become warlocks, but the will and force of their patron is borne by more than just those who strike bargains for sorcerous power. A fext is a former warlock who has become wholly dedicated to their patron\xe2\x80\x94mind, body, and soul\xe2\x80\x94and functions as enforcer, bodyguard, and assassin. They are powerful undead slaves to the will of their otherworldly patron. \n'b' Linked to a Master . Each fext is a unique servant of their patron and exhibits the physical traits of its master. \n'b' The eyes of every fext are tied directly to their patron\xe2\x80\x99s mind, who can see what the fext sees at any time. \n'b' The fext also possesses a telepathic link to its patron. \n'b' The process a warlock undergoes to become a fext is horrendous. The warlock is emptied of whatever morality and humanity he or she had as wine from a jug, and the patron imbues the empty vessel with its corruption and unearthly will. \n'b' Whatever life the fext led before is completely gone. They exist only to serve. \n'b' Outdoing Rivals . Scholars have debated about how many fext a patron can command. \n'b' The more powerful and well-established have at least 100, while others have only a handful. Where there is more than one fext, however, they maneuver amongst themselves to curry favor with their powerful patron. Each fext is bound to obey commands, but they attempt to carry out the commands to the detriment of their competitors. Scheming is common and rampant among them, and each fext tries to work without the aid of other fext as much as possible.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dokkaebi \n'b' Family: Fey \n'b' Small fey , chaotic good \n'b' Armor Class 15 (natural armor) Hit Points 63 (14d6 + 14) Speed 30 ft.\n'b' STATS STR: 9 (-1) DEX: 14 (+2) CON: 12 (+1) INT: 12 (+1) WIS: 15 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +6 Damage Resistances bludgeoning, piercing and slashing damage from nonmagical attacks Condition Immunities charmed Senses passive Perception 16 Languages Common, fey Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Luck Bringer . A dokkaebi that inhabits a house and is well-treated may, at its own discretion, gift the homeowner with the Luck feat. This feat exists only for so long as the dokkaebi inhabits the household or until the dokkaebi itself revokes it. \n'b' Innate Spellcasting . The dokkaebi\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 12). The dokkaebi can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : detect good and evil, detect magic , detect thoughts , invisibility \n'b' 3/day each : animate objects , create food and water , cure wounds , lesser restoration \n'b' 1/day each : blink , greater restoration , scrying , stinking cloud \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +1 to hit, reach 5 ft., one target. Hit : 4 (1d8) piercing damage. The target must succeed on a DC 13 Constitution saving throw or become unconscious for one minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' Dokkaebi are mischievous but ultimately friendly household spirits. They are diminutive creatures with overlong limbs and a large head with a mischievous grin and bright, intelligent eyes. Chaotic and capricious, they are nonetheless capable of great acts of generosity and kindness, often bringing wealth and good fortune to those who treat them well. Many tales are told of ungrateful, wealthy folk who shun the presence of dokkaebi and fall on misfortune, while poor peasants welcome the luck goblins and offer them a share of their meager possessions, receiving great wealth and blessings in return. \n'b' When they first appear, dokkaebi may test a house\xe2\x80\x99s inhabitants with minor pranks: hiding objects, making noises in the night, or animating furniture or utensils to do strange but harmless things such as dance or float about the room. The dokkaebi may turn hostile should the homeowner try to expel them, or they may simply leave. If they are treated well \xe2\x80\x93 food left out or small sacrifices made in the form of minor trinkets or knickknacks intended simply to demonstrate the homeowner\xe2\x80\x99s good intentions \xe2\x80\x93 they may begin to help the household and even (if the stories are to be believed) bring gold and riches to the poorest of the poor. \n'b' Dokkaebi do not have a native physical form, being spirits, but usually appear as described above.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Feng Xianji (Wind Fey) \n'b' Family: Fey \n'b' Medium fey , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 72 (16d8) Speed 20 ft., fly 20 ft.\n'b' STATS STR: 9 (-1) DEX: 14 (+2) CON: 10 (+0) INT: 10 (+0) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +6 Senses passive Perception 15 Languages Sylvan Challenge 3 (700 XP) \n'b' ACTIONS \n'b'\n'b' Spear . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit:7 (2d4 + 2) piercing damage. \n'b' Whirlwind (recharge 5-6) . Each creature in the wind fey\xe2\x80\x99s space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up to 20 feet away from the wind fey in a random direction and is knocked prone . If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone . If the saving throw is successful, the target takes half the bludgeoning damage and isn\xe2\x80\x99t flung away or knocked prone . \n'b'\n'b' ABOUT \n'b' The race of fey called feng xianji by the people of Xha\xe2\x80\x99en inhabit grasslands, meadows, and the lower slopes of mountains. They can pass for human, but an astute observer may notice that their appearance is slightly \xe2\x80\x9coff\xe2\x80\x9d from normal people. All feng xianji are beautiful regardless of these subtle differences, and the majority of them are female. Wind fey act as defenders of the regions where they dwell. Normally shy and retiring, these beings make their presence known if their territories are violated, if trees are felled, if animals are hunted, or if settlers attempt to cultivate or build homes. While they are hostile to such intrusions, they are not evil and desist if the offenders leave. Some adventurers have told stories of making peace with the wind fey, who may allow hunting or limited forestry in their regions in exchange for protection from more destructive foes such as orcs or gnolls. \n'b' The feng xianji nonetheless have access to significant elemental powers and can create whirlwinds similar to those of air elementals, summoning the forces of nature to batter and drive off enemies. In most cases, the wind fey try to avoid direct conflict with invaders, preferring instead to plague them with winds and cyclones to damage or destroy structures and discomfit or injure outsiders. They prefer to do this without actually revealing themselves at all, leading some to suspect evil spirits or malign magic for the attacks.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Filth Fairy \n'b' Family: Fey \n'b' Small fey , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 45 (7d6 + 21) Speed 30 ft., fly 30 ft., swim 30 ft.\n'b' STATS STR: 6 (-2) DEX: 14 (+2) CON: 16 (+3) INT: 6 (-2) WIS: 11 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4, Survival +2 Damage Immunities acid, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common, Sylvan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The filth fairy can breathe air and water. \n'b' Innate Spellcasting . The filth fairy\xe2\x80\x99s innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). It can cast the following spells innately, without requiring material components:\n'b'\n'b'\n'b' At will : acid splash \n'b' 3/day : acid arrow \n'b' 1/day : stinking cloud \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 plus 3 (1d6) acid damage. \n'b' Slime Breath (recharge 5-6) . The filth fairy spews slimy acid in a 15-foot-long cone. Creatures in the area must make a DC 13 Dexterity saving throw, taking 17 (5d6) acid damage on a failed saving throw, or half as much damage on a successful saving throw. \n'b'\n'b' ABOUT \n'b' These small fey creatures superficially look like sprites, save for the ooze and filth that covers their body and the slightly ravenous look on their small faces. Acid sizzles as it drips from their tiny pointed teeth and sharp claws. \n'b' These small fey are often at home in the deepest, darkest swamps, where they revel in the muck and filth of the marsh. They delight in the pollution of clean waters and actively try to expand their contaminated realms. These fey also ally themselves with creatures who enjoy the same environments and even sometimes cultivate swamp oozes and other denizens of the bog. Filth fairies are sometimes found serving a green hag, or, rarely, a coven of green hags, with whom they work to control their swampy paradise.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sinkerfey \n'b' Family: Fey \n'b' Large fey , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 52 (7d10 + 14) Speed 0 ft., swim 40 ft.\n'b' STATS STR: 17 (+3) DEX: 13 (+1) CON: 15 (+2) INT: 13 (+1) WIS: 15 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +3 Senses darkvision 60 ft., passive Perception 14 Languages Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Lake Camouflage . The sinkerfey has advantage on Dexterity ( Stealth ) checks made to hide on the bottom of lakes and rivers. \n'b' Magic Resistance . The sinkerfey has advantage on saving throws against spells and other magical effects. \n'b' Water Breathing . The sinkerfey can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sinkerfey makes one bite attack and one unarmed attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage. \n'b' Unarmed Attack . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (DC 13) and pulled 5 feet toward the sinker. Until this grapple ends, the target is restrained , the sinkerfey tries to drown it, and the sinkerfey can only grapple one more target. \n'b'\n'b' ABOUT \n'b' As the sun shines down, a group of travelers rests on the shore of a peaceful lake. Suddenly a piercing scream fills the air. One of their companions disappears under the water, struggling for their life. A sinkerfey has grabbed another innocent victim. \n'b' Bottom Feeder . These disgusting fey live on the bottom of lakes and constantly hunt for new sources of food. They walk around, watching creatures swimming above them. Then they\xe2\x80\x99ll reach up with their long arms and grab their prey. \n'b' Surprise Attack . Hiding in the lake, sinkers are able to surprise the majority of their victims. They will often blend in with underwater plants such as reeds and other grasses. \n'b' Out of Sight . Sinkerfey make their lairs in many different places. Some sinkers live in sunken boats, others live in caves dug into the side of riverbanks.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Swarm of Pixies \n'b' Family: Fey \n'b' Large swarm of Tiny fey (pixies), chaotic neutral \n'b' Armor Class 13 (leather) Hit Points 75 (10d10 + 20) Speed 30 ft., flying\n'b' STATS STR: 9 (-1) DEX: 15 (+2) CON: 12 (+1) INT: 14 (+2) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Deception +4, Insight +2 Damage Resistance(s) bludgeoning, piercing, slashing Condition Immunities charmed , grappled Senses passive Perception 10 Languages Thieve\xe2\x80\x99s Cant, Pixie Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting (Fey Magik) . The swarm\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 13). The swarm can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : minor illusion \n'b' 1/day each : dispel magic , dancing lights , major image \n'b'\n'b' Split . As a bonus action the swarm can split into two Medium sized swarms. Each new swarm has hit points equal to half the original swarm\xe2\x80\x99s, rounded up. Each swarm maintains the rest of its stats including AC, attack bonus, etc. The 1/day spells of the swarm\xe2\x80\x99s innate spellcasting may only be used once by either swarm, not by both. \n'b' Swarm of Chaos . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any space large enough for a Tiny pixie. It is impossible to Disengage within the cloud and anyone trying to leave it provokes an opportunity attack . Standing adjacent or within the pixie cloud negates the rogue\xe2\x80\x99s Sneak Attack feature. \n'b'\n'b' ACTIONS \n'b'\n'b' Sting . Ranged Weapon Attack : +4 to hit, reach 0 ft., every target in the swarm\xe2\x80\x99s space. Hit : 5 (2d4) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ox, Giant \n'b' Family: Animal \n'b' Huge beast , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 94 (9d12 + 36) Speed 50 ft.\n'b' STATS STR: 25 (+7) DEX: 10 (+0) CON: 19 (+4) INT: 2 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Charge . If the ox moves at least 20 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 22 (4d10) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone . \n'b'\n'b' Actions \n'b'\n'b' Gore . Melee Weapon Attack : +10 to hit, reach 10ft., one target. Hit : 29 (4d10 + 7) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Trowfey \n'b' Family: Fey \n'b' Small fey , chaotic evil \n'b' Armor Class 14 Hit Points 10 (3d6) Speed 30 ft.\n'b' STATS STR: 7 (-2) DEX: 18 (+4) CON: 11 (+0) INT: 12 (+1) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +3, Perception +4, Sleight of Hand +6, Stealth +6 Senses darkvision 60 ft., passive Perception 14 Languages Common, Sylvan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fey Ancestry . A trow has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put it to sleep . \n'b' Innate Spellcasting . A trow\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : minor illusion \n'b' 1/day each : darkness , silent image \n'b'\n'b' Nimble Escape . A trow can take the Disengage or Hide action as a bonus action on each of its turns. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 piercing damage and 3 (1d6) poison damage. \n'b' Sling . Ranged Weapon Attack : +6 to hit, range 20/60 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This trickster fey lives in remote parts of the hills. They are small fey and have been mistaken for brownies or gnomes before. \n'b' Nocturnal Nightmares . Trow are nocturnal and aren\xe2\x80\x99t usually seen during the day. They are also quite introverted and don\xe2\x80\x99t like to socialize. However, many are able to infiltrate humanoid communities and spread fake news. The tricksters have even spread false rumors that it is dangerous to see trow or even to speak about them. \n'b' Music Lovers . All trow enjoy music, especially performances with string music. Now and then, they will kidnap talented bards and keep them for personal entertainment. Some of these musicians are never seen again. Other bards return to their communities, unable to remember what happened to them. \n'b' Mound on the Moors . Most trow make their homes in earthen mounds in the hills. Other creatures that live nearby, such as badgers and foxes, can\xe2\x80\x99t stand the little troublemakers. They detest the noises and odors that come from the trow lairs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Choxani \n'b' Medium fey , chaotic neutral \n'b' Armor Class 13 (natural armor) Hit Points 52 (8d8 + 16) Speed 30 ft., fly 40 ft.\n'b' STATS STR: 11 (+0) DEX: 15 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Perception +4 Damage Resistances bludgeoning and piercing from nonmagical attacks. Senses low-light vision, passive Perception 14 Languages Sylvan (written only) Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The choxani\xe2\x80\x99s spell casting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components: \n'b'\n'b' 2/day : hypnotic pattern \n'b' 1/day : augury \n'b'\n'b' ACTIONS \n'b'\n'b' Discoloring Touch . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 20 (4d8 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \n'b' Longbow . Ranged Weapon Attack : +4 to hit, 150/600 ft. range, one target. Hit : 5 (1d8 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' Also called \xe2\x80\x9cpicture people,\xe2\x80\x9d choxani embody those aspects of nature that resemble other things, from a chameleon changing color to a cloud blown into the shape of a dog. \n'b' Choxani see these moments of representation as proof of the plan underlying all reality, and honor them with religious fervor. They communicate primarily through hand gestures and their constantly changing markings, which can form text or images. In their natural state they appear as spindly humanoid with dragonfly wings and woody skin covered in shifting colors and patterns. When eating, the colors on their fingers or faces stretch out into funnels, sucking in the colors of other organisms and leaving them lifeless gray husks. A typical choxani is 7 feet tall and weighs 150 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fey Caterpillar \n'b' Large fey , chaotic neutral \n'b' Armor Class 12 Hit Points 26 (4d10 + 4) Speed 20 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 12 (+1) INT: 12 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Perception +4, Persuasion +5 Damage Resistances poison Condition Immunities charmed , frightened , poisoned Senses passive Perception 14 Languages Sylvan, Common Challenge 2 (450 XP) \n'b' Special Traits \n'b' Spider Climb . The fey caterpillar can climb difficult surfaces, including upside down on caverns, without needing to make an ability check. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) piercing damage plus 2 (1d4) poison damage. \n'b' Smoke Rings . The fey caterpillar smokes a pipe and blows out large smoke rings in a 30-ft. cone. Each creature in the area must make successful DC 13 Dexterity saving throws or become trapped in a smoke ring. They are grappled , escape DC 13 . \n'b' About \n'b' Large smoke rings drift down the forest trail and pass your party. Then you spot their source, a giant caterpillar is puffing on a pipe astride a large mushroom. The fey caterpillar isn\xe2\x80\x99t one of the friendliest creatures. It is known to make rude comments and ask difficult questions. These fey don\xe2\x80\x99t like visitors and will give them an especially difficult time. \n'b' Peculiar Pipe . The fey caterpillar\xe2\x80\x99s pipe enables them to send out magical rings.\xc2\xa0This pipe works for any creature, not just this fey. \n'b' Puzzling Poetry . Every now and then this creature spouts obscure poems and riddles. If newcomers can make sense of any of these, the fey caterpillar will be rather impressed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fey Courtier \n'b' Medium fey , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 190 (20d8 + 100) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 28 (+9) CON: 20 (+5) INT: 16 (+3) WIS: 17 (+3) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 13 Languages Aklo, Common, Sylvan, Terran, Undercommon Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fey Bargain (1/Day) . The fey grants one creature a limited form of wish , per the spell but unable to duplicate an effect exceeding that of a 7th-level spell. In exchange, the creature is cursed to be carried to a never-ending fey ball every night in their dreams. Each long rest, the creature must make a DC 17 Wisdom saving throw or gain no benefits of rest. The curse may ended by any effect that would end bestow curse , but the creature also loses any benefit granted by the fey bargain (if possible). \n'b' Innate Spellcasting . The courtier\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : disguise self , faerie fire , message , nondetection , see invisibility \n'b' 3/day each : major image , polymorph \n'b' 1/day each : etherealness , phantom steed \n'b'\n'b' Magic Weapons . The courtier\xe2\x80\x99s attacks are magical. \n'b' Spellthrust . When the courtier deals a critical hit, it may spend a bonus action to cast a spell on the same target. The target receives disadvantage on any roll it makes as part of this spell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The courtier makes two attacks. \n'b' Rapier Flurry . Melee Weapon Attack : +13 to hit, 5 ft. reach, 1 target. Hit : 22 (3d8 + 9) piercing damage. The target provokes an opportunity attack if it leaves the courtier\xe2\x80\x99s reach voluntarily before the courtier\xe2\x80\x99s next turn. This occurs even if the target uses an action or ability that normally prevents opportunity attacks. \n'b'\n'b' ABOUT \n'b' Fey courtiers make deals to the benefit of their royal lieges, forge secret alliances with citizens of foreign lands, and inveigle mortals into endless revels in the inverted fey city while sapping the vitality of their victims to sate their alien appetites. Fey courtiers prefer to employ trickery and extortion over direct violence, but don\xe2\x80\x99t shy away from a fight if it is the fastest way to get what they want.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fey Giant Toad \n'b' Large fey , chaotic neutral \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 42 (5d10 + 15) \n'b' Speed 30 ft., fly 50 ft., swim 30 ft.\n'b' STATS STR: 17 (+3) DEX: 17 (+3) CON: 16 (+3) INT: 3 (-4) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 \n'b' Senses passive Perception 13 \n'b' Languages Sylvan \n'b' Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . A demonic mist\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 13), and requires no material components for the following spells: 3/day each: dancing lights \n'b' 1/day each : entangle , faerie fire \n'b' Keen Smell. The fey giant toad has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Poison Hide . A creature that touches the fey giant toad or hits it with an unarmed or natural weapon attack takes 3 (1d6) poison damage from the toad\xe2\x80\x99s poisonous hide . \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 10 (2d6 + 3) piercing damage, and the target is grappled (escape DC 13). \n'b' Swallow . The fey giant toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained , it has total cover against attacks and other effects outside the fey giant toad, and it takes 3 (1d6) acid damage at the start of each of the fey giant toad\xe2\x80\x99s turns. The fey giant toad can swallow only one target at a time. If the fey giant toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone \n'b'\n'b' ABOUT \n'b' Little about this enormous toad is ordinary, from its graceful wings to its colorful purple and pink skin to its bright, shining eyes. The amphibian has poisonous skin that can kill anyone touching the creature. It attacks by biting its enemies, but far worse is the chance that it swallows its prey whole, trapping them until they are digested or drowned as it swims back into the waters where it often hides. But don\xe2\x80\x99t think you\xe2\x80\x99re safe away from the water, for the frog can take to the air on its wings to give chase.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fey Grizzly Bear \n'b' Large beast , true neutral \n'b' Armor Class 15 (natural armor) Hit Points 119 (14d10+42) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 16 (+3) INT: 5 (+1) WIS: 16 (+3) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons that are not silvered Senses passive Perception 13 Languages Sylvan Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . A fey grizzly bear\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components: \n'b'\n'b' 3/day : dancing lights \n'b' 1/day each : sleep , entangle , faerie fire \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fey grizzly bear makes two attacks one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (1d10 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) slashing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Vanish (Recharge 4-6) . The fey grizzly bear can become invisible until the end of its next turn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fey Jaguar \n'b' Large fey , neutral \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 52 (7d10 + 14) \n'b' Speed 50 ft., climb 50 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 14 (+2) INT: 6 (-2) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +6, Dex +4 \n'b' Skills Perception +5, Stealth +4 \n'b' Damage Resistances radiant \n'b' Senses darkvision 60 ft., passive Perception 15 \n'b' Languages understands Elvish but can\xe2\x80\x99t speak \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' One with the Trees . The jaguar has a climbing speed equal to its walking speed and is immune to nonmagical difficult terrain . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The jaguar makes one Bite attack and one Claw attack . \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage and the target must succeed on a DC 14 Strength saving throw or be pushed 15 feet in a direction of the jaguar\xe2\x80\x99s choice and knocked prone . \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bear King \n'b' Family: Fey Lords \n'b' Medium fey (shapechanger), lawful neutral \n'b' Armor Class 18 (natural armor) Hit Points 133 (14d8 + 70) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 20 (+5) INT: 12 (+1) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +9, Dex +4, Wis +8 Skills Athletics +9, Intimidation +7, Perception +8 Damage Resistances cold Damage Immunities poison; bludgeoning, slashing, and piercing from nonmagical attacks not made with cold iron weapons Condition Immunities poisoned Senses darkvision 120 ft., truesight 10 ft., passive Perception 18 Languages Common, Elvish, Giant, Sylvan Challenge 12 (8,400 XP Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Honeyed Weapons . Radiant, magical honey drips from the Bear King\xe2\x80\x99s paws and coats his weapons, making his weapon attacks magical. When the Bear King hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack ). \n'b' Keen Smell . The Bear King has advantage on Perception ( Wisdom ) checks that rely on smell. \n'b' Legendary Resistance (3/Day) . If the Bear King fails a saving throw, he can choose to succeed instead. \n'b' Regeneration (Bear or Hybrid Form only). The Bear King regains 10 hp at the start of his turn if he has at least 1 hp . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Bear King makes one Bite attack and two Claw attacks, or he makes three Maul or Honey Bolt attacks. If two Maul attacks hit one Large or smaller creature, the target must succeed on a DC 17 Strength saving throw or be forced prone . \n'b' Bite (Bear or Hybrid Form Only) . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 10 (1d10 + 5) piercing damage plus 13 (3d8) radiant damage. The target must succeed on a DC 17 Dexterity saving throw or take 9 (2d8) radiant damage at the start of each of its turns, as radiant honey sticks to the wound. Any creature can take an action to remove the honey from the wound with a successful DC 14 Wisdom ( Medicine ) check. The honey dissolves if the target receives magical healing . \n'b' Claw (Bear or Hybrid Form Only) . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage plus 13 (3d8) radiant damage. \n'b' Maul (Fey or Hybrid Form Only) . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage plus 13 (3d8) radiant damage. \n'b' Honey Bolt . Ranged Spell Attack : +8 to hit, range 120 ft., one target. Hit : 22 (4d8 + 4) radiant damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Change Shape . The Bear King transforms into a Large brown bear , or a Large bear -Humanoid hybrid, or back into his true form, which is Fey. His statistics other than his size , are the same in each form. Any equipment he is wearing or carrying isn\xe2\x80\x99t transformed. The Bear King reverts to his true form if he dies. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Bear King 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 Bear King regains spent legendary actions at the start of his turn. \n'b'\n'b' Move . The Bear King moves up to his speed without provoking opportunity attacks. \n'b' Honey Toss . The Bear King throws a jar of magical honey at a creature he can see within 120 feet of him. The target must succeed on a DC 17 Dexterity saving throw or be restrained by sticky honey until the end of its next turn. \n'b' Frightful Roar (Costs 2 Actions) . The Bear King lets out a bloodcurdling roar. Each hostile creature within 60 feet of the Bear King and that can hear the roar must succeed on a DC 17 Wisdom saving throw or be frightened until the end of its next turn. \n'b'\n'b' LAIR \n'b' The Bear King\xe2\x80\x99s fortress thrusts up from the foothills of a mountain range like a petrified wave. The lair is riddled with caves and tunnels and contains the court of the Bear King. \n'b' On initiative count 20 (losing initiative ties), the Bear King takes a lair action to cause one of the following effects; the Bear King can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Quake . A minor quake starts on a point the Bear King can see within 120 feet of him. Each creature within 20 feet of that point must succeed on a DC 17 Strength saving throw or take 7 (2d6) bludgeoning damage and fall prone . \n'b' Summon Bees . The lair\xe2\x80\x99s denizens rise up to defend their king, causing 2d4 giant bees (see Tome of Beasts 2 or use the statistics of a giant wasp) to appear in unoccupied spaces of the Bear King\xe2\x80\x99s choice within 60 feet of him. The bees act on initiative count 20, are allies of the Bear King, and obey his spoken commands. The bees remain until the Bear King dies or until he dismisses them as a bonus action. The Bear King can have no more than eight giant bees under his control at one time. \n'b' Ursine Transformation . One creature the Bear King can see within 30 feet of him must succeed on a DC 17 Constitution saving throw or transform into a brown bear as if the creature had failed a saving throw against the polymorph spell. While transformed, the creature must move to and attack a target chosen by the Bear King on each of its turns. The transformation lasts until the Bear King dies or until he uses this lair action again. The transformed creature can repeat the saving throw at the end of each of its turns, ending the transformation on itself on a success. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region surrounding the Bear King\xe2\x80\x99s lair is warped by his magic, which creates one or more of the following effects: \n'b'\n'b' Angry Bees . Bees within 10 miles of the Bear King\xe2\x80\x99s lair are easily agitated and quick to attack Humanoids that aren\xe2\x80\x99t bearfolk or werebears. \n'b' Call of the Bear King . Within 5 miles of the Bear King\xe2\x80\x99s lair, creatures have disadvantage on saving throws made to avoid contracting lycanthropy from a werebear. \n'b' Heightened Passions . Emotions within 10 miles of the Bear King\xe2\x80\x99s lair run high. Arguments quickly descend into physical scuffles and enjoyable get-togethers are likely to become raucous carousing. If the Bear King dies, these effects fade over the course of 1d10 days. \n'b'\n'b' ABOUT \n'b' Fey are capricious, mischievous, and often dangerous beings. However, despite their chaotic reputations, they do follow a certain set of rules. These rules\xe2\x80\x94widely misunderstood by outsiders\xe2\x80\x94are codified and enforced by a cadre of lofty fey nobility. Befitting any courtly structure, the fey bow to lords and ladies: eldritch creatures of immense power who rule the courts. \n'b' Heads of State . The fey lords and ladies are beings of high station and prodigious personal power. Each rules over at least a great city if not an entire nation. No matter the scope of a fey noble\xe2\x80\x99s domain, in his or her eyes, a fey ruler\xe2\x80\x99s word is law.\xc2\xa0Outsiders might not understand the edicts and interdicts of a fey noble, but that\xe2\x80\x99s no protection against the harsh penalties that await any who break them, knowingly or otherwise. \n'b' Vacant Thrones . When a lord or lady of the fey dies, the court does not remain leaderless for long. Ambitious beings among the fey always hunger for more power and covet the stations of their superiors. After a traditional month or year of mourning, vicious power struggles winnow the weak and pave the way for the most cunning or the strongest to take the court\xe2\x80\x99s vacant throne. Dressed in hunting leathers with a thick bearskin cloak around his shoulders, the bearded king sits upon a throne carved from a whole tree trunk. A crown of holly leaves wreathes his head, and a blackened maul rests near his hand. An ornate clay pot filled with honey hangs at his hip.\xc2\xa0Mesikammen the Bear King, called \xe2\x80\x9cOld Honey Paws,\xe2\x80\x9d rules the northern Kingdom of the Bear. Its forests are thick with bears, and bearfolk and werebears are common among its people. \n'b' Abuzz with Bees . The country\xe2\x80\x99s chief product and export, thanks to the Bear King\xe2\x80\x99s insatiable appetite for sweets, is honey. \n'b' The Bear King\xe2\x80\x99s hive-keepers harvest rich, blossom-sweet honey from the hives of giant bees they tend. The land\xe2\x80\x99s brewers use the honey to create the finest mead, and the most potent brews are infused with fey glamour. \n'b' Boisterous Revels . The Bear King and his court of bear jarls, witches, and oracles spend most of their time hunting in the hills, feasting, brawling, and drinking mead. Old Honey Paws maintains his rulership over this court by besting all rivals in a yearly series of challenges. The challenges are open to anyone, but the Bear King has defeated all comers since he rose to the throne.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Lord of the Hunt \n'b' Family: Fey Lords \n'b' Medium fey , lawful neutral \n'b' Armor Class 18 (natural armor) Hit Points 229 (27d8 + 108) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 18 (+4) CON: 19 (+4) INT: 14 (+2) WIS: 18 (+4) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Wis +10, Cha +8 Skills Athletics +11, Perception +10, Survival +10 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons Damage Immunities cold, poison Condition Immunities exhaustion , charmed , frightened , poisoned Senses blindsight 10 ft., darkvision 120 ft., passive Perception 20 Languages Common, Draconic, Elvish, Sylvan Challenge 18 (20,000 XP) Proficiency Bonus +6 \n'b' SPECIAL TRAITS \n'b'\n'b' Huntsman\xe2\x80\x99s Weapons . The Lord of the Hunt\xe2\x80\x99s weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 14 (4d6) poison damage (included in the attack ). \n'b' Legendary Resistance (3/Day) . If the Lord of the Hunt fails a saving throw, he can choose to succeed instead. \n'b' Sure Seat . While mounted and not incapacitated , the Lord of the Hunt can\xe2\x80\x99t be forced prone , dismounted, or moved against his will. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Lord of the Hunt makes three Spear or Longbow attacks. \n'b' Spear . Melee or Ranged Weapon Attack : +11 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 8 (1d6 + 5) piercing damage, or 9 (1d8 + 5) piercing damage if used in two hands, plus 14 (4d6) poison damage. If the Lord of the Hunt throws the spear, the spear teleports up to 120 feet to the Lord of the Hunt\xe2\x80\x99s hand at the start of his next turn. If he has no hand free, the spear teleports to the ground at his feet. \n'b' Longbow . Ranged Weapon Attack : +10 to hit, range 150/600 ft., one target. Hit : 8 (1d8 + 4) piercing damage plus 14 (4d6) poison damage. \n'b' Hunter\xe2\x80\x99s Quarry . The Lord of the Hunt magically calls 3d6 elk or boars, 1d4 giant boars or giant elk, or 1 elephant . The called Beasts arrive in 1d4 rounds, acting as allies of the Lord and obeying its spoken commands. The Beasts remain for 1 hour, until the Lord dies, or until the Lord dismisses them as a bonus action. The Lord can have any number of Beasts under its control at one time provided the combined total CR of the Beasts is no higher than 8. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Fey Mount . The Lord of the Hunt can summon or dismiss a magical Fey mount, mounting or dismounting it as part of this bonus action without spending movement. The mount uses the statistics of a warhorse, except it has 40 hp , is a Fey, has the same damage and condition resistances and immunities as the Lord of the Hunt, and uses the Lord\xe2\x80\x99s saving throw bonuses in place of its own. If the mount is slain, it disappears, leaving behind no physical form, and the Lord of the Hunt must wait 1 hour before summoning the mount again. \n'b'\n'b' REACTIONS \n'b'\n'b' Parry . The Lord of the Hunt increases his AC by 6 against one attack that would hit him. To do so, he must see the attacker and must be wielding a melee weapon. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Lord of the Hunt 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 Lord of the Hunt regains spent legendary actions at the start of his turn. \n'b'\n'b' Attack . The Lord of the Hunt makes one Spear or Longbow attack . \n'b' Tenacious Stride . The Lord of the Hunt moves up to his speed without provoking opportunity attacks. If he is mounted, he can force the mount to move up to half its speed without provoking opportunity attacks instead. \n'b' Call to the Hunt (Costs 2 Actions) . The Lord of the Hunt blows his hunting horn and chooses one creature he can see within 60 feet. If the creature can hear the horn, it must succeed on a DC 16 Charisma saving throw or be charmed by the Lord of the Hunt for 8 hours. The charmed target obeys the Lord\xe2\x80\x99s verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to the Lord\xe2\x80\x99s Call to the Hunt for the next 24 hours. The Lord can have only one target charmed at a time. If he charms another, the effect on the previous target ends. \n'b'\n'b' LAIR \n'b' If the Lord of the Hunt has any permanent lair, it is unknown to all but his closest confidants. While the Wild Hunt is a thing of beautiful and deadly grace on the move, the Lord\xe2\x80\x99s encampment becomes his lair when the Hunt settles for any length of time. \n'b' Tents and pavilions house the Lord and his Hunt, and great, roaring fires roast the day\xe2\x80\x99s kills. The hours pass with revelry, feasting, physical contests, and strong drink. \n'b' On initiative count 20 (losing initiative ties), the Lord of the Hunt takes a lair action to cause one of the following effects; the Lord of the Hunt can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Cry Havoc . The Wild Hunt echoes with an otherworldly war cry. One creature the Lord of the Hunt can see within 120 feet of him must succeed on a DC 19 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Encourage Undergrowth . Plants erupt from a point on the ground the Lord of the Hunt can see within 120 feet of him. The area within 20 feet of that point is difficult terrain . A creature that enters the difficult terrain for the first time on a turn or starts its turn there must succeed on a DC 19 Dexterity saving throw or take 9 (2d8) poison damage and be restrained by vines. A creature, including the restrained creature, can take its action to free the restrained creature by succeeding on a DC 19 Strength check. The plants remain until the Lord of the Hunt uses this lair action again or until he dies. \n'b' Mark Prey . One creature the Lord of the Hunt can see within 120 feet of him must succeed on a DC 19 Wisdom saving throw or be magically marked until initiative count 20 on the next round. The Lord has advantage on attack rolls against the marked target. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing the Lord of the Hunt\xe2\x80\x99s encampment is warped by his magic, which creates one or more of the following effects: \n'b'\n'b' Game Preserve . Game animals become plentiful within 3 miles of the lair. Wisdom ( Survival ) checks to hunt for food are made with advantage, but patrols from the Wild Hunt don\xe2\x80\x99t take kindly to poachers. \n'b' Hunting Grounds . Areas of natural terrain within 3 miles of the lair subtly rearrange themselves to create game trails through even the densest wilderness. \n'b' Spooked Animals . Domesticated animals within 3 miles of the lair become skittish and fearful. They are more difficult to handle and flee the area if left to their own devices. When the Lord of the Hunt breaks camp or dies, these effects end immediately. \n'b'\n'b' ABOUT \n'b' Astride a midnight horse sits a shirtless elven huntsman. His broad chest is thickly muscled and sports tattooed knot work. \n'b' Great stag antlers crest the huntsman\xe2\x80\x99s head, curving above his rich brown hair. The pale green glow that shines from his eyes obscures the elf \xe2\x80\x99s strong features, and a massive spear twined with glowing green vines drives forward in his clenched fist. \n'b' The baying of shadow hounds, the thundering of hoof beats, and a brassy horn note; the Wild Hunt is coming, and pity its quarry. \n'b' The Lord of the Hunt is an enigma among the fey nobles. His true identity beyond title and position as master of the Wild Hunt is unknown, but he has some connection to the Black Prince of the shadow fey\xe2\x80\x94while also answering to elvish druids and consorting with powerful hags and dryads. \n'b' The Wild Hunt . The Lord\xe2\x80\x99s court is the Wild Hunt itself, a group of huntsmen, revelers, intelligent hounds, and poor souls they sweep up in their frenzy. His home, if he has any permanent dwelling, is as mysterious as his true identity. He and his Hunt constantly move between the Plane of Shadow and the most ancient forests.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Moonlit King \n'b' Family: Fey Lords \n'b' Medium fey , neutral good \n'b' Armor Class 17 (natural armor) Hit Points 204 (24d8 + 96) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 20 (+5) CON: 18 (+4) INT: 20 (+5) WIS: 18 (+4) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Wis +10, Cha +11 Skills Arcana +11, Perception +10 Damage Resistances acid; bludgeoning, piercing, and slashing from attacks not made with cold iron weapons Damage Immunities cold, fire, poison Condition Immunities charmed , frightened , poisoned Senses blindsight 30 ft., darkvision 120 ft., passive Perception 20 Languages Abyssal, Celestial, Common, Draconic, Elvish, Infernal, Umbral, telepathy 120 ft. Challenge 17 (18,000 XP) Proficiency Bonus +6 \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the Moonlit King fails a saving throw, he can choose to succeed instead. \n'b' Moonlit Weapons . The Moonlit King\xe2\x80\x99s weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 14 (4d6) radiant damage (included in the attack ). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Moonlit King makes three Crystal Staff or Moon Bolt attacks. He can replace one attack with a use of Spellcasting. If two Crystal Staff attacks hit one creature, the target must succeed on a DC 19 Constitution saving throw or be stunned until the end of its next turn. \n'b' Crystal Staff . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage plus 14 (4d6) radiant damage. \n'b' Moon Bolt . Ranged Spell Attack : +11 to hit, range 120 ft., one target. Hit : 27 (4d10 + 5) radiant damage, and the target sheds dim light in a 10-foot radius until the end of its next turn. If the target is a creature in a form other than its true form, it takes an extra 11 (2d10) radiant damage and must succeed on a DC 19 Charisma saving throw or revert to its true form. \n'b' Animate Shadows (Recharge 5\xe2\x80\x936) . The Moonlit King causes the shadows of up to three creatures he can see within 60 feet of him to animate and attack their owners. Each target must make a DC 19 Dexterity saving throw. On a failure, a creature takes 49 (14d6) necrotic damage, and its Strength score is reduced by 1d4. On a success, a creature takes half the damage, and its Strength score isn\xe2\x80\x99t reduced. This reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its Strength to 0. \n'b' Summon Devil (1/Day) . The Moonlit King magically calls a lunar devil to aid him. The devil arrives in 1d4 rounds, acting as ally of the Moonlit King and obeying his spoken commands. The devil remains for 1 hour, until the Moonlit King dies, or until the King dismisses it as a bonus action. \n'b' Spellcasting . The Moonlit King casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (save DC 19):\n'b'\n'b'\n'b' At will : continual flame , invisibility (self only), moonbeam , zone of truth \n'b' 3/day each : dispel evil and good , dispel magic , major image \n'b' 1/day each : heal , project image \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Moonlight Step . The Moonlit King teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see. The origin and destination spaces must contain moonlight. \n'b'\n'b' REACTIONS \n'b'\n'b' Shadow Slip . When a creature the Moonlit King can see within 30 feet of him attacks him, he takes on the quality of his manifest delusions, temporarily becoming ghostly. The attack roll has disadvantage, and if it hits, the Moonlit King takes only half the damage from the attack . \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Moonlit King 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 Moonlit King regains spent legendary actions at the start of his turn. \n'b'\n'b' Move . The Moonlit King moves up to his speed without provoking opportunity attacks. \n'b' Shift Moonlight . The Moonlit King changes the brightness of each area of moonlight he can see within 120 feet of him from dim light to bright light or vice versa. \n'b' Attack (Costs 2 Actions) . The Moonlit King makes a Crystal Staff or Moon Bolt attack . \n'b' Spread Madness (Costs 2 Actions) . Each creature within 30 feet of the Moonlit King must succeed on a DC 19 Wisdom saving throw or suffer short-term madness. The Moonlit King can use this legendary action only when he is in moonlight. \n'b'\n'b' LAIR \n'b' The Moonlit King\xe2\x80\x99s lair is the Tower of the Moon, which is hidden in a spiral labyrinth deep within the Plane of Shadows. \n'b' The tower is a run-down, forlorn place filled with false whispers and shadow ghosts of the mad fey lord\xe2\x80\x99s own creation. \n'b' On initiative count 20 (losing initiative ties), the Moonlit King takes a lair action to cause one of the following effects; the Moonlit King can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Frightful Whispers . Disembodied whispers speaking of despair and failure erupt from a point the Moonlit King can see within 120 feet of him. Each non-Fiend creature within 15 feet of that point must succeed on a DC 19 Wisdom saving throw or be frightened until the end of its next turn. \n'b' Maddening Hallucinations . Shadows and moonlight dance around up to three creatures the Moonlit King can see within 60 feet of him. Each target must succeed on a DC 19 Wisdom saving throw or be incapacitated until the end of its next turn as hallucinations fill its mind. If the saving throw fails by 5 or more, the target suffers short-term madness. \n'b' Moonlit Illumination . Four beams of moonlight appear on points the Moonlit King can see within 120 feet of him. Each beam sheds dim light in a 10-foot radius centered on a point. The moon beams last until the Moonlit King uses this lair action again or until he dies. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing the Moonlit King\xe2\x80\x99s lair is warped by his magic, which creates one or more of the following effects: \n'b'\n'b' Constant Moonlight . Weather conditions don\xe2\x80\x99t inhibit moonlight shining within 10 miles of the lair\xe2\x80\x94clouds part, rain seems to channel moonbeams, and snow takes on a luminous silver glow. \n'b' Stryx Network . The area within 5 miles of the Moonlit King\xe2\x80\x99s lair attracts hundreds of stryxes and owls. The King can choose to see or hear through the senses of any stryx or owl in this area. \n'b' Waking Dreams . Dreams and fears take on a life of their own. Minor visual and auditory hallucinations plague creatures within 3 miles of the lair. If the Moonlit King dies, these effects fade over the course of 1d10 days. \n'b'\n'b' ABOUT \n'b' Dressed in archaic nobleman\xe2\x80\x99s finery, this elf lord has wildly unkempt bluish hair and pale, almost luminous skin. His eyes bulge slightly from their sockets as they stare vacantly. The lord\xe2\x80\x99s shadow moves slightly out of sync with his body, which appears solid in some portions and nearly transparent in others. \n'b' Dwindling Power . The Moonlit King lost the favor of his wife, the Queen of Night and Magic, long ago. When he fell from power, the Queen exiled him, banishing him from his seat in the courts of the shadow fey. Now he endures in the crumbling, far-flung Tower of the Moon. The King has sunk deep into madness during his isolation and has turned to bargains with demons and devils in a desperate bid to regain freedom.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Queen of Night and Magic \n'b' Family: Fey Lords \n'b' Medium fey , neutral evil \n'b' Armor Class 22 (regal bearing) Hit Points 225 (30d8 + 90) Speed 30 ft., fly 60 ft. (hover)\n'b' STATS STR: 12 (+1) DEX: 19 (+4) CON: 17 (+3) INT: 20 (+5) WIS: 18 (+4) CHA: 26 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Wis +11 Skills Arcana +12, Deception +15, Intimidation +15, Perception +11, Stealth +11 Damage Resistances fire, lightning Damage Immunities cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons Condition Immunities charmed , frightened Senses truesight 120 ft., passive Perception 21 Languages Celestial, Common, Elvish, Sylvan, Umbral, telepathy 120 ft. Challenge 21 (33,000 XP) Proficiency Bonus +7 \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the Queen of Night and Magic fails a saving throw, she can choose to succeed instead. \n'b' Magic Resistance . The Queen of Night and Magic has advantage on saving throws against spells and other magical effects. \n'b' Regal Bearing . While the Queen of Night and Magic is wearing no armor and wielding no shield, her AC includes her Charisma modifier. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Queen of Night and Magic makes three Rapier or Star Strike attacks. She can replace one attack with a use of Spellcasting or Unravel. \n'b' Rapier . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage plus 14 (4d6) cold damage. \n'b' Star Strike . Ranged Spell Attack : +15 to hit, range 120 ft., one target. Hit : 17 (2d8 + 8) fire damage plus 9 (2d8) radiant damage. \n'b' Unravel . The Queen of Night and Magic ends one magical effect she can see within 60 feet of her. To do so, she must succeed on a Charisma check against a DC of 10 + the spell\xe2\x80\x99s level or the magical effect\xe2\x80\x99s DC, whichever is higher. \n'b' Shadow Rift (Recharge 5\xe2\x80\x936) . The Queen of Night and Magic creates a shadowy rift on a point she can see within 120 feet. Each creature within the 20 feet of the rift must make a DC 23 Constitution saving throw. On a failure, a creature takes 36 (8d8) cold damage and 36 (8d8) necrotic damage and is restrained by wisps of icy shadow for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Spellcasting . The Queen of Night and Magic casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 23):\n'b'\n'b'\n'b' At will : command , dancing lights , darkness , mage hand , suggestion \n'b' 3/day each : confusion , fear , greater invisibility , mirror image \n'b' 1/day each : dominate monster , plane shift , power word stun \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Hidden Step . The Queen of Night and Magic magically teleports, along with any equipment she is wearing or carrying, up to 60 feet to an unoccupied space she can see and takes the Hide action. \n'b'\n'b' REACTIONS \n'b'\n'b' Sudden Fraying . When the Queen of Night and Magic is targeted by a spell or included in a spell\xe2\x80\x99s area and the spell doesn\xe2\x80\x99t have an instantaneous duration, she can use Unravel on the spell, dispelling it after it is cast. She doesn\xe2\x80\x99t need to see a spell to target it with this reaction , but she must be able to see at least some portion of an area or object affected by the spell. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Queen of Night and Magic 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 Queen of Night and Magic regains spent legendary actions at the start of her turn. \n'b'\n'b' Attack . The Queen of Night and Magic makes one Star Strike attack. She doesn\xe2\x80\x99t have disadvantage on this attack roll from being within 5 feet of a creature, though she can have disadvantage from other sources. \n'b' Move . The Queen of Night and Magic moves up to her walking speed or up to half of her flying speed without provoking opportunity attacks. \n'b' Cast a Spell (Costs 2 Actions) . The Queen of Night and Magic uses Spellcasting. \n'b' Swirling Stars (Costs 2 Actions) . The stars on the Queen\xe2\x80\x99s gown pulse with brilliant starlight. Each creature within 15 feet of her must succeed on a DC 23 Dexterity saving throw or be blinded until the end of its next turn. \n'b'\n'b' LAIR \n'b' The Queen of Night and Magic makes her home in the Plane of Shadows in the ancient halls of the courts of the shadow fey. Her lair is a great castle of delicate spires and graceful bridges with sprawling wings that house various members of the court. \n'b' On initiative count 20 (losing initiative ties), the Queen of Night and Magic takes a lair action to cause one of the following effects; the Queen of Night and Magic can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Demoralizing Assault . Visions of hopelessness and despair assail the mind of one creature the Queen can see within 60 feet of her. The creature must succeed on a DC 23 Wisdom saving throw or be stunned until initiative count 20 on the next round. \n'b' Extinguish Light . Each source of magical or nonmagical bright light within 60 feet of the Queen becomes dim light, and each source of magical or nonmagical dim light within 60 feet of her becomes darkness. This effect lasts until the Queen uses this lair action again, until she dismisses it as a bonus action, or until she dies. \n'b' Wall of Shadow . An opaque wall of writhing shadows springs up from a solid surface within 120 feet of the Queen. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must succeed on a DC 23 Dexterity saving throw or take 18 (4d8) necrotic damage. Creatures in the wall\xe2\x80\x99s space are pushed 5 feet out of the wall\xe2\x80\x99s space, appearing on whichever side of the wall they choose. A creature can move through the wall, but the semi-material shadow resists intrusion. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. A creature that starts its turn in the wall or enters the wall\xe2\x80\x99s space for the first time on a turn must make a DC 23 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. The wall dissipates when the Queen uses this lair action again or when she dies. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing the Queen of Night and Magic\xe2\x80\x99s lair is warped by her magic, which creates one or more of the following effects: \n'b'\n'b' Constant Surveillance . The Queen of Night and Magic can cast her senses to any area containing darkness, dim light, or shadows within 6 miles of her lair. This effect works like the clairvoyance spell, except its range is 6 miles. \n'b' Living Shadow . Shadows come to life within 6 miles of the Queen\xe2\x80\x99s lair. Most of the time these living shadows are unnerving and nothing more, but when a creature acts against the interests of the Queen, the shadows can interfere and cause the creature to have disadvantage on ability checks made to act against her interests. \n'b' Magically Active . Magic saturates the area within 6 miles of the lair, causing temporary, minor, and harmless magical effects, like random aromas wafting through the air, sudden chills, spontaneous motes of light dancing in the sky, and similar. If the Queen of Night and Magic dies, these effects fade over the course of 1d10 days. \n'b'\n'b' ABOUT \n'b' A fey lady of stunning beauty with hair the color of midnight stands before a shining field of stars. A gown seemingly woven from the night sky drapes her flawless ivory skin. Bright lights glitter like diamonds in her crown and raiment, and some drift about her body and dance near her hand. \n'b' Her Celestial and Royal Majesty, Sarastra Aestruum, Queen of Night and Magic, is also Duchess of the Heavens, Mistress of Air and Darkness, Lady of the Summer Palace, and Bride of Shadows. The Queen rules the court of the shadow fey with grace and majesty\xe2\x80\x94most of the time. Queen Sarastra is the head of the Summer Court, which rules the shadow fey in its season. \n'b' On the rare occasion when the courtly season turns, Sarastra steps aside in favor of her husband and rival, the Moonlit King, who is head of the Winter Court. \n'b' Shadow Sorceress . The Queen of Night and Magic does not bear her moniker lightly. She is a devastatingly potent sorceress, augmented with command over the stuff of shadows. \n'b' Though her nature is undeniably dark, Queen Sarastra is hardly unreasonable. She is quick to recognize the value in any supplicant, mortal or fey, who catches her royal eye. She is never one to ignore an opportunity to further her agenda or to gain further power over the Moonlit King.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Abyssal Devastator \n'b' Gargantuan construct , chaotic evil \n'b' Armor Class 22 (natural armor) Hit Points 396 (24d20 + 144) Speed 50 ft., burrow 30 ft., fly 60 ft.\n'b' STATS STR: 29 (+9) DEX: 21 (+5) CON: 23 (+6) INT: 15 (+2) WIS: 18 (+4) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +12, Wis +11, Cha +13 Skills Acrobatics +12, Arcana +9, Athletics +16, Intimidation +14, Perception +11 Damage Resistances bludgeoning, piercing, or slashing damage from weapons that are not adamantine and also epic magic items or artifacts Damage Immunities acid, cold, fire, lightning Condition Immunities charmed , frightened , poisoned , paralyzed , stunned , unconscious Senses blindsense 30 ft., darkvision 60 ft., passive Perception 21 Languages Abyssal, Celestial Challenge 22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Corruption . Any chaotic evil fiend within 60 feet of an Abyssal devastator with at least 10 Hit Dice gains advantage on Strength and Charisma checks and saving throws and on all saving throws against spells. In addition, they gain a +2 bonus on attack and damage rolls with Strength -based attacks. \n'b' Deadly Opportunist . When the Abyssal devastator makes an opportunity attack , it does not use the creature\xe2\x80\x99s reaction .\n'b'\n'b'\n'b' It can thus take any number of opportunity attacks each round. It can make opportunity attacks when a creature moves through more than 5 feet of its threatened area, not only when it moves out of the Abyssal devastator\xe2\x80\x99s reach. \n'b' An opponent\xe2\x80\x99s movement provokes only one opportunity attack, no matter how far it moves through the Abyssal devastator\xe2\x80\x99s reach. The Abyssal devastator can choose when during the creature\xe2\x80\x99s movement that it takes its attack. \n'b' If a creature within the Abyssal devastator\xe2\x80\x99s reach casts a spell, it can use its reaction to take a special opportunity attack against that spellcaster. If the attack hits, the target must succeed on a Constitution saving throw (DC 10 or half the damage it takes, whichever is higher) or the spell is ruined and has no effect. \n'b'\n'b' Devastating Critical . The Abyssal devastator scores a critical hit on a natural roll of 19 or 20. \n'b' Innate Spellcasting . The Abyssal devastator\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 21). The Abyssal devastator can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : blade barrier , detect evil and good \n'b' 3/day : divine word , plane shift \n'b' 1/day : earthquake , finger of death \n'b'\n'b' Legendary Resistance (3/day) . If the Abyssal devastator fails a saving throw, it can choose to succeed instead. \n'b' Piercing Perception . The Abyssal devastator has continuous true seeing , and in addition it is always aware of the location of creatures within 30 feet, even if blinded or its line of sight to the creature is blocked; it can see through barriers less than 1 inch thick. \n'b' Unchanging . The Abyssal devastator is immune to having its form changed, including polymorph and petrification effects. \n'b' Unholy Aura . The Abyssal devastator has advantage on saving throws against spells cast by good-aligned creatures, and celestials and good-aligned conjured or summoned creatures have disadvantage on attack rolls against the Abyssal devastator. In addition, a good-aligned creature that strikes the Abyssal devastator in melee must succeed on a DC 21 Constitution saving throw or become enfeebled for 1d6 rounds, causing them to have disadvantage on Strength checks and saving throws and to deal only half damage with weapon attacks that use Strength . Additional failed saves extend the duration of this effect by 1 round per failed save, but an enfeebled creature can attempt a new saving throw each round at the end of its turn to end the enfeeblement. \n'b' Vile Strikes . An Abyssal devastator\xe2\x80\x99s Vile Arm attacks are considered epic magical adamantine weapons with a +3 bonus on attack and damage rolls . Its attacks deal bludgeoning, piercing, and slashing damage (whichever is considered most advantageous for the Abyssal devastator). In addition, they deal an additional 7 (2d6) damage of the same type against good-aligned targets and an additional 7 (2d6) damage of the same type against lawful-aligned targets; this damage is combined against lawful good targets. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Abyssal devastator can make six attacks, four with its vile arms and two with its wings. \n'b' Vile Arms . Melee Weapon Attack : +19 to hit, reach 20 ft., one target. Hit : 20 (2d10 + 12) bludgeoning, piercing, and slashing damage plus Vile Strikes (see above). \n'b' Wings of Death . Melee Weapon Attack : +16 to hit, reach 15 ft., one target. Hit : 16 (2d6 + 9) slashing damage, plus the target is surrounded by a shadowy aura that causes them to take 2d6 necrotic damage each round at the beginning of their turn. This aura is dispelled if the target receives magical healing of at least 12 hit points or takes at least 12 points of radiant damage from a single effect. \n'b' Implosion (1/day) . The Abyssal devastator summons vast destructive energies, allowing it to utterly destroy creatures or objects. This functions like disintegrate (9th level), but the Abyssal devastator can maintain concentration for up to 1 minute, using its action to repeat the disintegrate effect each round it continues to concentrate. It cannot target the same creature or object more than once per day with this effect. \n'b' Vile Rend . A creature struck by 2 or more Vile Arms in the same round has its flesh ripped and torn, dealing an additional 35 (2d10 + 24) bludgeoning, piercing, and slashing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Display of Strength (Recharges 5-6) . The Abyssal devastator treats the result of a Strength check or saving throw as a natural 20. \n'b' Epic Surge . Whenever the Abyssal devastator rolls a d20, it can add 1d4 to the result of the die roll. \n'b'\n'b' REACTIONS \n'b'\n'b' Absorb Good Magic . Whenever a spell that deals radiant damage or that specifically targets or affects evil creatures or fiends, such as protection from evil and good , divine word , hallow , or magic circle , targets the Abyssal devastator or includes it in its area, the caster must succeed on a DC 21 Charisma saving throw. If failed, the spell is negated and the Abyssal devastator gains 5 temporary hit points per spell level that last 1 hour or until expended. If the Abyssal devastator encounters an existing spell of this type where the caster is not present, such as hallow , the Abyssal devastator itself can attempt a DC 21 Charisma saving throw with advantage; if it succeeds, it dispels and absorbs the spell as above. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Abyssal devastator 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 Abyssal devastator regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The Abyssal devastator makes a Wisdom ( Perception ) check or casts detect evil and good . \n'b' Dimensional Anchor . The Abyssal devastator targets one creature within 60 feet, sealing it within the plane it occupies for 1 minute. During this time, the target cannot use any form of teleportation or plane travel. This effect can be dispelled as if it were a 4th-level spell. \n'b' Wingslash (Costs 2 Actions) . The Abyssal devastator whips its wings in a whirlwind of death. Each creature within 15 feet of the Abyssal devastator must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) slashing damage and be knocked prone . The Abyssal devastator can then fly up to half its flying speed. \n'b'\n'b' ABOUT \n'b' These hideous war machines are thankfully rare, forged in the farthest bottomless pits of the demonic realms from the blood-soaked refuse of a thousand battles. \n'b' Discarded weapons, sundered armor, and mangled flesh are woven together into a colossal titan of mechanized horror with four monstrous limbs each bearing weapons that seem to ooze and morph through different shapes, each more cruel and sadistic than the last. In an unholy act of twisted fiendish humor, Abyssal devastators derive their power from the tormented souls of celestials, bound in eternal torment and wracked with monstrous impulses to destroy whatever lies in their path, save for the demonic hosts they are now bound to serve.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chroma Lizard \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 90 (12d10 + 24) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 2 (\xe2\x80\x934) WIS: 10 (+0) CHA: 3 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +5 Damage Resistances radiant Senses passive Perception 12 Languages \xe2\x80\x94 Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Mirror Scales . While the chroma lizard is in bright light, creatures that rely on sight have disadvantage on attack rolls against the lizard. \n'b' Mirror Shy . If the chroma lizard sees itself reflected in a polished surface within 30 feet of it and in an area of bright light, the lizard immediately closes its eyes and is blinded until the start of its next turn when it can check for the reflection again. \n'b' Radiant Reflection . When a creature deals radiant damage to the chroma lizard, half the radiant damage the lizard took is reflected back at that creature. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The chroma lizard uses Dazzling Display. It then makes one Bite attack and one Claws attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) slashing damage. \n'b' Dazzling Display . The chroma lizard causes its chrome scales to ripple, casting dizzying reflections of light. Each creature that can see the chroma lizard must succeed on a DC 15 Constitution save or be blinded until the end of its next turn. The lizard can\xe2\x80\x99t use this action while in darkness, and creatures have advantage on the saving throw if the chroma lizard is in dim light. \n'b'\n'b' ABOUT \n'b' Dizzying shimmers of light bounce off the mirror-like scales of this reptilian creature. Its powerful jaws part with a hiss, revealing a smile of razor-edged teeth. \n'b' Chroma lizards\xe2\x80\x99 long, reptilian bodies are supported by short, powerful legs that are ideal for moving undetected through tall savanna grasses. The lizard is covered in reflective, mirror-like scales that provide constant camouflage and dazzle unwitting prey. \n'b' Carnivorous Camouflage . Chroma lizards develop their unique chrome-plated scales through a specialized digestive process that extracts minerals readily found in meat. The lizards can extract these minerals from other foods but prefer a carnivorous diet whenever possible. Freshly hatched or poorly nourished chroma lizards have dull scales that don\xe2\x80\x99t afford the same protection as healthy scales. \n'b' Prized Hide . The chroma lizard\xe2\x80\x99s mirror-like scales are prized for their beauty and utility. Hunters turn a healthy profit selling chroma hides to armorers and jewelry makers, but savanna dwelling peoples train the lizards as mounts. \n'b' Mirrored Competition . Needing a large intake of prey to maintain their scales, chroma lizards in the wild fight each other for territory or mates. Chroma lizards fight one another with their eyes closed to avoid the reflected light from their opponents. If the lizards see themselves in a reflection, they often shut their eyes out of reflex. Clever hunters use reflective surfaces when hunting chroma lizards to gain the upper hand on the lizards.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pangolin \n'b' Family: Animal \n'b' Small beast , unaligned \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 4 (1d6+1) \n'b' Speed 20 ft., burrow 5 ft.\n'b' STATS STR: 9 (-1) DEX: 10 (+0) CON: 13 (+1) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 \n'b' Challenge 0 (10 XP) \n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +0 to hit, reach 5 ft., 1 targets. Hit : 1 point of piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Curl . As a reaction to being attacked, the pangolin can curl into a ball. While curled into a ball the pangolin gains a +2 bonus to AC. It may uncurl as a bonus action on its turn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Queen of Witches \n'b' Family: Fey Lords \n'b' Large fey , neutral \n'b' Armor Class 18 (natural armor) Hit Points 218 (23d10 + 92) Speed 40 ft., fly 50 ft. (hover)\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 19 (+4) INT: 16 (+3) WIS: 18 (+4) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Wis +10, Cha +12 Skills Arcana +15, Deception +12, History +9, Insight +10, Perception +10 Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons Damage Immunities radiant Condition Immunities blinded , charmed , frightened Senses darkvision 120 ft., truesight 60 ft., passive Perception 20 Languages Celestial, Common, Draconic, Elvish, Sylvan, Umbral Challenge 17 (18,000 XP) Proficiency Bonus +6 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The Queen of Witches has advantage on saving throws against spells and other magical effects. \n'b' Moonlit Weapons . The Queen of Witches\xe2\x80\x99s weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 7 (2d6) radiant damage (included in the attack ). \n'b' Legendary Resistance (3/Day) . If the Queen of Witches fails a saving throw, she can choose to succeed instead. \n'b' Token of Favor . The Queen of Witches can spend 1 minute cutting and tying a lock of her hair into a small token of her favor. A creature that is wearing or carrying the favor gains the benefits of the Magic Resistance trait. The Queen can revoke this magic at any time (no action required). If she does so, the creature has disadvantage on saving throws against spells and other magical effects for 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Queen of Witches makes three Moonsilver Ring attacks or four Mystical Blast attacks. She can replace one attack with a use of spellcasting. If she hits one creature with two Mystical Blast attacks, the target must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from her. \n'b' Moonsilver Ring . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) slashing damage plus 7 (2d6) radiant damage. \n'b' Mystical Blast . Melee or Ranged Spell Attack : +12 to hit, reach 5 ft. or range 120 ft., one target. Hit : 16 (3d6 + 6) force damage. \n'b' Spray of Moonlight (Recharge 5\xe2\x80\x936) . The Queen of Witches sends moonlight flooding out from her. Each creature within 15 feet of her must make a DC 20 Dexterity saving throw, taking 42 (12d6) radiant damage on a failed save, or half as much damage on a successful one. If the Queen is standing in an area of moonlight when she uses this action, each creature in the area has disadvantage on the saving throw. A creature that fails the saving throw by 5 or more is blinded until the end of its next turn. \n'b' Spellcasting . The Queen of Witches casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (save DC 20):\n'b'\n'b'\n'b' At will : faerie fire , silent image , tongues \n'b' 3/day each : dispel magic , hypnotic pattern , teleportation circle (as an action) \n'b' 2/day each : bestow curse , mass suggestion , flesh to stone \n'b' 1/day each : power word kill , sleep (as a 9th level spell), true polymorph \n'b'\n'b' REACTIONS \n'b'\n'b' Absorb Spell . When a creature the Queen of Witches can see within 30 feet of her casts a spell, the Queen can absorb the spell\xe2\x80\x99s energy, countering it. This works like the counterspell spell, except the Queen must always make a spellcasting ability check, no matter the spell\xe2\x80\x99s level. Her ability check for this is +10. If she successfully counters the spell, she regains 5 hp for each level of the spell. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Queen of Witches 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 Queen regains spent legendary actions at the start of her turn. \n'b'\n'b' Mystical Blast . The Queen makes one Mystical Blast attack . \n'b' Teleport . The Queen magically teleports, along with any equipment she is wearing or carrying, to an unoccupied space she can see within 60 feet. \n'b' Cast a Spell (Costs 2 Actions) . The Queen of Witches uses Spellcasting. \n'b'\n'b' LAIR \n'b' The Queen of Witches makes her lair in a cavern deep beneath a windswept, rocky mountain. Near the mountain\xe2\x80\x99s peak is an enormous quartz crystal that grows down to the lair. This crystal channels the light of the moon into the Queen\xe2\x80\x99s home when she doesn\xe2\x80\x99t emerge into the night sky. Her hags and attendant witches perform powerful rites in this magic-saturated sanctum. \n'b' On initiative count 20 (losing initiative ties), the Queen of Witches takes a lair action to cause one of the following effects; she can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Conjure Crystal Wall . A wall of softly glowing crystal springs up from a solid surface the Queen can see within 120 feet of her. The wall is 60 feet long, 10 feet high, 5 feet thick, blocks line of sight, and sheds dim light in a 10-foot radius. When the wall appears, each creature within its area is pushed out of the wall\xe2\x80\x99s space, appearing on whichever side of the wall it wants, and must succeed on a DC 20 Dexterity saving throw or take 14 (4d6) radiant damage. Each 10-foot section of the wall has AC 15, 10 hp , vulnerability to thunder damage, resistance to fire, slashing, and piercing damage, and immunity to poison and psychic damage. The wall remains until the Queen uses this lair action again, until she dismisses it as a bonus action, or until she dies. \n'b' Disrupt Spellcasting . Until initiative count 20 on the next round, each creature, other than fey, that casts a spell while within 60 feet of the Queen must succeed on a DC 20 Constitution saving throw or the spell fails, expending the spell slot. \n'b' Moonlight Blast . A searing flare of moonlight bursts from a point the Queen can see within 120 feet of her. Each creature within 15 feet of that point must succeed on a DC 20 Dexterity saving throw, taking 13 (3d8) radiant damage on a failed save, or half as much damage on a successful one. A creature not in its true form has disadvantage on the saving throw, and if it fails, it reverts to its true form. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing the Queen of Witches\xe2\x80\x99s lair is warped by the queen\xe2\x80\x99s magic, which creates one or more of the following effects: \n'b'\n'b' Lunar Constancy . Despite the weather, the moon is always visible for most of the night within 10 miles of the lair. Cloud cover has many breaks, or the moon\xe2\x80\x99s light sharply penetrates the clouds. \n'b' Moonlit Audience . Calling the Queen of Witches\xe2\x80\x99s name under the light of the moon within 3 miles of her lair draws her attention. She can choose to teleport to the supplicant and hear their request. For 24 hours after the invocation, even if the Queen never teleported to the supplicant, she has a connection to the area where the supplicant called for her and can teleport to an unoccupied space within 30 feet of it or back to her lair as an action. \n'b' Susurrating Fog . Silvery fog is common within 10 miles of the lair, and strange whispers are heard within the mist. If the Queen of Witches dies, these effects fade over the course of 1d10 days. \n'b'\n'b' ABOUT \n'b' This statuesque woman towers over any tall man and most ogres.\xc2\xa0Her hair falls in a cascade of curls and looks as if it is spun from copper. Her eyes are the color of moss beds, with no iris or pupil. A billowy robe of forest green enshrouds her body, and she grasps a great ring of etched silver in one massive fist. \n'b' Pact Patron . The Queen of Witches is one of the foremost patrons of those who seek power through a pact. Many hag covens offer her loyalty and tribute. She rules from beneath her mountain, attended by a court of fey witches, hags, and mortal supplicants. Her favor is highly sought after, and it is said that a single hair from her coppery head contains all the power a mortal might ever desire.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'River King \n'b' Family: Fey Lords \n'b' Medium fey , chaotic neutral \n'b' Armor Class 18 (natural armor) Hit Points 190 (20d8 + 100) Speed 30 ft., swim 60 ft.\n'b' STATS STR: 21 (+5) DEX: 17 (+3) CON: 20 (+5) INT: 14 (+2) WIS: 13 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con +10, Wis +6 Skills Intimidation +8, Nature +7, Perception +6, Stealth +8 Damage Resistances cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons Damage Immunities poison Condition Immunities charmed , exhaustion , frightened Senses blindsight 10 ft., darkvision 120 ft., passive Perception 16 Languages Common, Elvish, Giant, Primordial Challenge 16 (15,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The River King can breathe air and water. \n'b' Legendary Resistance (3/Day) . If the River King fails a saving throw, he can choose to succeed instead. \n'b' Riparian Weapons . The River King\xe2\x80\x99s weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 10 (3d6) poison damage (included in the attack ). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The River King makes two Longsword or Flood Blast attacks. \n'b' Longsword . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 10 (3d6) poison damage. \n'b' Flood Blast . Ranged Spell Attack : +8 to hit, range 120 ft., one target. Hit : 21 (4d8 + 3) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or be pushed up to 30 feet away from the River King and forced prone . \n'b' Grasping Whirlpool (Recharge 5-6) . The River King magically creates a swirling vortex of water centered on a point he can see within 60 feet. The vortex appears in the shape of a cylinder that is 15 feet tall with a 10-foot radius. Each creature in the area must make a DC 18 Strength saving throw. On a failure, a creature takes 36 (8d8) bludgeoning damage and is restrained . On a success, a creature takes half the damage, isn\xe2\x80\x99t restrained, and can choose to be pushed out of the whirlpool\xe2\x80\x99s space. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. While restrained, a creature is unable to breathe unless it can breathe water, and it must succeed on a DC 18 Strength saving throw at the end of each of its turns or take 18 (4d8) bludgeoning damage. A creature, including the restrained creature, can take an action to free the restrained creature by succeeding on a DC 18 Strength check. A creature with a swimming speed has advantage on the saving throw and on the Strength check to escape. \n'b' Spellcasting . The River King casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (save DC 16):\n'b'\n'b'\n'b' At will : create or destroy water , water breathing \n'b' 3/day each : freedom of movement , control water \n'b' 1/day : control weather (as an action) \n'b'\n'b' REACTIONS \n'b'\n'b' Blade Current . When a creature within 5 feet of the River King stands up from prone , he can make one Longsword attack against that creature. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The River King 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 River King regains spent legendary actions at the start of his turn. \n'b'\n'b' Attack . The River King makes a Longsword or Flood Blast attack. \n'b' Flow . The River King moves up to his walking speed, or swims up to half his swimming speed, without provoking opportunity attacks. \n'b' Ripple (Costs 2 Actions) . The River King magically ripples like sunlight on the surface of water. Until the start of his next turn, attack rolls against him have disadvantage. \n'b'\n'b' LAIR \n'b' The Court of the River King is a pair of small islands in the middle of a wide, swift river that flows from the mortal realm through a dimension of fey magic. The western keep houses servants, and the eastern is built above the Great Rippling Hall.\xc2\xa0The Great Rippling Hall is a bubble whose walls and ceiling are the river itself. A driftwood throne dominates the main hall. \n'b' On initiative count 20 (losing initiative ties), the River King takes a lair action to cause one of the following effects; the River King can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Flash Flooding . The fey river swells and rushes over the land, or the walls of the Hall buckle and allow the torrent in. A 60-foot line of water that is 10 feet wide rushes from a point on a wall the River King can see within 60 feet of him. Each creature in the line must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet away from the point on the wall, in the direction of the water\xe2\x80\x99s flow, and take 9 (2d8) bludgeoning damage. \n'b' Invoke Drowning . River water fills the mouth and throat of one creature the River King can see within 60 feet of him. The target must succeed on a DC 18 Constitution saving throw or begin suffocating. A suffocating but conscious target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any creature can take an action to force the water from the target\xe2\x80\x99s lungs by succeeding on a DC 15 Wisdom ( Medicine ) check, ending the effect. Otherwise, the effect lasts until the River King uses this lair action again or until the River King dies. \n'b' Imperial Impression . The River King\xe2\x80\x99s commanding and elegant presence in his magnificent lair overwhelms one creature he can see within 120 feet. The target must succeed on a DC 18 Charisma saving throw or be charmed by the River King until initiative count 20 on the next round. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing the River King\xe2\x80\x99s lair is warped by his magic, which creates one or more of the following effects: \n'b'\n'b' Rushing Rapids . The currents of rivers and streams within 3 miles of the lair become strong and erratic. Each creature swimming in these rivers and streams has disadvantage on Strength ( Athletics ) checks to swim, unless it has a swimming speed. \n'b' Stormy Weather . Rain and thunderstorms are common within 6 miles of the lair, and they often build to torrential downpours that obscure vision and cause waterways to overflow their banks. \n'b' Well-Stocked Waterways . Lakes, ponds, rivers, and streams within 10 miles of the lair teem with fish and other wildlife. If the River King dies, these effects fade over the course of 1d10 days. \n'b'\n'b' ABOUT \n'b' This powerfully muscled elf lord wears a cloak of foam-trimmed dark blue and a vest of woven green reeds and willow branches. \n'b' His crown shines like the sun on a lake, and his flowing hair curls and moves even when there is no wind. An orb of blue light that ripples like water circles his hand. \n'b' The River King is a stern ruler with a great love for his people and a quick temper for those who threaten his domain. As much a force of nature as he is a monarch, the River King is known to sometimes forget promises that were made in sincerity, and dealing with him can be perilous at the best of times. \xe2\x80\x9cThe river may change its course when it wills\xe2\x80\x9d is the usual expression among his court when His Rippling Majesty has had a sudden change of heart.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Snow Queen \n'b' Family: Fey Lords \n'b' Medium fey , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 182 (28d8 + 56) Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 18 (+4) CON: 14 (+2) INT: 18 (+4) WIS: 20 (+5) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Con +7, Cha +9 Skills Perception +10, Stealth +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons Damage Immunities cold Condition Immunities charmed , exhaustion , frightened Senses blindsight 10 ft., darkvision 120 ft., passive Perception 20 Languages Common, Elvish, Giant, Sylvan Challenge 16 (15,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Ice Climb . When climbing on ice, the Snow Queen has a climbing speed of 20 feet, and she can climb difficult surfaces made of ice and snow, including upside down on ceilings, without needing to make an ability check. \n'b' Icy Weapons . The Snow Queen\xe2\x80\x99s weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 2d6 cold damage (included in the attack ). \n'b' Legendary Resistance (3/Day) . If the Snow Queen fails a saving throw, she can choose to succeed instead. \n'b' Snowsight . The Snow Queen can see through areas obscured by snowfall, sleet, rain, and other wintry precipitation without penalty. \n'b' Snow Walk . The Snow Queen can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn\xe2\x80\x99t cost her extra movement. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Snow Queen makes two Claw or Ice Bolt attacks. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage plus 7 (2d6) cold damage. \n'b' Ice Bolt . Ranged Spell Attack : +10 to hit, range 120 ft., one target. Hit : 13 (2d8 + 4) piercing damage plus 7 (2d6) cold damage. The target\xe2\x80\x99s speed is reduced by 10 feet until the end of its next turn. \n'b' Cold Snap (Recharge 5-6) . The Snow Queen causes the temperature around her to drop dramatically. Each creature without 30 feet of the Snow Queen must make a DC 18 Constitution saving throw. On a failure, a creature takes 42 (12d6) cold damage and suffers one level of exhaustion . On a success, a creature takes half the damage and doesn\xe2\x80\x99t suffer exhaustion . A creature that is immune to cold damage doesn\xe2\x80\x99t suffer exhaustion, even if it fails the saving throw. A creature that fails the saving throw by 5 or more is petrified in ice for 1 minute. A petrified creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A petrified creature that takes fire damage has advantage on the saving throw to end the effect. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Snow Queen 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 Snow Queen regains spent legendary actions at the start of her turn. \n'b'\n'b' Attack . The Snow Queen makes a Claw or Ice Bolt attack . \n'b' Move . The Snow Queen moves up to her speed without provoking opportunity attacks. \n'b' Snowblind . One creature the Snow Queen can see within 120 feet of her must succeed on a DC 18 Dexterity saving throw or be blinded by swirling snow until the end of its next turn. \n'b' Wintry Swirl (Costs 2 Actions) . Each creature within 15 feet of the Snow Queen must succeed on a DC 18 Constitution saving throw or have vulnerability to cold damage until the end of its next turn. A creature with immunity to cold damage that fails this saving throw instead loses its immunity to cold damage but isn\xe2\x80\x99t vulnerable to it. \n'b'\n'b' LAIR \n'b' The Snow Queen\xe2\x80\x99s lair is a castle made of ice. Sunlight and moonlight flash through the delicate spires and translucent walls, setting the palace agleam even in the deepest night. The castle reflects its mistress: beautiful, cold, and unforgivingly deadly. \n'b' On initiative count 20 (losing initiative ties), the Snow Queen takes a lair action to cause one of the following effects; the Snow Queen can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Induce Snow Blindness . The snow and ice of the lair shimmer and gleam, catching the light and flashing it into the eyes of the Snow Queen\xe2\x80\x99s foes. Each hostile creature within 30 feet of the Snow Queen has disadvantage on attack rolls against her until initiative count 20 on the next round. \n'b' Isolated Blizzard . A blast of wintry weather and heavy snow falls in a 30-foot radius centered on a point on the ground that the Snow Queen can see within 120 feet of her. The area becomes difficult terrain , and each creature that enters the area for the first time on a turn must succeed on a DC 18 Strength saving throw or be restrained by the snow. A creature, including the restrained creature, can take an action to free the restrained creature by succeeding on a DC 18 Strength check. The snow melts away when the Queen uses this lair action again or when the Queen dies. \n'b' Snow Wall . A wall of dense snow erupts on a solid surface within 120 feet of the Snow Queen. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must succeed on a DC 18 Dexterity saving throw or take 14 (4d6) cold damage and be pushed 5 feet out of the wall\xe2\x80\x99s space, appearing on whichever side of the wall it wants. A creature can move through the wall, though the wall is filled with freezing snow. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. A creature that starts its turn in the wall or enters the wall\xe2\x80\x99s space for the first time on a turn must make a DC 18 Constitution saving throw, taking 14 (4d6) cold damage on a failed save, or half as much damage on a successful one. Each 10-foot section of the wall has AC 5, 15 hp , vulnerability to fire damage, resistance to bludgeoning damage, and immunity to cold, poison, and psychic damage. The wall melts when the Queen uses this lair action again or when she dies. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing the Snow Queen\xe2\x80\x99s lair is warped by her magic, which creates one or more of the following effects: \n'b'\n'b' Concealing Flurries . Light snowfall or swirling powder blown by the wind lightly obscures the area within 5 miles of the lair. \n'b' Permafrost . Within 10 miles of the lair, snow and ice resist melting, doing so only after prolonged contact with fire or other major source of heat. \n'b' Snow-Covered Land . Deep snow and frequent snowfall make the area within 3 miles of the lair difficult terrain for Medium and smaller creatures. If the Snow Queen dies, these effects fade over the course of 1d10 days. \n'b'\n'b' ABOUT \n'b' This severe elf has pale, almost white skin and tightly braided blond hair. Her gown is exquisite, fashioned of luminous blue fabric that catches light and shines from within. Lacy ice crystals accent the gown, and a snow-white mantle cascades from her shoulders. Icicles radiate in a crownlike halo behind her head, drifting gracefully through the air. \n'b' Queen of Giants . The Snow Queen is proud and cruel to any who cross her. Her daughters, the ice maidens, roam her kingdom with ease. Travelers who can\xe2\x80\x99t give a good reason to be moving through the Queen\xe2\x80\x99s territory meet a quick end in the maidens\xe2\x80\x99 chilly embrace. The Snow Queen commands the loyalty of winter-born tribes of fraughashar, ogres, frost giants, thursir giants, and trollkin. She is said to have mocked both Thor and Loki and often leads their priests astray into winter storms.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fey Noble \n'b' Medium fey , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 60 (8d8 + 24) Speed 40 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +5, Nature +10, Persuasion +7 Damage Resistances see below, plus bludgeoning, piercing, and slashing from nonmagical weapons that are not cold iron. Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 15 Languages all, telepathy 120 ft. Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Elemental Nature . The fey noble has particular traits associated with one of the four primal elements: Air: The fey noble has a fly speed of 30 ft., immunity to lightning and thunder damage, and resistance to cold damage.\n'b'\n'b'\n'b' Earth : The fey noble has immunity to bludgeoning, piercing, and slashing from nonmagical weapons that are not cold iron. \n'b' Fire : The fey noble has immunity to fire and radiant damage and resistance to cold damage. They can cast fire bolt at will (Spellcasting Attack : +8 to hit, range 120 ft., one target. Hit : 1d10 fire damage). \n'b' Water : The fey noble has a swim speed of 30 ft., can breathe water or air, and has immunity to cold damage, and resistance to acid damage. \n'b'\n'b' Fey Step . On their turn, the fey noble can use their movement to teleport 2 feet per foot of movement speed used, up to 80 feet. \n'b' Fey Weapons . The fey noble can summon a light finesse melee weapon into their hand at will as a bonus action. The fey weapon vanishes if it leave the noble\xe2\x80\x99s hand, but the noble can summon another as a bonus action. A fey noble\xe2\x80\x99s weapon is considered magical. \n'b' Innate Spellcasting . The fey noble\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16). The noble can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : dancing lights , druidcraft, minor illusion \n'b' 3/day each : entangle , faerie fire , goodberry, sleep \n'b' 1/day each : hallucinatory terrain , pass without trace \n'b'\n'b' Magic Resistance . The fey noble has advantage on saving throws against spells and other magical effects. \n'b'\n'b' Actions \n'b'\n'b' Fey Weapon . Melee Weapon Attack : +6 to hit, range 5 ft., one target. Hit : 5 (1d6 + 2). \n'b' Fey Charm . The fey noble targets one humanoid or beast they can see within 30 feet of them. The target must succeed on a DC 16 Wisdom saving throw or be magically charmed . The charmed creature regards the noble as a trusted friend to be heeded and protected. Although not under the noble\xe2\x80\x99s control, the charmed target takes the fey\xe2\x80\x99s requests and actions in the most favorable way they can. Each time the noble or its allies do anything harmful to the target, they can repeat the saving throw, ending the effect on a success. Otherwise, the Fey Charm lasts until the next sunset or sunrise or the fey noble perishes or ends the effect as a bonus action. If the target\xe2\x80\x99s saving throw is successful, the target is immune to the noble\xe2\x80\x99s Fey Charm for the next 24 hours. \n'b'\n'b' About \n'b' Fey nobles are the most powerful, and human-like, of the fey, usually appearing as particularly beautiful humanoids clad in elaborate, fine, if somewhat outdated clothing, if they bother to wear any at all. Nobles oversee courts of other fey and are often fascinated with people: their desires, drives, and imaginations, and Fey nobles seek to be close to them and learn more about these things. \n'b' This can lead some fey nobles to invite mortal people to be guests in their courts and at their revels, but it causes others to treat people as curiosities to be captured, \xe2\x80\x9ctamed,\xe2\x80\x9d and studied.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fey Reveler \n'b' Medium fey , chaotic neutral \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 38 (7d8+7) \n'b' Speed 30 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +6 \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages all, telepathy 60 ft. \n'b' Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Fey Step . On their turn, the fey reveler can use their movement to teleport 2 feet per foot of movement speed used, up to 60 feet. \n'b' Innate Spellcasting . The fey reveler\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). The reveler can innately caste the following spells, requiring no material components: \n'b'\n'b' At will : druidcraft \n'b' 3/day each : entangle , goodberry \n'b' 1/day each : pass without trace \n'b'\n'b' Magic Resistance . The fey reveler has advantage on saving throws against spells and other magical effects. \n'b'\n'b' Actions \n'b'\n'b' Fey Charm . The fey reveler targets one humanoid or beast they can see within 30 feet of them. The target must succeed on a DC 13 Wisdom saving throw or be magically charmed . The charmed creature regards the reveler as a trusted friend to be heeded and protected. Although not under the reveler\xe2\x80\x99s control, the charmed target takes the fey\xe2\x80\x99s requests and actions in the most favorable way they can. Each time the reveler or its allies do anything harmful to the target, they can repeat the saving throw, ending the effect on a success. Otherwise, the Fey Charm lasts until the next sunset or sunrise or the fey reveler perishes or ends the effect as a bonus action. If the target\xe2\x80\x99s saving throw is successful, the target is immune to the reveler\xe2\x80\x99s Fey Charm for the next 24 hours. \n'b'\n'b' About \n'b' Rhydan are awakened beasts, possessed of a soul from the Eternal Dance. While the rhydan ancestry in Chapter VIII has certain limits on a rhydan\xe2\x80\x99s beast form, this template can be applied to any beast, as the Game Master sees fit.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fey Revenant \n'b' Large fey , lawful evil \n'b' Armor Class 19 (natural armor) Hit Points 161 (17d10 + 68) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 18 (+4) INT: 10 (+0) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7 Skills Perception +5, Stealth +7 Damage Resistances bludgeoning, piercing Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 15 Languages Common, Elvish, Umbral Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Magic Resistance . The fey revenant has advantage on saving throws against spells and other magical effects. \n'b' Shadow Sight . Magical darkness doesn\xe2\x80\x99t impede the fey revenant\xe2\x80\x99s darkvision . \n'b' Shadow Traveler (4/Day) . As a bonus action while in shadows, dim light, or darkness, the fey revenant disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at its origin and destination when it uses this trait. \n'b' Spider Climb . The fey revenant can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Sunlight Sensitivity . While in sunlight, the fey revenant has disadvantage on attack rolls, as well as Wisdom ( Perception ) checks that rely on sight. \n'b' Thorn Body . A creature that touches the fey revenant or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage. \n'b' Actions \n'b' Multiattack . The fey revenant makes three attacks, either with its shortsword or longbow. It can use its Queen\xe2\x80\x99s Grasp in place of one shortsword or longbow attack . \n'b' Shortsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 7 (1d6 + 4) piercing damage plus 3 (1d6) poison damage. \n'b' Longbow . Ranged Weapon Attack : +7 to hit, range 120/600 ft., one target. Hit : 8 (1d8 + 4) piercing damage plus 3 (1d6) poison damage. \n'b' Queen\xe2\x80\x99s Grasp . Ranged Weapon Attack : +7 to hit, ranged 30/60 ft., one target. Hit : The target is restrained by icy wisps of shadow. While restrained , the creature takes 7 (2d6) cold damage at the start of each of its turns. As an action, the restrained creature can make a DC 15 Strength check, bursting through the icy shadow on a success. The icy shadow can also be attacked and destroyed (AC 10; 5 hp ; resistance to bludgeoning, piercing, and slashing damage; immunity to cold, necrotic, poison, and psychic damage). \n'b' About \n'b' An amalgam of shadow fey and spider, the thorn-covered fey appears out of the shadows and envelops its victim in icy tendrils of darkness. \n'b' Will of the Fey Queen . Shadow fey who have proven themselves most loyal to the commands and desires of the fey courts catch the eye of the Queen of Night and Magic. She calls them to her court and blesses them with a measure of her power. \n'b' Fey Transformation . A fey revenant retains the upper torso of its shadow fey body, its skin becomes thorny and bark-like, and its lower body changes into that of an arachnid or insect. Spiders, scorpions, and beetles are the most common, but many fey revenants have lower bodies resembling dragonflies, wasps, and locusts. Fey revenants with insect bodies that can fly have a flying speed of 30 feet. \n'b' Variant: Fey Revenants \n'b' Fey revenants have the following action option in place of the Queen\xe2\x80\x99s Grasp action: King\xe2\x80\x99s Fear . One creature of the fey revenant\xe2\x80\x99s choice within 60 feet of it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. While frightened , the creature takes 7 (2d6) radiant damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This flying creature looks like the disembodied skin of a onceliving person. Its mouth is twisted into a tortured scream, and its eyes gleam a baleful blue.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fey Wolf \n'b' Large beast , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 105 (14d10+28) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 Damage Resistances bludgeoning, piercing and slashing from weapons that aren\xe2\x80\x99t silvered Senses passive Perception 12 Languages Common, Sylvan Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . A fey wolf\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: \n'b'\n'b' 1/day each : charm person , faerie fire \n'b'\n'b' Death Curse . When a creature slays a fey wolf, that creature is cursed with ill luck unless it succeeds on a DC 13 Wisdom saving throw. When the cursed creature rolls a natural 20 on a die, it counts as a 1 instead. A fey creature can see this curse on a creature as an angry red halo around the victim\xe2\x80\x99s head. A remove curse spell is required to rid this curse from the victim. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fey wolf makes two attacks with its bite. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fey-Touched \n'b' Medium fey , chaotic neutral \n'b' Armor Class 11 Hit Points 22 (4d8 + 4) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 12 (+1) INT: 8 (-1) WIS: 8 (-1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Persuasion +4 Senses passive Perception 9 Languages Sylvan and one other language Challenge 1 (200 XP) \n'b' Special Traits \n'b' Collective Psychic Illness . Any humanoid within 5 ft. of the fey-touched must succeed on a DC 11 Wisdom saving throw, or they can\xe2\x80\x99t take reactions until the end of their next turn. On its turn, the target can\xe2\x80\x99t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can\xe2\x80\x99t attack , it does nothing on its turn. \n'b' Disoriented . The fey-touched make their ability checks and saving throws with disadvantage. \n'b' Actions \n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Feyward Tree \n'b' Huge construct , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 94 (9d12 + 36) Speed 20 ft.\n'b' STATS STR: 26 (+8) DEX: 10 (+0) CON: 18 (+4) INT: 2 (-4) WIS: 11 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +3, Cha +1 Skills Perception +3 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Magic Resistance . A feyward tree has advantage on saving throws against spells and other magical effects. \n'b' Contractibility and Conductivity . Certain spells and effects function differently against feyward trees:\n'b'\n'b'\n'b' A magical attack that deals cold damage slows a feyward tree (as the slow spell) for 3 rounds. \n'b' A magical attack that deals lightning damage breaks any slow effect on the feyward tree and heals 1 hit point for each 3 damage the attack would otherwise deal. If the amount of healing would cause the tree to exceed its full normal hp , it gains any excess as temporary hp . The tree gets no saving throw against lightning effects. \n'b'\n'b' Immutable Form . The feyward tree is immune to any spell or effect that would alter its form. \n'b' Magic Weapons . The feyward tree\xe2\x80\x99s weapon attacks are magical. \n'b' Warden\xe2\x80\x99s Reach . Creatures within 15 feet of a feyward tree provoke opportunity attacks even if they take the Disengage action before leaving its reach. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The tree makes two razor-leafed branch attacks, and may use a bonus action to make a razor-leafed branch attack against any creature standing next to it. \n'b' Razor-Leafed Branch . Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 21 (3d8 + 8) slashing damage. \n'b' Flaying Leaves (Recharge 5-6) . The tree can launch a barrage of razor-sharp cold iron leaves from its branches in a 20-foot-radius burst. All creatures caught within this area must make a successful DC 16 Dexterity saving throw or take 21 (6d6) slashing damage, or half as much damage on a successful one. \n'b'\n'b' About \n'b' Dark, bark-like rust encrusts the trunk of this cold-forged metal tree, and its dull metallic leaves rustle with the sound of sharp metal. \n'b' About \n'b' Cold Iron Trees . These ferrous constructs are cold-forged in a process taking several years, as bits of rust and other oxidation are cultivated one layer at a time into bark and branches. In this way, the artificers create massive, twisted trunks resembling real, gnarled trees. Green-tinged leaves of beaten cold iron are welded in place by the master craftsmen, and trained warmages bring the construct to life through intense magical rituals rumored to take a full turn of seasons. \n'b' Fey Destroyers . The tree unswervingly obeys the commands of its creators, guarding key points of entry across fey rivers and streams, abandoned sacred groves deep in the forest, suspected faerie rings, or possible elf encampments. Many are released deep in the deep elvish woods with orders to attack any fey on sight. These feyward trees are rarely, if ever, heard from again and whether they leave a bloody trail of flayed elves in their wake after rampages lasting for decades or some fey counter-measure neutralizes them is unknown. \n'b' Growing Numbers . Each year, the feywardens order their construction and release, trusting in the destructive nature of the constructs. A half-dozen might guard a single ring of toppled elven standing stones. The feywardens leave nothing to chance.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Feywolf \n'b' Small fey , chaotic good \n'b' Armor Class 14 (natural armor) Hit Points 16 (3d6 + 6) Speed 50 ft.\n'b' STATS STR: 13 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Senses passive Perception 13 Languages understands Sylvan but can\xe2\x80\x99t speak Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Fantastic Leap . The feywolf\xe2\x80\x99s long jump is up to 50 feet and its high jump is up to 25 feet, with or without a running start. \n'b' Keen Hearing and Smell . The feywolf has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Magic Resistance . The feywolf has advantage on saving throws against spells and other magical effects. \n'b' Pack Tactics . The feywolf has advantage on attack rolls against a creature if at least one of the feywolf\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone . \n'b'\n'b' REACTIONS \n'b'\n'b' Jumping Escape . When the feywolf takes damage, it can use its reaction to make a long jump up to its speed without provoking opportunity attacks. \n'b'\n'b' ABOUT \n'b' Remarkably genial and unstoppably energetic, feywolves may spend an eternity or two simply jumping and playing in Otherwood, the mystical dimension of Mother Nature. As some of the friendliest fey beings, feywolves like to think of themselves as the absolute best buddies of fairies, pixies, sprites, satyrs, dryads, and generally every other creature they come across that\xe2\x80\x99s not obviously hostile towards them. \n'b' From time to time, a pack of feywolves or a single feywolf will jump off Otherwood and into another world, sometimes called to aid an ally of Nature, or just on a whim to try something new. A lone feywolf will usually seek out new friends and try to make itself as helpful as possible. \n'b' In combat, feywolves use their exceptional mobility and innate unpredictability to wear out and confound enemies. \n'b' Pact of the Chain Familiar . At the gamemaster\xe2\x80\x99s discretion, a warlock with a pact of the chain may choose the form of a feywolf for their familiar.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pig \n'b' Family: Animal \n'b' Small beast , unaligned \n'b' Armor Class : 12 Hit Points 4 (1d6) Speed : 30 ft.\n'b' STATS STR: 10 (0) DEX: 14 (+2) CON: 10 (0) INT: 4 (-3) WIS: 10 (0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses : passive Perception 10 Languages : \xe2\x80\x93 Challenge : 0 (10 XP) \n'b' Actions \n'b'\n'b' Slam . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) bludgeoning Damage. \n'b'\n'b' About \n'b' These statistics can be used for domesticated pigs. For wild swine, use the statistics for boars.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fiedoth \xe2\x80\x9cShovel Mouth\xe2\x80\x9d \n'b' Large beast , neutral \n'b' Armor Class 15 (natural armor) Hit Points 82 (11d10+22) Speed 10 ft., fly 90 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 15 (+2) INT: 3 (-4) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Senses passive Perception 12 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ram . If the fiedoth moves at least 30 feet towards a target and makes a bite attack , it has a chance of forcing the target prone . Whether the attack succeeds or fails, the target must make a Strength save (DC 15) or be forced\xc2\xa0 prone . If the bite attack hits, the save is made with disadvantage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fiedoth makes 1 bite attack . If it chooses to stop moving while in contact with a target, it may also make 4 tentacle attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 14 (2d10+3) piercing damage. \n'b' Tentacle . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 7 (2d6) necrotic damage and the target is grappled . If a target is grappled by the fiedoth at the beginning of its turn, the tentacle automatically hits. The target can attempt to escape the grapple, using an action and needing to make a Strength or Dexterity save (their choice) of DC 13. \n'b'\n'b' ABOUT \n'b' The fiedoth dominate the skies they occupy. Huge, featherless creatures, they use their broad wings to glide through the air, seeking prey from on high. Broad wings span some 40 feet from tip to tip, balanced by a huge mid-section. Their heads are broad, with mouths shaped something like a shovel. They have four eyes, two on the top of the snout and two more underneath. This second set of eyes they use to spy the ground far below. The upper eyes are weaker, and are able to detect motion and shapes but little more. Thick, boney apertures cover the head; their spine curves in a great hump, decked with thick, blunted spikes that run the full length of the creature\xe2\x80\x99s back. They have no tail, only a nub of bone where the spine ends. Many mistake their tentacle-like legs for a tail, but in truth where most creatures sport two legs the fiedoth, sport four 12-foot long tentacles. These tentacles serve to grab a hold on limbs, mountain crevices, and the like. When the beast is in flight, the tentacles trail behind it, not unlike a tail. These tentacles serve the creature in a far more insidious manner as well. Thousands of tiny barbs line the tentacles; these allow the creature to absorb its prey. \n'b' Death from Above . Fiedoth are visual hunters, spending the majority of their lives gliding on the upper air currents in broad circles seeking desirable prey. They are very aggressive \xe2\x80\x94 if dim-witted \xe2\x80\x94 hunters, attacking almost anything that that is smaller than they are. In hunting, they range over hundreds of square miles; some become very territorial and feed off of the same animal or human communities for years. They hunt in most seasons, but are more lethargic in the winter months, hunting far less. \n'b' Mountain Dwellers . They generally nest in the mountains, or if necessary in very tall trees, several hundred feet high. They lay their eggs in clutches of one or two. The creature matures in the egg, hatching as a full-grown fiedoth. Attempts to tame them have almost always failed as the creature\xe2\x80\x99s intelligence does not lend itself to learning and is compounded by their ferocious appetite and their propensity to devour their riders. \n'b' Fight and feed . A fiedoth swoops down upon its prey from above, gaining tremendous speed. As it descends, its broad head and mouth serve as a battering ram, knocking over its target and anyone standing near it. Once it knocks down the victim, the fiedoth uses its huge wings to cover its victim, where it hovers, attacking with its tentacles, strangling and devouring its prey. Creatures captured in the beast\xe2\x80\x99s tentacles keep the fiedoth from moving very fast or far. They generally hover, beating their massive wings in a slow rhythmic fashion, defending their kill with its bite or ram attack and their tentacles if necessary. They are generally satisfied with one victim, having feasted they leave the battlefield. \n'b' The fiedoth, or \xe2\x80\x9cshovel mouth,\xe2\x80\x9d is a rare predatory creature that occupies the steepest and most remote mountain ranges. They hunt far beyond the mountains though, often venturing into the plains and steppes. But it is in the mountains that they have their greatest impact. For here, the stone giants dwell and they worship the beast as a god and the source of much of their worldly goods. These simple peoples hunt the fiedoth, for they cull their carcass for all manner of tools. The meat is high in nutrients; their skins they use as clothing; their bones they fashion into ornaments; their skulls serve as powerful shields, rams, or other weapons; the tentacle barbs, however, are of the greatest significance, for the stones giants believe that these small hollow barbs are gateways to the Shadow Realms. To pass through them leads one to an afterlife of misery. So they take the barbs of dead fiedoth and use them as totems; these they believe give them power, long life and protects them from other fiedoth and the Shadow Realms. Any stone giant who has charms made from these barbs gains a +1 on all his morale and to-hit rolls. Any weapon or piece of armor fashioned from the skulls of the shovel mouth gains a +2 bonus. They are of course very heavy and impossible for normal men to lift and wield. Slaying a fiedoth, if discovered by the stone giants, brings down their wrath and they pursue any who are so bold as to defend themselves against the daunting shovel mouth.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Field Commander \n'b' Medium humanoid (any race), any alignment \n'b' Armor Class 17 (breastplate, 19 with shield) Hit Points 170 (20d8 + 80) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 12 (+1) WIS: 13 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5, Cha +7 Skills Athletics +8, Investigation +5, Perception +5, Persuasion +6 Condition Immunities frightened Senses passive Perception 15 Languages Common and one other language Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Courage . As long as the field commander is conscious, all allies within 10 feet of it are immune to being frightened . \n'b' Aura of Protection . As long as the field commander is conscious, all allies within 10 feet of it have advantage on saving throws. \n'b' Spellcasting . The field commander is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It knows the following paladin spells:\n'b'\n'b'\n'b' 1st level (4 slots) : command , cure wounds , divine favor , heroism , protection from evil and good , shield of faith \n'b' 2nd level (3 slots) : aid , find steed , magic weapon \n'b' 3rd level (3 slots) : revivify \n'b' 4th level (1 slot) : death ward \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The field commander 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 wielded in two hands. If the target is a creature, the field commander can expend a spell slot as part of the attack to add one of the following effects:\n'b'\n'b'\n'b' The target takes extra radiant damage equal to 1d8 per slot level \n'b' The target must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn \n'b' The target must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can make a new saving throw at the end of each of its turns, overcoming its fright on a success. \n'b'\n'b' REACTIONS \n'b'\n'b' Bolster Soldier . When the field commander sees an allied creature within 10 feet of it struck by a weapon attack , it can use its reaction to call encouragement, granting that creature 5 (1d10) temporary hit points . \n'b'\n'b' ABOUT \n'b' Field commanders are the men and women who enact the battle plans of their superiors. They lead their forces from the front and stand as assuring bastions of victory in even the most chaotic melee.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Field Mouse \n'b' Tiny beast (ozbeast), neutral \n'b' Armor Class 10 Hit Points 1 (1d4 \xe2\x80\x93 1) Speed 20 ft., burrow 10 ft., climb 10 ft.\n'b' STATS STR: 2 (-4) DEX: 11 (+0) CON: 9 (-1) INT: 10 (+0) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Familiar . With the GM\xe2\x80\x99s permission, the find familiar spell can summon this creature. \n'b' Resilience . The field mouse has advantage on saving throws against illusions and magic can\xe2\x80\x99t put the field mouse to sleep. \n'b' Keen Smell . The field mouse has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b'\n'b' ABOUT \n'b' Little gray field mice come from all directions, and there are thousands of them: big mice and little mice and middle-sized mice. \n'b' In Faerie there are many creatures that eat mice, so it perhaps only makes sense that even the field mice are surprisingly capable. Each mischief of mice (for that is what a group of mice are called!) is led by a queen. \n'b' The average field mouse is fearful of most everything, and for good reason. They are considerably more powerful in groups however, and even more so when led by a queen. \n'b' Field mice are led in massive groups numbering in the thousands by a queen. Field mice queens are knowledgeable about much of Faerie and can be invaluable advisors, particularly out in the wildlands where civilized consultation is in short supply. They also make excellent guides and can act as the guiding force behind field mice swarms. \n'b' Then gathered by a queen or called by a whistle of field mice summoning, the little field mice become a potent force capable of dragging any heavy creature or object. \n'b' These swarms number up to eight, or about a thousand mice per swarm.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Field Mouse Queen \n'b' Tiny beast (ozbeast), neutral \n'b' Armor Class 10 Hit Points 6 (4d4 \xe2\x80\x93 4) Speed 20 ft., burrow 10 ft., climb 10 ft.\n'b' STATS STR: 2 (-4) DEX: 11 (+0) CON: 9 (-1) INT: 14 (+2) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +4, History +4, Investigate +5, Nature +4, Perception +5, Survival +5 Senses darkvision 60 ft., passive Perception 15 Languages Common Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Familiar . With the GM\xe2\x80\x99s permission, the find familiar spell can summon this creature. \n'b' Resilience . The field mouse has advantage on saving throws against illusions and magic can\xe2\x80\x99t put the field mouse to sleep. \n'b' Keen Smell . The field mouse has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, the field mouse queen can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the queen. A creature can benefit from only one Leadership die at a time. This effect ends if the queen is incapacitated . \n'b'\n'b' ABOUT \n'b' Little gray field mice come from all directions, and there are thousands of them: big mice and little mice and middlesized mice. \n'b' In Faerie there are many creatures that eat mice, so it perhaps only makes sense that even the field mice are surprisingly capable. Each mischief of mice (for that is what a group of mice are called!) is led by a queen. \n'b' The average field mouse is fearful of most everything, and for good reason. They are considerably more powerful in groups however, and even more so when led by a queen. \n'b' Field mice are led in massive groups numbering in the thousands by a queen. Field mice queens are knowledgeable about much of Faerie and can be invaluable advisors, particularly out in the wildlands where civilized consultation is in short supply. They also make excellent guides and can act as the guiding force behind field mice swarms. \n'b' Then gathered by a queen or called by a whistle of field mice summoning, the little field mice become a potent force capable of dragging any heavy creature or object. \n'b' These swarms number up to eight, or about a thousand mice per swarm.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Field Mouse Swarm \n'b' Medium swarm of tiny beasts (ozbeast), neutral \n'b' Armor Class 10 Hit Points 24 (7d8 \xe2\x80\x93 7) Speed 20 ft., burrow 10 ft., climb 10 ft.\n'b' STATS STR: 9 (-1) DEX: 11 (+0) CON: 9 (-1) INT: 10 (+0) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Damage Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Beast of Burden . The field mouse swarm is considered to be a Large animal for the purpose of determining its carrying capacity. \n'b' Resilience . The field mouse swarm has advantage on saving throws against illusions and magic can\xe2\x80\x99t put the field mouse to sleep. \n'b' Keen Smell . The field mouse swarm has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Bites . Melee Weapon Attack : +2 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. \n'b'\n'b' ABOUT \n'b' Little gray field mice come from all directions, and there are thousands of them: big mice and little mice and middlesized mice. \n'b' In Faerie there are many creatures that eat mice, so it perhaps only makes sense that even the field mice are surprisingly capable. Each mischief of mice (for that is what a group of mice are called!) is led by a queen. \n'b' The average field mouse is fearful of most everything, and for good reason. They are considerably more powerful in groups however, and even more so when led by a queen. \n'b' Field mice are led in massive groups numbering in the thousands by a queen. Field mice queens are knowledgeable about much of Faerie and can be invaluable advisors, particularly out in the wildlands where civilized consultation is in short supply. They also make excellent guides and can act as the guiding force behind field mice swarms. \n'b' Then gathered by a queen or called by a whistle of field mice summoning, the little field mice become a potent force capable of dragging any heavy creature or object. \n'b' These swarms number up to eight, or about a thousand mice per swarm.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fiend Hunter \n'b' Medium humanoid , any good \n'b' Armor Class 16 (studded leather) Hit Points 161 (17d8 + 85) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 20 (+5) INT: 16 (+3) WIS: 17 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +9, Charisma +8 Skills Acrobatics +8, Athletics +9, Perception +7, Religion +7, Stealth +8, Survival +7 Senses passive Perception 17 Languages Common Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Always Alert . As a bonus action, the fiend hunter can sense the exact location of fiends within 60 feet of it. \n'b' Divine Smite (1/Turn) . When the fiend hunter hits a creature with a melee weapon attack , it can expend one spell slot to deal radiant damage to the target, in addition to the weapon\xe2\x80\x99s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a fiend, to a maximum of 6d8. \n'b' Hallowed Strikes . When the fiend hunter hits a fiend with any weapon attack , the weapon deals an extra 1d8 force damage (not included in the attack ). \n'b' Uncanny Fortitude . The fiend hunter has advantage on saving throws against being poisoned . \n'b' Spellcasting . The fiend hunter is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The hunter has the following paladin spells prepared:\n'b'\n'b'\n'b' 1st level (4 slots) : bless , heretic\xe2\x80\x99s mark*, heroism , shield of faith \n'b' 2nd level (3 slots) : aid , branding smite, magic weapon \n'b' 3rd level (3 slots) : daylight , dispel magic , revivify \n'b' 4th level (2 slots) : banishment , death ward \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fiend hunter makes two melee weapon attacks. \n'b' Evil\xe2\x80\x99s Bane (+1 Longsword) . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 10 (1d8 + 6) slashing damage or 11 (1d10+6) slashing damage if used with two hands. The weapon deals an extra 9 (1d8) psychic damage to evil-aligned creatures on a hit. \n'b' Resistance Defier (Recharge 6) . As an action, the fiend hunter speaks a prayer and is blessed with divine strikes. The hunter\xe2\x80\x99s spells and other magical effects are now stronger. The hunter ignores the effects of the Magic Resistance trait of a fiend of its choice within 60 feet of it for 1 minute. \n'b'\n'b' REACTIONS \n'b'\n'b' Limited Resistance (3/Day) . The fiend hunter can choose to have resistance to fire or poison damage until the end of its next turn after being hit by a fiend. The resistance reduces the amount of damage taken due to the triggering attack if it is relevant. \n'b'\n'b' ABOUT \n'b' Fiend hunters are the most common elite forces of the organization called \xe2\x80\x9cNight Hunters\xe2\x80\x9d. \n'b' They are trained specifically to hunt evil creatures. They are called fiend hunters owing to their ability and proficiency in tracking and hunting down fiends, although they stand against any form of evil. \n'b' Only a few possess the rank of fiend hunter since they are both masters of divine spellcasting and the art of war. They are always on the road when they are not in their organization\xe2\x80\x99s bases of operation. They dedicate their lives to helping towns in need, and to fighting monsters; fiends in particular. Although they mostly travel alone, it is possible to come across fiend hunters acting in duos as well. \n'b' When fiend hunters visit a town, they are welcome. They are often offered a place to stay until they decide to move on. Those around them love to listen to their exciting stories of fighting fiends, which ensures a crowd around them, especially in taverns.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fiend, Devil Ape \n'b' Large fiend , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 68 (8d10 + 24) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 7 (-2) WIS: 14 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Con +6 Skills Acrobatics +5, Athletics +7, Intimidation +2, Perception +5, Stealth +5 Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned , stunned Senses darkvision 60 ft., passive Perception 15 Languages Infernal Proficiency Bonus +3 Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brachiation . As part of a move or dash action, the devil ape can leap up to its movement from one branch, vine, or similar handhold to another as long as both of its hands are empty. \n'b' Pack Tactics . The devil ape has advantage on an attack roll against a creature if at least one of the devil ape\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Reckless . At the start of its turn, the devil ape can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. \n'b' Running Leap . The devil ape\xe2\x80\x99s long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The devil ape makes three attacks: one with its bite and two with its fists. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Fist . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This large monkey-like fiend has a horned skull with glowing green eyes. \n'b' These devil apes take great joy in chasing instead of being chased. They enjoy the thrill of the chase and pursuit of prey, gleefully running down foes they have been tasked with retrieving. Few devil apes let their prey live, as they are often so caught up in the hunt that they can\xe2\x80\x99t help themselves.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fiend, Hell-Weasel \n'b' Medium fiend , chaotic neutral \n'b' Armor Class 18 (natural armor) Hit Points 52 (8d8 + 16) Speed 120 ft.\n'b' STATS STR: 15 (+2) DEX: 20 (+5) CON: 14 (+2) INT: 4 (-3) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +8 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities poisoned Senses darkvision 60 ft., truesight 120 ft., passive Perception 14 Languages Understands Abyssal and Infernal but can\xe2\x80\x99t speak Proficiency Bonus +3 Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blurred Movement . Attack rolls against the hell-weasel have disadvantage unless the hell-weasel is incapacitated or restrained . \n'b' Evasion . If the hell-weasel is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it in-stead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Magic Resistance . The hell-weasel has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The hell-weasel\xe2\x80\x99s weapon attacks are magical. \n'b' Pounce . If the hell-weasel moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone . If the target is prone , the hell-weasel can make one bite attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hell-weasel makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) slashing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Nimble Escape . The hell-weasel can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Rampage . When the hell-weasel reduces a creature to 0 hit points with a melee attack on its turn, the hell-weasel can take a bonus action to move up to half its speed and make a bite attack . \n'b'\n'b' ABOUT \n'b' This fast-moving horror screeches as it runs. \n'b' Hell-weasels move at blur-like speeds, capable of overrunning practically any land-moving prey. They are summoned from Infernus, where they roam, hunting anything they can catch. They are often hunted themselves, but are challenging prey to pursue for obvious reasons. Most casters simply summon a hell-weasel when their enemies are trapped within a dungeon and then let it run wild. Eventually, everything in the dungeon will be dead if the hell-weasel doesn\xe2\x80\x99t die first.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Carbuncle \n'b' A glint of brilliant light shines from the forehead of a lithe cat-like creature covered in the vibrant plumage of a tropical songbird. \n'b' Small monstrosity , chaotic good \n'b' Armor Class 12 Hit Points 36 (8d6 + 8) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 12 (+1) INT: 11 (+0) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +6 Condition Immunities charmed Senses darkvision 60 ft., passive Perception 15 Languages Carbuncle, Common Challenge 1 (200 XP) \n'b' Special Traits \n'b' Gem Illumination . As a bonus action , the carbuncle can cause its garnet to glow or not. While glowing, the garnet sheds bright light in a 10-foot radius and dim light for an additional 10 feet. \n'b' Jungle Camouflage . The carbuncle has advantage on Dexterity ( Stealth ) checks made to hide in jungle terrain. \n'b' Actions \n'b' Multiattack . The carbuncle makes one bite attack and one claw attack . \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Light Beam (Recharge 5-6) . The carbuncle shoots a 30-foot-long, 5-foot-wide line of scintillating light from the garnet on its forehead. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' The carbuncle is a jungle-dwelling beast highly sought after by alchemists for the shining jewel embedded in its forehead. \n'b' The carbuncle\xe2\x80\x99s body is not unlike an ocelot mixed with a bird of paradise; a lithe, four-legged quadruped with vibrant purple-and-crimson plumage instead of fur. Despite their bestial appearance, carbuncles possess great cunning and build villages of their own in caves deep in the jungle. \n'b' Bearers of Precious Gems . The glimmering garnet in this creature\xe2\x80\x99s forehead-the carbuncle for which it is named-is more than just a precious stone. Alchemists and other arcanists spend exorbitant amounts on carbuncle hunters because the gem is rumored to hold the power to amplify magic like light through a magnifying lens. What few wizards understand is that the carbuncle\xe2\x80\x99s garnet only holds magical power if given willingly; a garnet pried from the skull of a slain carbuncle still shines beautifully (and is worth 300 gp in most markets) but is devoid of magic. If a carbuncle willingly removes the gem from its forehead and gives it to another creature, the gem regrows in 1d4 weeks. \n'b' Capricious Tricksters . Carbuncles are well aware of how much their precious gem is valued by humans and their ilk and rightly fear humanoids for their cruelty and greed. However, particularly courageous carbuncles fight back against the hunters. They are not large or powerful creatures and instead use their cunning mind to trick hunters into following them into pits of quicksand, the lairs of deadlier creatures, or into piranha infested waters. \n'b' Carbuncle\xe2\x80\x99s Garnet \n'b' Wondrous item, uncommon \n'b' This gem has 3 charges. When you cast a spell that deals damage or requires you to roll dice as part of the effect (such as sleep ), you can expend 1 charge as part of the action to cast the spell to roll one extra die of that type and add it to the total result. Once all 3 charges are expended, this gem becomes a nonmagical garnet worth 300 gp.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Alter-Ego \n'b' Medium construct (robot, shapechanger), neutral \n'b' Armor Class 15 (liquid metal) Hit Points 52 (8d8 + 16) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 18 (+4) 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' Skills Deception +6, Insight +3, Perception +5 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t skymetal (adamantine) Damage Vulnerabilities fire, lightning Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses Darkvision 60 ft., passive Perception 15 Languages Common, and any required language to complete his mission Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Adaptive Knowledge . Automatically gains a proficiency or feat as needed though it can only have one new ability active at any given time. It does this as part of a short rest, downloading the knowledge it needs to finish a mission at hand. \n'b' Ambusher . The robot has advantage on attack rolls against any creature it has surprised. \n'b' Amorphous . The robot can move through a space as narrow as 1 inch wide without squeezing. \n'b' Exceptional Senses . A bounty collector has advantage on Wisdom ( Perception ) checks that rely on sight or sound and has double proficiency bonus in the Perception skill as it constantly scans its surroundings for danger. \n'b' Reanimation Protocols . The robot regains 10 hit points at the start of its turn if it has fewer than half its hit points but at least 1 hit point. \n'b' Sensitive Electronics . A bounty collector has disadvantage on saving throws against attacks that do lightning damage and on a natural 1 are stunned until the end of its next turn. \n'b' Shapechanger . The robot can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true 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 \xe2\x80\x93 a puddle of silver metal \xe2\x80\x93 if it dies. \n'b' Surprise Attack . If the robot surprises a creature, or the creature is frightened , and hits it with an attack , the target takes an extra 10 (3d6) damage from the attack . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The robot makes two melee attacks . \n'b' Liquid-State Slash-Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning, piercing or slashing damage (robot\xe2\x80\x99s choice). \n'b' Quantum State Predicative Algorithms . The robot psionically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the robot can continue reading its thoughts, as long as the robot\xe2\x80\x99s concentration isn\xe2\x80\x99t broken (as if concentrating on a spell). While reading the target\xe2\x80\x99s mind, the robot has advantage on Wisdom ( Insight ) and Charisma ( Deception , Intimidation , and Persuasion ) checks against the target. \n'b'\n'b' REACTIONS \n'b'\n'b' Reflected Visage . The robot can use its reaction to being hit by a creature to change its face to an exact copy of the triggering attacker. When this happens, any creature who sees the robot when they are within 30 feet of it must succeed on a DC 15 Wisdom save or be frightened until the end of the targets next turn. A creature that succeeds on their save cannot be affected by this ability for 24 hours. \n'b'\n'b' ABOUT \n'b' Alter-Ego, also known as liquid state robots, are built to be infiltrators, spies and assassins. They can change shape and quickly adopt the persona of the target they are impersonating. \n'b' Liquid state robots can come in any size; however, Medium is the standard for infiltration models as opposed to combat models. \n'b' Alter-egos outwardly resemble androids, because they are visually indistinguishable from the creatures they impersonate, but they contain no organic tissue. Instead, their bodies are made up of a liquid metal alloy, which can be controlled and shaped by its CPU core by applying electrical and magnetic fields. The robot\xe2\x80\x99s movement can be controlled by manipulating the shape of the liquid metal, allowing it to flow and move in a fluid-like manner, or, more practically, mimic a target\xe2\x80\x99s features perfectly.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fiendish Aspect, Envy \n'b' Medium fiend ( demon ), chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 231 (22d8 + 132) Speed 30 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +12, Cha +14 Skills Deception +14, Intimidation +14, Perception +11, Persuasion +14, Survival +11 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 21 Languages Abyssal, telepathy 120 ft. Challenge 23 (50,000 XP) \n'b' Special Traits \n'b' Aura of Madness . Creatures within 20 feet of Envy that aren\xe2\x80\x99t fiends have disadvantage on saving throws, as well as on attack rolls against creatures other than Envy. \n'b' Innate Spellcasting . Envy\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). She can innately cast the following spells, requiring no components:\n'b'\n'b' At will : friends, prestidigitation , vicious mockery (11th level) \n'b' 3/day each : charm person , crown of madness, dancing lights , jump \n'b' 1/day each : cloud of daggers (4th level), expeditious retreat , suggestion \n'b'\n'b' Legendary Resistance (3/day) . If Envy fails a saving throw, she can choose to succeed instead. \n'b' Magic Resistance . Envy has advantage on saving throws against spells and other magical effects. \n'b' Magical Weapons . Envy\xe2\x80\x99s weapon attacks are magical. \n'b' Mask Appearance . Envy can assume the appearance of one her victims. She\xe2\x80\x99ll use her magical scimitar to cut off the face of a humanoid after it\xe2\x80\x99s killed. Envy can wear the face and remain in the form of that humanoid for 1 hour, or end the effect with a bonus action. All of her stats are the same and any equipment she is wearing or carrying is transformed with her. If she dies, she reverts to her faceless form. \n'b' Actions \n'b' Multiattack . Envy makes two melee attacks . \n'b' Scimitar . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage plus 22 (5d8) poison damage. \n'b' Whisper of Madness (recharge 5-6) . Envy chooses up to three creatures if can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or it takes 22 (5d8) psychic damage and must use its reaction to make a melee weapon attack against one creature of Envy\xe2\x80\x99s choice that she can see. Constructs and undead are immune to this effect. \n'b' Legendary Actions \n'b' Can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature\xe2\x80\x99s turn. Spent legendary actions are regained at the start of each turn. \n'b' Sow Discord . Envy casts crown of madness. \n'b' Spit Poison (Costs 2 Actions) . Ranged Weapon Attack : +11 to hit, range 80/320 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage plus 22 (5d8) poison damage. \n'b' Spiteful Glare (Costs 2 Actions) . Envy targets one creature she can see within 60 feet of her. If the target can see Envy, the target must succeed on a DC 19 Wisdom saving throw or become frightened of Envy until the end of her next turn. If a target makes a successful saving throw, they are immune to Envy\xe2\x80\x99s glare for the next 24 hours. \n'b' About \n'b' Cursed with a faceless form, she is addicted to acquiring new identities. Envy wishes she could live her life like the nobles. However, her destiny lies here with the downtrodden. She has attempted to leave but always ends up back in the slums. \n'b' Seething Anger . So much anger is in this demon that she radiates a sick energy. Other creatures often feel ill and unwell in her presence. Nobody feels like themselves when they\xe2\x80\x99re near this monster. \n'b' Sad Heart . Her heart was broken long ago and hate poured in. This demon fell in love with a celestial and her romantic advances were spurned. She wasn\xe2\x80\x99t brave enough to feel the hurt and has turned cold against the world. \n'b' Blind Following . Most folks don\xe2\x80\x99t see the anger that fills every ounce of this monster. Quite probably because Envy has a following every bit as angry and envious as she is. Her minions adore her and make excuses for her toxic nature. \n'b' Foul Mouth . The vile words that pour from her mouth are often fouler than from the crudest sailor.\xc2\xa0Hate seems to continually ooze out of this fiend into the world.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fiendish Aspect, Gluttony \n'b' Large fiend ( demon ), chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 350 (28d10 + 196) Speed 20 ft., climb 20 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +14, Wis +11 Skills Perception +11 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities blinded , charmed , deafened , exhaustion , frightened , poisoned , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 21 Languages understands Abyssal but can\xe2\x80\x99t speak Challenge 23 (50,000 XP) \n'b' Special Traits \n'b' Amorphous . Gluttony can move through a space as narrow as 1 inch wide without squeezing. \n'b' Legendary Resistance (3/day) . If Gluttony fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . Gluttony has advantage on saving throws against spells and other magical effects. \n'b' Magical Weapons . Gluttony\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . Gluttony makes two bite attacks or one spit attack . \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 37 (7d8 + 6) piercing damage. \n'b' Spit Slime . Ranged Weapon Attack : +13 to hit, range 30/80 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage plus 36 (8d8) acid damage. \n'b' Create Cubes (1/day) . If there is space to do so, the demon can create 1d4 gelatinous cubes out of its body. The new oozes will obey the demon\xe2\x80\x99s commands and are destroyed if it dies. \n'b' Engulf . The demon moves up to its speed. While doing so, it can enter Large or smaller creatures\xe2\x80\x99 spaces. Whenever the cube enters a creature\xe2\x80\x99s space, the creature must make a DC 17 Dexterity saving throw. On a successful save, the creature can choose to be pushed 10 feet back or the side of the demon. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the demon enters the creature\xe2\x80\x99s space, and the creature takes 21 (6d6) acid damage and is engulfed. The engulfed creature can\xe2\x80\x99t breathe, is restrained , and takes 35 (10d6) acid damage at the start of each of the demon\xe2\x80\x99s turns. When the demon moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 17 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the demon. \n'b' Legendary Actions \n'b' Can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature\xe2\x80\x99s turn. Spent legendary actions are regained at the start of each turn. \n'b' Slide . The demon can move up to its speed towards an opponent. \n'b' Bite Attack (Costs 3 Actions) . Gluttony makes a bite attack. \n'b' Spits Slime (Costs 2 Actions) . Gluttony makes a slime attack. \n'b' About \n'b' Under the cover of night, a massive ooze slides inside a manor and engulfs the occupants. When the elite guards enter the building in the morning, is has been scrubbed clean. None of the inhabitants survived the night. Gluttony is an enormous demon that devours as much as it can. \n'b' Beast Feast . This hideous creature will feast on food, livestock, and even humanoids. It continuously consumes organic matter as it moves through the world. Although it\xe2\x80\x99s not that intelligent, the demon is rather wise. \n'b' Fiendish Friends . Unbelievably, some evil nobles will invite Gluttony to their banquets. They make a bargain with the demon, feeding it in return for favors. If anyone complains about the presence of the hideous monster, they will be escorted out of the feast or added to the menu. \n'b' Urban Sprawl . Gluttony can lay waste to entire urban settlements. Buildings and other structures remain in place, but it consumes all living creatures.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Rabbit \n'b' Family: Animal \n'b' Tiny beast , unaligned \n'b' Armor Class 11 \n'b' Hit Points 1 (1d4-2) \n'b' Speed 35 ft., burrow 5 ft.\n'b' STATS STR: 1 (-5) DEX: 15 (+2) CON: 7 (-2) INT: 2 (-4) WIS: 13 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 \n'b' Senses passive Perception 13 \n'b' Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hop . The rabbit\xe2\x80\x99s long jump is up to 5 ft. and its high jump is up to 5 ft., with or without a running start. \n'b' Keen Hearing . The rabbit has advantage on Wisdom ( Perception ) checks that rely on sound. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 1 piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fiendish Aspect, Greed \n'b' Medium fiend ( devil ), lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 262 (25d8 + 150) Speed 30 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +13, Int +14, Wis +12, Cha +14 Skills Deception +14, Intimidation +14, Investigation +14, Perception +12, Persuasion +14 Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t silvered Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 22 Languages all, telepathy 120 ft. Challenge 23 (50,000 XP) \n'b' Special Traits \n'b' Corruption . As a bonus action, Greed targets one creature he can see within 90 feet of him. The target must make a DC 21 Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is charmed by Greed until the start of Greed\xe2\x80\x99s next turn. Once charmed , the devil often makes deals with creatures that he never intends to make good on. The parchment he has victims sign is worthless. On a successful save, the target becomes immune to Greed\xe2\x80\x99s Corruption for the next 24 hours. \n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede Greed\xe2\x80\x99s darkvision . \n'b' Greed Sense . Greed can pinpoint, by scent, the location of coins and gems, within 120 feet of him. \n'b' Infernal Hounds . A pair of hell hounds are always at his side. \n'b' Innate Spellcasting . Greed\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). He can innately cast the following spells, requiring no components:\n'b'\n'b' At will : friends, prestidigitation , ray of frost , vicious mockery (5th level) \n'b' 3/day each : charm person , dancing lights , dissonant whispers (5th level) \n'b' 1/day each : cloud of daggers (5th level), cone of cold , suggestion \n'b'\n'b' Inscrutable . Greed is immune to any effect that would sense his emotions or read his thoughts, as well as any divination spell that he refuses. Wisdom ( Insight ) checks made to ascertain Greed\xe2\x80\x99s intentions or sincerity have disadvantage. \n'b' Legendary Resistance (3/day) . If Greed fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . Greed has advantage on saving throws against spells and other magical effects. \n'b' Magical Weapons . Greed\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . Greed makes two melee attacks . \n'b' Cane Sword . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) slashing damage plus 22 (5d8) cold damage. \n'b' Blinding Gaze (recharges 5-6) . Greed targets one creature he can see within 60 ft. of him. If the target can see him, the target must succeed on a DC 20 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness. \n'b' Legendary Actions \n'b' Can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature\xe2\x80\x99s turn. Spent legendary actions are regained at the start of each turn. \n'b' Awaken Greed . Greed casts charm person or major image . \n'b' Cane Sword Attack (Costs 2 Actions) . The devil attacks with his magic sword. \n'b' Misty Step (Costs 2 Actions) . Greed vanishes in a mist, only to reappear nearby. \n'b' About \n'b' Greed appears as a well-dressed aristocrat with a maniacal grin. He seems out of place in the market. A couple of black hell hounds are always at his heels. This is the first hint that Greed isn\xe2\x80\x99t all he seems to be. In his firm grip is an exquisite red cane. \n'b' What most don\xe2\x80\x99t know is the cane hides a deadly sword inside. \n'b' Fanatical Fiend . This well-dressed gentleman is in fact a terrifying devil. He is a disciplined individual who heads an extensive trading empire. Hundreds of merchants work for this terrifying tyrant. \n'b' Insatiable Desire . Greed cannot help himself.\xc2\xa0He needs more and more gold, building larger and larger vaults in his dungeons. Anxious someone might steal his treasures; he is obsessed with acquiring even more. He would cheat a peasant out of their last gold piece. Most of the deals he makes aren\xe2\x80\x99t worth the parchment they\xe2\x80\x99re written on. \n'b' Dark Tower . This devil resides in the tallest tower in the city. Many evil merchants also live in this soaring structure. Numerous fiends and soldiers protect Greed in his spacious chambers at the summit.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fiendish Aspect, Handsome Devil \n'b' Medium fiend ( devil ), lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 65 (10d8 + 20) Speed 30 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +4, Wis +4, Cha +8 Skills Deception +8, Insight +4, Perception +4, Persuasion +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 14 Languages Infernal, Common, and one other 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' 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 melee attacks . \n'b' Hellish Longsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) slashing damage plus 3 (1d6) fire damage. \n'b' Devilish Charm . The devil targets one humanoid that he can see within 30 feet of him. If the target can see the devil , it must succeed on a DC 15 Wisdom saving throw or be magically charmed . The charmed creature regards the devil as a love interest. Although the target isn\xe2\x80\x99t under the devil\xe2\x80\x99s control, it takes the devil\xe2\x80\x99s requests or actions in the most favorable way it can. Each time the devil or its allies do something harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the devil dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target\xe2\x80\x99s saving throw is successful, the target is immune to the devil\xe2\x80\x99s Devilish Charm for the next 24 hours. The devil can have no more than two humanoids and up to four beasts charmed at a time. \n'b' About \n'b' Meeting strangers is sometimes a risky business. The handsome devil is one monster that everyone should avoid. He plays the part of a charming gentleman to acquire fame and fortune. They are not that easily identifiable, even their horns are sometimes hidden under their neatly trimmed hair. \n'b' Rocky Romance . Most handsome devils are involved in a romantic entanglement with someone. These relationships are often chaotic and the devil takes full advantage of the situation. He is incredibly vain and this can cause even more drama. This devil believes he is the most handsome creature alive. \n'b' Well Connected . Not only do these devils seek fame and fortune, they are smart enough to know how to get what they want. Handsome devils will quickly build up a network of contacts in a city. Sometimes handsome devils will gain great power and reach noble status. These monsters will even start cults to gain a loyal following. They are also known to consort with succubi and incubi.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fiendish Aspect, Lust \n'b' Medium fiend ( demon ), chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 247 (26d8 + 130) Speed 30 ft., swim 40 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +12, Wis +9, Cha +14 Skills Deception +14, Perception +9, Persuasion +14, Stealth +10 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities charmed , paralyzed , poisoned Senses darkvision 120 ft., passive Perception 19 Languages Abyssal, telepathy 120 ft. Challenge 23 (50,000 XP) \n'b' Special Traits \n'b' Innate Spellcasting . Lust\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). She can innately cast the following spells, requiring no components:\n'b'\n'b' At will : charm person , eldritch blast (11th level), minor illusion , shocking grasp (11th level) \n'b' 3/day each : darkness , dimension door , enthrall , hellish rebuke, hold person , ray of enfeeblement , suggestion \n'b' 1/day each : blight , fear , hypnotic pattern \n'b'\n'b' Legendary Resistance (3/day) . If she fails a saving throw, she can choose to succeed instead. \n'b' Magic Resistance . Lust has advantage on saving throws against spells and other magical effects. \n'b' Undertow . As a bonus action when she is underwater, she can cause all the water within 60 feet of her to be difficult terrain for other creatures until the start of her next turn. \n'b' Actions \n'b' Multiattack . Lust makes three melee attacks . \n'b' Vampiric Touch . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) bludgeoning damage plus 18 (4d8) necrotic damage. \n'b' Fire Breath (recharge 5-6) . Lust exhales fire in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' Legendary Actions \n'b' Can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature\xe2\x80\x99s turn. Spent legendary actions are regained at the start of each turn. \n'b' Casts Cantrip . \n'b' Life Drain (Costs 2 Actions) . Drains 10 hit points from any creatures within 30 feet unless they make a successful DC 20 Constitution saving throw. \n'b' Shadow Jump . Lust can teleport up to 30 feet to an unoccupied space she can see. Both the space she teleports from and the space she teleports to must be in dim light or darkness. \n'b' About \n'b' This is a heartless monster who preaches that physical desire is all important. This demon holds sway over a number of individuals who wield tremendous power in this part of the city. Even some kings and queens have come under the influence of this fiend. \n'b' At the same time, Lust is also on the streets tempting ordinary citizens. \n'b' Intense Wanting . The hot-tempered fiend preys on those who have lost their way. This demon tempts them to follow their most carnal desires. Once Lust uses her charms, most individuals can\xe2\x80\x99t resist temptation. \n'b' Symbiotic Seduction . This monster isn\xe2\x80\x99t interested if relationships have a healthy balance. Lust is violent and will push her agenda any way she can. She wants all creatures to follow their chaotic, primitive urges.\xc2\xa0The demon is a sworn enemy of the celestial known as Chastity. \n'b' Awful Addictions . Some of those who come into contact with Lust end up as addicts. The addictive nature of desire can destroy lives, relationships, and families. Many of these addicts end up wandering for the rest of their lives.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fiendish Aspect, Wrath \n'b' Large fiend ( demon ), chaotic evil \n'b' Armor Class 18 (plate) Hit Points 230 (20d10 + 120) Speed 30 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +13, Int +13, Cha +12 Skills Athletics +14, Intimidation +12, Perception +11 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 21 Languages Abyssal, telepathy 120 ft. Challenge 23 (50,000 XP) \n'b' Special Traits \n'b' Demonic Shadows . Wrath darkens the area around his body in a 10-foot radius. Nonmagical light can\xe2\x80\x99t illuminate this area of dim light. \n'b' Innate Spellcasting . Wrath\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). Wrath can innately cast the following spells, requiring no components:\n'b'\n'b' At will : eldritch blast (5th level), minor illusion , prestidigitation , shocking grasp (11th level) \n'b' 2/day each : dimension door , fireball (5th level), scorching ray (5th level), thunderwave (5th level) \n'b'\n'b' Legendary Resistance (3/day) . If Wrath fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . Wrath has advantage on saving throws against spells and other magical effects. \n'b' Magical Weapons . Wrath\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . Wrath makes two melee attacks or two ranged attacks . \n'b' Rod of Wrath . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 16 (2d8 + 7) bludgeoning damage plus 22 (5d8) force damage. \n'b' Bolts of Wrath . Ranged Weapon Attack : +11 to hit, range 30/80 ft., one target. Hit : 22 (4d8 + 4) force damage. \n'b' Wrathful Shout (recharge 5-6) . Wrath utters a dreadful word of power. Each creature within 30 feet of him must succeed on a DC 20 Wisdom saving throw or become frightened of him 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. A creature that saves against this effect is immune for the next 24 hours. \n'b' Legendary Actions \n'b' Can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature\xe2\x80\x99s turn. Spent legendary actions are regained at the start of each turn. \n'b' Cantrip . Wrath casts a cantrip. \n'b' Rod Attack (Costs 2 Actions) . Wrath makes a rod attack . \n'b' Skull Gaze (Costs 2 Actions) . Wrath targets one creature he can see within 30 feet of him. If the target can see Wrath and isn\xe2\x80\x99t a construct or undead, it must succeed on a DC 20 Charisma saving throw or reduce its hit point maximum by 11 (2d10) and give Wrath an equal number of temporary hit points . This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a ghoul under Wrath\xe2\x80\x99s control. \n'b' About \n'b' A tall humanoid wearing an ominous skull mask looks out across an immense temple. He is clad in black plate mail and strikes an imposing figure. His legions of followers await every word that explodes from their leader\xe2\x80\x99s lips. This is Wrath, the most dangerous demon in the city. \n'b' Cruel Commander . He is a horrid, monstrous being who uses violence to get what he wants. This fiend brings wrath down on anyone or anything that doesn\xe2\x80\x99t bend to his will. \n'b' Wave of Hate . The violent general crushes his opposition with dark magic or his lethal rod. He encourages his many followers to act without mercy. This demon only seeks power and nothing else. He doesn\xe2\x80\x99t negotiate and continues to expand his influence. \n'b' Dark Steed . Wrath is often seen riding on an especially large nightmare . His minions trail behind their master, and the mounted entourage is known as the Abyssal March.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fiendish Ferret \n'b' Tiny fiend , chaotic neutral \n'b' Armor Class 13 Hit Points 13 (3d4 + 6) Speed 40 ft.\n'b' STATS STR: 6 (-2) DEX: 17 (+3) CON: 14 (+2) INT: 13 (+1) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +6, Insight +3, Perception +3, Persuasion +6, Sleight of Hand +5, Stealth +5 Damage Resistances 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 13 Languages Abyssal, Common, Infernal, Thieves\xe2\x80\x99 Cant Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The fiendish ferret has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Magic Resistance . The fiendish ferret has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Fiendish Bite . 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 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Cunning Ally . The fiendish ferret can take the Dash , Disengage , Help , Hide , or Use an Object action as a bonus action. \n'b'\n'b' ABOUT \n'b' Sly and dexterous, fiendish ferrets can be cunning helpers to their friends and a terrible nuisance to their enemies. \n'b' Native to hells and demonic planes, these crafty critters have sneaked into many other dimensions (including several they weren\xe2\x80\x99t supposed to go) to have rebellious fun and cause mischief. \n'b' Fiendish ferrets love to slink about and pilfer things, and when they get caught, they can rely on their silver tongue to weasel out of trouble. \n'b' Pact of the Chain Familiar . At the gamemaster\xe2\x80\x99s discretion, a warlock with a pact of the chain may choose the form of a fiendish ferret for their familiar. \n'b' Pranks and Shenanigans . When not bound by a pact with a warlock , or when their warlock is not strict, fiendish ferrets will get into all sorts of mischief. You may roll on the table below to determine what a fiendish ferret might be up to. \n'b' Fiendish Ferret Pranks and Shenanigans \n'b'\n'b' d12 \n'b' Prank or Shenanigan \n'b'\n'b' 1 \n'b' The fiendish ferret sneaks into a confessional box and urges people who come to confess to perform silly pranks in order to be absolved. \n'b'\n'b' 2 \n'b' The fiendish ferret challenges a powerful creature to a duel of wits on a remote mountaintop and doesn\xe2\x80\x99t show up. \n'b'\n'b' 3 \n'b' The fiendish ferret delivers a coded spell to several mages, but the spell\xe2\x80\x99s text is random nonsense. \n'b'\n'b' 4 \n'b' The fiendish ferret hides two items but says it hid three. \n'b'\n'b' 5 \n'b' The fiendish ferret enters a cooking competition and secretly eats the ingredients of all competitors. \n'b'\n'b' 6 \n'b' The fiendish ferret replaces a blade with an indecent drawing attached to the blade\xe2\x80\x99s hilt. \n'b'\n'b' 7 \n'b' The fiendish ferret puts sugar in saltshakers and swaps hard-boiled eggs with raw eggs. \n'b'\n'b' 8 \n'b' The fiendish ferret swaps the dark grimoire of a necromancer with a children\xe2\x80\x99s coloring book. \n'b'\n'b' 9 \n'b' The fiendish ferret offers to teach someone a language they don\xe2\x80\x99t know, but replaces words like \xe2\x80\x9cthanks\xe2\x80\x9d and \xe2\x80\x9chello\xe2\x80\x9d with insults. \n'b'\n'b' 10 \n'b' The fiendish ferret pours sovereign glue on the throne of a tyrant. \n'b'\n'b' 11 \n'b' The fiendish ferret steals the weapons of two rival paladins and formally gifts each paladin the weapon of the other. \n'b'\n'b' 12 \n'b' The Fiendish ferret makes a list of pranks and shenanigans but the last item on the list is a self-referential joke.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fierstjerren \n'b' An ancient man with dead eyes, long white hair, and tattooed runes covering his still-muscular body bears his sword menacingly. \n'b' Medium undead , neutral evil \n'b' Armor Class 14 (studded leather) Hit Points 105 (14d8 + 42) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 16 (+3) INT: 14 (+2) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned , unconscious Senses passive Perception 13 Languages Common Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Apotheosis . When the fierstjerren has 80 hp or fewer, the spirit within it tears free and tendrils of necrotic energy erupt from its skin. When it hits with any weapon, the weapon deals an extra 4 (1d8) necrotic damage. When it has 60 hp or fewer, its weapon attacks instead deal an extra 9 (2d8) necrotic damage. When it has 40 hp or fewer, its weapon attacks instead deal an extra 13 (3d8) necrotic damage. \n'b' Thrall Watch . A fierstjerren with thralls can\xe2\x80\x99t be surprised and attacks from hiding don\xe2\x80\x99t gain advantage against it. \n'b' Actions \n'b' Multiattack . The fierstjerren makes two sword attacks. \n'b' Sword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) slashing damage. \n'b' Terrifying Glare . The fierstjerren targets one creature it can see within 30 feet of it. If the creature can see the fierstjerren, it must succeed on a DC 15 Wisdom saving throw or be frightened until the end of the fierstjerren\xe2\x80\x99s next turn. \n'b' Thrall Enslavement . The fierstjerren targets one humanoid it can see within 30 feet of it that has a CR up to 1/2. The humanoid must succeed on a DC 15 Wisdom saving throw or be magically charmed by the fierstjerren. The fierstjerren can telepathically communicate with any creature it has charmed . The charmed target can\xe2\x80\x99t take reactions and obeys the fierstjerren\xe2\x80\x99s verbal and telepathic commands. A fierstjerren can have up to twelve charmed thralls at one time. A charmed thrall loses the memories of its previous life and devotes itself to the fierstjerren and the cult. The charm lasts for 24 hours or until the fierstjerren is destroyed, is more than 300 feet from the charmed target, or takes a bonus action to end the effect. The fierstjerren can attempt to reassert control over all of its thralls by using this action. Each thrall can repeat the saving throw when the fierstjerren uses this action to reassert control. \n'b' About \n'b' Fierstjerren are undead servants of the northern death cults, raised from fallen reavers through dark magic. They are boastful and arrogant, and injury only makes them stronger. \n'b' Relentless Agents . Fierstjerren carry out the orders of their creators with independence and foresight, while others independently further the cause of evil as they see fit. \n'b' Malevolence Under Tension . Fierstjerren are animated by a controlling spirit of necrotic energy. When the fierstjerren is wounded, the spirit tears free, animating the twice-undead corpse in a burst of necromantic destruction. \n'b' Accompanied by Zealots . Fierstjerren are often accompanied by a dozen thralls-humanoid zealots serving the cult, willingly or not, who view the fierstjerren as an avatar of death and will follow it to the grave and beyond. Thralls attack under the direction of the fierstjerren, who is alerted to any danger the thralls perceive. A fierstjerren will sacrifice its thralls without remorse to secure an advantage, a sacrifice that is often seen as an honor by the zealous thralls. \n'b' Undead Nature . The fierstjerren doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Figurefolk \n'b' Tiny construct (figurefolk, ozian), lawful neutral \n'b' Armor Class 15 (natural armor) Hit Points 2 (1d4) Speed 30 ft.\n'b' STATS STR: 4 (-3) DEX: 16 (+3) CON: 10 (+0) INT: 8 (-1) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Investigation +1 Damage Immunities poison Damage Immunities petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages Common Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aversion to Summersaults . If a creature makes a DC 10 Dexterity ( Acrobatics ) and the figure head can see it, the count-it-up has disadvantage on attack rolls and ability checks until the end of its next turn. \n'b' Constructed Nature . The figurefolk doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Unsteady . The figurefolk has disadvantage on Strength and Dexterity saving throws made against effects that would force it prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' You are surrounded by thin, spry little people, who have figures instead of heads, and the fours, eights, sevens and ciphers bobbing up and down make their presence terribly confusing. Their houses are dull, oblong affairs, set in rows and rows with never a garden in sight. Each street has a large signpost on the corner, plus and minus signs with here and there a long division sign. \n'b' Figurefolk consist of three differentiated castes: figure heads, count-it-ups, and giant rulers. \n'b' Figure heads are irritating roughly humanoid numbers who have arms and legs. They are constantly trying to create \xe2\x80\x9cproblems,\xe2\x80\x9d by lining up in wall-like fashion to force sentient creatures to complete their equations. Only then will they willingly move. If thwarted, they run about shouting and dancing in chaotic confusion. \n'b' Figure heads on their own are merely irritating, but in large numbers they can be serious obstacles. They appear in groups of four, hedging in outsiders to force them to complete their equations. \n'b' The lieutenants of figure heads, count-it-ups direct figure head swarms. They appear as human-sized pencils with arms and legs. They are aggressive towards strangers and will insist that they must complete equations before leaving the area. \n'b' Giant rulers are twice the size of a man, with arms and legs. \n'b' They are disinterested in anything but keeping their figure head citizens in line, but will fight ferociously if attacked.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chroniclum \n'b' Tiny construct , lawful neutral \n'b' Armor Class 13 (natural armor) Hit Points 13 (3d4 + 6) Speed 0 ft., 30 ft. (hover)\n'b' STATS STR: 5 ( 3) DEX: 12 (+1) CON: 15 (+2) INT: 15 (+2) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +3, Perception +5 Damage Vulnerabilities fire Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities exhaustion , paralyzed , poisoned Senses blindsight 30 ft., passive Perception 15 Languages any three languages Challenge 1/2 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Arcane Stenography . The chroniclum magically creates pages within itself and fills them with intricate notes and descriptions of all events it observes. The chroniclum only remembers what is currently recorded in it, and any pages that are older than 30 days turn into dust. Ripping a page from the chroniclum erases its memories of any event written on that page. The chroniclum can accurately recall anything written on its pages, and a creature can also open the chroniclum to read about any event it has recorded within the last 30 days. \n'b' False Appearance . If the chroniclum is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn\xe2\x80\x99t observed the chroniclum move or act, that creature must succeed on a DC 18 Intelligence ( Investigation ) check to discern that the chroniclum is animate. \n'b' Unending Editions . When the chroniclum drops to 0 hit points , its pages become blank. The chroniclum then starts reforming itself, mending any dents, burns, and torn pages. After 24 hours, the book regains its consciousness and all its hit points , but it has no memories. \n'b'\n'b' ACTIONS \n'b'\n'b' Magic Quill . The chroniclum creates a glowing quill of magical force. The quill hits a creature of its choice that it can see within 60 feet of it, dealing 3 (1d4 + 1) force damage to the target. The quill always hits, and can only be blocked by the shield spell or similar magic. \n'b'\n'b' REACTIONS \n'b'\n'b' Librarian\xe2\x80\x99s Shush . When a creature the chroniclum can see within 30 feet of it begins to speak or cast a spell with a verbal component, the chroniclum utters a silencing shush. The target must succeed on a DC 12 Wisdom saving throw, or be unable to speak until the end of its next turn. If it was casting a spell, the casting fails and the action is wasted. \n'b'\n'b' ABOUT \n'b' A chroniclum is a magically animated, leather-bound tome. Its cover wrinkles and creases to form the resemblance of a humanoid face on the cover. Empty voids fill the eyes and mouth, and it speaks with an eerily creaking voice. The chroniclum\xe2\x80\x99s pages are made from stiff parchment and filled with beautiful calligraphy. Although it has no ears, it hears and observes everything. It is also highly sensitive to loud sounds and will shush any creature in its vicinity that is being too noisy. \n'b' Chroniclums work tirelessly to record everything they can, magically filling themselves with new pages truthfully and objectively describing all they observe. \n'b' If a chroniclum bonds with a creature, it dutifully repeats any knowledge it has recorded back to that creature if asked to (and sometimes without being asked). \n'b' However, each of a chroniclum\xe2\x80\x99s magically transcribed pages is limited to 30 days, after which they crumble and turn to dust. If a chroniclum is left without anything new to record for too long, it eventually stops producing new pages until its magic finally withers and it is reduced to naught but an empty cover.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Figurehead Swarm \n'b' Medium swarm of tiny constructs (figurefolk, ozian), lawful neutral \n'b' Armor Class 15 (natural armor) Hit Points 12 (5d4) Speed 30 ft.\n'b' STATS STR: 6 (-2) DEX: 16 (+3) CON: 10 (+0) INT: 8 (-1) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Investigation +1 Damage Resistances bludgeoning, piercing, slashing Damage Immunities poison Damage Immunities grappled , petrified , poisoned , prone , restrained Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aversion to Summersaults . If a creature makes a DC 10 Dexterity ( Acrobatics ) and the figure head can see it, the count-it-up has disadvantage on attack rolls and ability checks until the end of its next turn. \n'b' Constructed Nature . The figurefolk doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny figure head. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Unsteady . The figurefolk has disadvantage on Strength and Dexterity saving throws made against effects that would force it prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Slams . Melee Weapon Attack : +5 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 10 (4d4) bludgeoning damage, or 5 (2d4) bludgeoning damage if the swarm has half of its hit points or fewer. \n'b' Scornful Shout (Recharge 5-6) . The figure head swarm shouts insults at a creature it can see within 30 feet. If the creature can hear the swarm, it must make a DC 10 Wisdom saving throw. On a failure the creature is incapacitated until the start of its next turn. On a success, the creature suffers no effect. \n'b' Confusing Dance (Recharge 5-6) . The figure head swarm dances about a creature it can see that isn\xe2\x80\x99t incapacitated . Each creature that is not a figurefolk within 20 feet of the swarm and can see it must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can\xe2\x80\x99t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can\xe2\x80\x99t make such an attack . \n'b'\n'b' ABOUT \n'b' You are surrounded by thin, spry little people, who have figures instead of heads, and the fours, eights, sevens and ciphers bobbing up and down make their presence terribly confusing. Their houses are dull, oblong affairs, set in rows and rows with never a garden in sight. Each street has a large signpost on the corner, plus and minus signs with here and there a long division sign. \n'b' Figurefolk consist of three differentiated castes: figure heads, count-it-ups, and giant rulers. \n'b' Figure heads are irritating roughly humanoid numbers who have arms and legs. They are constantly trying to create \xe2\x80\x9cproblems,\xe2\x80\x9d by lining up in wall-like fashion to force sentient creatures to complete their equations. Only then will they willingly move. If thwarted, they run about shouting and dancing in chaotic confusion. \n'b' Figure heads on their own are merely irritating, but in large numbers they can be serious obstacles. They appear in groups of four, hedging in outsiders to force them to complete their equations. \n'b' The lieutenants of figure heads, count-it-ups direct figure head swarms. They appear as human-sized pencils with arms and legs. They are aggressive towards strangers and will insist that they must complete equations before leaving the area. \n'b' Giant rulers are twice the size of a man, with arms and legs. \n'b' They are disinterested in anything but keeping their figure head citizens in line, but will fight ferociously if attacked.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Figurehead, Count-it-Up \n'b' Medium construct (figurefolk, ozian), lawful neutral \n'b' Armor Class 14 (natural armor) Hit Points 16 (3d8 + 3) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 13 (+1) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Investigation +2 Damage Immunities poison Damage Immunities petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aversion to Summersaults . If a creature makes a DC 10 Dexterity ( Acrobatics ) and the figure head can see it, the count-it-up has disadvantage on attack rolls and ability checks until the end of its next turn. \n'b' Constructed Nature . The figurefolk doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Unsteady . The figurefolk has disadvantage on Strength and Dexterity saving throws made against effects that would force it prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Pencil Tip . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d8 + 1) piercing damage. If a 1 is rolled on an attack roll with a pencil tip, the point snaps off and the pencil tip inflicts bludgeoning damage until repaired. \n'b' Combat Calculation . The count-it-up targets one creature it can see within 30 feet of it. The target must contest its Charisma ( Deception ) check against the count-it-up\xe2\x80\x99s Intelligence ( Investigation ) check. If the count-it-up wins, it can bestow advantage on an attack rolls against the target from an allied creature that can hear it until the end of its turn. \n'b'\n'b' ABOUT \n'b' You are surrounded by thin, spry little people, who have figures instead of heads, and the fours, eights, sevens and ciphers bobbing up and down make their presence terribly confusing. Their houses are dull, oblong affairs, set in rows and rows with never a garden in sight. Each street has a large signpost on the corner, plus and minus signs with here and there a long division sign. \n'b' Figurefolk consist of three differentiated castes: figure heads, count-it-ups, and giant rulers. \n'b' Figure heads are irritating roughly humanoid numbers who have arms and legs. They are constantly trying to create \xe2\x80\x9cproblems,\xe2\x80\x9d by lining up in wall-like fashion to force sentient creatures to complete their equations. Only then will they willingly move. If thwarted, they run about shouting and dancing in chaotic confusion. \n'b' Figure heads on their own are merely irritating, but in large numbers they can be serious obstacles. They appear in groups of four, hedging in outsiders to force them to complete their equations. \n'b' The lieutenants of figure heads, count-it-ups direct figure head swarms. They appear as human-sized pencils with arms and legs. They are aggressive towards strangers and will insist that they must complete equations before leaving the area. \n'b' Giant rulers are twice the size of a man, with arms and legs. \n'b' They are disinterested in anything but keeping their figure head citizens in line, but will fight ferociously if attacked.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Figurehead, Giant Ruler \n'b' Large construct (figurefolk, ozian), lawful neutral \n'b' Armor Class 15 (natural armor) Hit Points 32 (5d10 + 5) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Investigation +2 Damage Immunities poison Damage Immunities petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages Common Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aversion to Summersaults . If a creature makes a DC 10 Dexterity ( Acrobatics ) and the figure head can see it, the count-it-up has disadvantage on attack rolls and ability checks until the end of its next turn. \n'b' Constructed Nature . The figurefolk doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Measure . As a bonus action, the giant ruler targets one creature it can see within 10 feet of it. The giant ruler measure the distance between itself by laying prone and then stands up again. The target must make contest its Dexterity ( Acrobatics ) check against the giant ruler\xe2\x80\x99s Intelligence ( Investigation ) check. If the giant ruler wins, it has advantage on its next melee attack . \n'b' Unsteady . The figurefolk has disadvantage on Strength and Dexterity saving throws made against effects that would force it prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Ruler Blade . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 5 (1d8 + 3) slashing damage. \n'b' Ruler Side . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage and the target must make a DC 13 Strength saving throw or be forced prone . \n'b'\n'b' ABOUT \n'b' You are surrounded by thin, spry little people, who have figures instead of heads, and the fours, eights, sevens and ciphers bobbing up and down make their presence terribly confusing. Their houses are dull, oblong affairs, set in rows and rows with never a garden in sight. Each street has a large signpost on the corner, plus and minus signs with here and there a long division sign. \n'b' Figurefolk consist of three differentiated castes: figure heads, count-it-ups, and giant rulers. \n'b' Figure heads are irritating roughly humanoid numbers who have arms and legs. They are constantly trying to create \xe2\x80\x9cproblems,\xe2\x80\x9d by lining up in wall-like fashion to force sentient creatures to complete their equations. Only then will they willingly move. If thwarted, they run about shouting and dancing in chaotic confusion. \n'b' Figure heads on their own are merely irritating, but in large numbers they can be serious obstacles. They appear in groups of four, hedging in outsiders to force them to complete their equations. \n'b' The lieutenants of figure heads, count-it-ups direct figure head swarms. They appear as human-sized pencils with arms and legs. They are aggressive towards strangers and will insist that they must complete equations before leaving the area. \n'b' Giant rulers are twice the size of a man, with arms and legs. \n'b' They are disinterested in anything but keeping their figure head citizens in line, but will fight ferociously if attacked.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Raccoon \n'b' Family: Animal \n'b' Tiny beast , unaligned \n'b' Armor Class 12 \n'b' Hit Points 2 (1d4) \n'b' Speed 30 ft., climb 30 ft.\n'b' STATS STR: 3 (-4) DEX: 14 (+2) CON: 14 (+2) INT: 4 (-3) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4 \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Challenge 0 (10 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1 piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Finngalkn \n'b' Large monstrosity , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 37 (5d10 + 10) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 8 (-1) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +4 Skills Perception +4, Stealth +5, Survival +4 Damage Vulnerabilities piercing from magic weapons wielded by good creatures Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Condition Immunities poisoned Senses darkvision \xc2\xa060 ft., passive Perception 14 Languages Common Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Amphibious . The finngalkn can breathe air and water. \n'b' Death Gaze . When a creature that can see the finngalkn\xe2\x80\x99s eyes starts its turn within 30 feet of the finngalkn, the finngalkn can force it to make a DC 12 Constitution saving throw if the finngalkn isn\xe2\x80\x99t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points , unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save. 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 has disadvantage on attack rolls against the finngalkn until the start of its next turn. If the creature looks at the finngalkn in the meantime, it must immediately make the saving throw. If the finngalkn sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the finngalkn is, due to its curse, affected by its own gaze. \n'b' Earth Glide . The finngalkn can burrow through nonmagical, unworked earth and stone. While doing so, the finngalkn doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Keen Hearing and Smell . The finngalkn has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Pack Tactics . The finngalkn has advantage on an attack roll against a creature if at least one of the finngalkn\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Pounce . If the finngalkn moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone . If the target is prone , the finngalkn can make one bite attack against it as a bonus action. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. \n'b' About \n'b' This blue-furred foxlike creature has a feral intelligence in its eyes. \n'b' A hybrid creature born of eggs hatched by a curious oddity, an elderly rooster. Representative of a diseased land, the thing that is born from the egg begins as a worm but rapidly grows into a horror that combines the worst traits of fox, cat, and man. It will eat anything it can catch, including corpses, but will gleefully use its death gaze on any creature that is foolish enough to stare it in the face. \n'b' The finngalkn is immune to most weapons and requires silvered weapons or attacks from good-aligned creatures to slay it. \n'b' Earthbound . When the young are born, they immediately sink into the earth as a defense mechanism; and for good reason, as they are killed on sight. The one saving grace is that finngalkns are not immune to their own gaze and can thus have it reflected back on them with a mirror.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Firbolg \n'b' Large giant , neutral \n'b' Armor Class 15 (natural armor) Hit Points 105 (14d10+28) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 13 (+1) CON: 14 (+2) INT: 15 (+2) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Str +8 Skills Athletics +8, Perception +4, Survival +4 Senses passive Perception 14 Languages Common, Giant Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death\xe2\x80\x99s Decree (1/month). Whenever a firbolg is reduced to 0 Hit Points or would die by some other means other than natural causes, it is immediately brought back to 25 Hit Points . If the firbolg was killed by a creature that the firbolg can see, it casts a curse upon that creature. The creature must succeed a DC 15 Wisdom saving throw or be unable to harm the firbolg in any way. This curse lasts for 1 month or until the firbolg deals damage to the cursed creature. \n'b' Innate Spellcasting : The firbolg\xe2\x80\x99s spell casting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : enlarge/reduce (can only be used to reduce) \n'b' 1/day each : alter self , confusion , detect magic \n'b'\n'b' Regeneration . The firbolg regains 5 Hit Points at the start of its turn. If the firbolg takes acid or fire damage, this ability doesn\xe2\x80\x99t function at the start of the firbolg\xe2\x80\x99s next turn. The firbolg only dies 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 firbolg makes two greataxe attacks. \n'b' Greataxe . Melee Weapon Attack : +8 to hit, 10 ft. reach, one target. Hit : 18 (2d12 + 5) slashing damage. \n'b'\n'b' ABOUT \n'b' Although they are giants, firbolgs are crafty, cautious, and reclusive. They have learned to distrust most other humanoids except elves, and dwell only in remote places far from civilization\xe2\x80\x99s encroaching grasp, amidst fey and spirits of nature. They live in small, close-knit clans that tend to occupy one large, wooden house surrounded by a field kept for harvest. To supplement the food they grow, they wander the surrounding territory in small gangs hunting and gathering. \n'b' In their normal form, firbolgs look like oversized humans. \n'b' They wear their hair long and free, and many decorate their skin with intricate designs picked out in blue woad. \n'b' Careful and Cunning . Unlike most giants, firbolgs do not raid indiscriminately and do not solve all their problems with force and violence. If pressed into battle, they are cunning combatants who make good use of the terrain, and generally do not kill unless provoked. While they rarely raid, firbolgs love duping smaller creatures out of their food and treasure. \n'b' Alone or in small groups, they disguise themselves as hapless mountain folk, comely youths, or foreign wanderers to engage in confidence schemes and practical jokes against humanoid neighbors. Firbolgs back up their trickery with their natural magic and incredible strength. Most who encounter a firbolg are never aware of the giant\xe2\x80\x99s true nature. \n'b' Most firbolgs carry their possessions with them in great sacks. Typically, a firbolg\xe2\x80\x99s sack contain several throwing rocks, the firbolg\xe2\x80\x99s personal treasure, and a selection of mundane items stolen, bartered, or otherwise acquired from those the firbolg has recently encountered.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fire Bug \n'b' Tiny elemental , typically neutral \n'b' Armor Class 13 Hit Points 3 (1d4+2) Speed 10 ft., fly 60 ft. (hover)\n'b' STATS STR: 3 (-4) DEX: 17 (+3) CON: 14 (+2) INT: 5 (-3) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Understands Ignian Challenge 0 (10 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Fire Form . The fire bug can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 2 (1d4) fire damage. \n'b' Illumination . The fire bug sheds bright light in a 5-foot radius and dim light in an additional 5 feet. \n'b' Water Susceptibility . For every 5 feet the fire bug moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Touch . Melee Weapon Attack : +5 to hit, reach 0 ft., one target. Hit : 5 (1d4+3) fire damage. \n'b'\n'b' ABOUT \n'b' A hundred tiny candle flames swirl and dance in the air. It\xe2\x80\x99s beautiful until they rush toward you and sear your flesh. \n'b' Fire bugs are tiny elementals, native to the plane of fire, where they serve the same ecological niche that flies and mosquitoes do in the prime material plane. \n'b' Dangerous Pests . For adventurers a single fire bug is a nuisance. However, when unleashed on the prime material plane, they can easily start fires that ruin property and endanger lives. Luckily, once they start a fire, they normally bask in it. Thanks to their vulnerability to water, they are often destroyed when the fire is extinguished without anybody being the wiser. True ruin comes when fire bugs dance from house to house, setting blocks or entire cities aflame. \n'b' Slipping Through or Summoned Minion . When fire bugs come to the prime material plane, it\xe2\x80\x99s frequently near an elemental nexus, like an active volcano. Other times they are called by spellcasters with magic like conjure minor elementals .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fire Crab (Diminutive) \n'b' Family: Fire Crab \n'b' Small elemental , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 22 (4d6 + 8) Speed 20 ft., swim 20 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 2 (-4) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities cold Damage Immunities fire Condition Immunities charmed Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages understand Ignan but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' Special Traits \n'b' Heated Body . A creature that touches the fire crab or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. \n'b' Actions \n'b' Multiattack . The diminutive fire crab makes two claw attacks. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage plus 3 (1d6) fire damage. \n'b' About \n'b' A dog-sized crab with a square-shaped reddish-brown carapace covered with dark-red and yellow markings scuttles forth, pincers raised. Tiny flames lick its body, erupting at irregular intervals from its underbelly. Its eyes are perched on the end of two large eyestalks that protrude from the center of the carapace. \n'b' Fire crabs are invertebrates found roaming the fiery shores of the Elemental Plane of Fire and the Plane of Molten Skies \n'b' Fire crabs can be found crawling the shores or swimming in pools and lakes of liquid flame. They are generally nonaggressive creatures and spend their time eating the heated rocks and plants found in the abovementioned planes. Food not eaten is carried and stored in their lair, which takes the form of a large burrow under the fiery waters or on the shores near their \xe2\x80\x9cwater source.\xe2\x80\x9d Such burrows are sometimes very large and can contain up to 20 of these creatures. On the Material Plane, fire crabs lair in volcanoes and near hot springs. \n'b' Fire crabs have large claws and in males, one claw is always larger (at least three times larger) than the other. Fire crabs have six segmented and spindly legs, blackish-red in color. \n'b' Fire crabs are highly territorial and defend their lair with great ferocity. Normally nonaggressive creatures, if their lair is threatened, they fight to the death. Against weaker prey, fire crabs usually just slash with their claws. Stronger foes are grabbed and squeezed by the fire crab. Once they grab an opponent, they hold on, allowing their fires to engulf the foe.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fire Crab (Huge) \n'b' Family: Fire Crab \n'b' Huge elemental , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 173 (15d12 + 75) Speed 40 ft., swim 40 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 20 (+5) INT: 2 (-4) WIS: 16 (+3) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +10 Damage Vulnerabilities cold Damage Immunities fire Condition Immunities charmed Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 13 Languages understands Ignan but can\xe2\x80\x99t speak Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Heated Body . A creature that touches the greater fire crab or hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire damage. \n'b' Actions \n'b' Multiattack . The greater fire crab makes two claw attacks \n'b' Claws . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 12 (1d12 + 6) bludgeoning damage plus 14 (4d6) fire damage. If both claw attacks hit in the same turn and the target is Huge sized or smaller, target is grappled (escape DC 16). While grappled , a target takes 14 (4d6) fire damage at the start of its turn. The fire crab can only grapple one target at a time and cannot perform a claw attack while grappling a target. \n'b' Constrict . If a target is grappled , the greater fire crab squeezes it and the target takes 12 (1d12 + 6) bludgeoning damage and 14 (4d6) fire damage. \n'b' About \n'b' A massive crab with a square-shaped reddish-brown carapace covered with dark-red and yellow markings scuttles forth, pincers raised. Tiny flames lick its body, erupting at irregular intervals from its underbelly. Its eyes are perched on the end of two large eyestalks that protrude from the center of the carapace.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fire Crab (Medium) \n'b' Family: Fire Crab \n'b' Medium elemental , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 75 (10d8 + 30) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 2 (-4) WIS: 14 (+2) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7 Damage Vulnerabilities cold Damage Immunities fire Condition Immunities charmed Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12 Languages understand Ignan but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Heated Body . A creature that touches the medium fire crab or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. \n'b' Actions \n'b' Multiattack . The medium fire crab makes two claw attacks \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage plus 7 (2d6) fire damage. If both claw attacks hit in the same turn and the target is Large size or smaller, the target is grappled (escape DC 15). While grappled , the target is restrained and takes 7 (2d6) fire damage at the start of its turn. The fire crab can only grapple one target at a time and cannot perform a claw attack while grappling a target. \n'b' Constrict . If a target is grappled , the medium fire crab squeezes it and the target takes 8 (1d8 + 4) bludgeoning damage and 7 (2d6) fire damage. \n'b' About \n'b' This crab is the size of a riding horse, with a square-shaped reddishbrown carapace covered with dark-red and yellow markings. Flames lick its body, erupting at irregular intervals from its underbelly. Its eyes are perched on the end of two large eyestalks that protrude from the center of the carapace.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chronomatic Enhancer \n'b' Large construct , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 152 (16d10 + 64) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 11 (+0) CON: 19 (+4) INT: 9 (-1) WIS: 15 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., tremorsense 10 ft., passive Perception 16 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Delay . When damage is dealt to the chronomatic enhancer, the enhancer doesn\xe2\x80\x99t take the damage until its next turn. The enhancer must still make the appropriate saving throws, and it immediately suffers any extra effects of the damage, such as the speed?reducing effect of the ray of frost spell. Only the damage is delayed. \n'b' Immutable Form . The chronomatic enhancer is immune to any spell or effect that would alter its form. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The chronomatic enhancer can use its Time-Infused Gears. It then makes three slam attacks. \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b' Time-Infused Gears . The chronomatic enhancer spins its time-infused gears, altering time near it. It can\xe2\x80\x99t affect itself with its gears. When activating its time-infused gears, it uses one of the following: \n'b'\n'b' Energizing Electricity . The chronomatic enhancer releases mild electricity into up to three creatures the enhancer can see within 30 feet of it. Each target has its speed doubled, it gains a +2 bonus to its AC, it has advantage on Dexterity saving throws, and it gains an additional bonus action or reaction (target\xe2\x80\x99s choice) until the end of its next turn. \n'b' Slowing Gas . The chronomatic enhancer releases a slowing gas, affecting up to three creatures it can see within 20 feet of it. Each target must make a DC 16 Constitution saving throw. On a failed save, the creature can\xe2\x80\x99t use reactions , its speed is halved, and it can\xe2\x80\x99t make more than one attack on its turn. In addition, the target can use either an action or a bonus action on its turn, but not both. These effects last until the end of the target\xe2\x80\x99s next turn. \n'b' Stasis (Recharge 6) . The chronomatic enhancer stops time for up to three creatures it can see within 30 feet of it. Each target must succeed on a DC 16 Constitution saving throw or be frozen in time until the end of its next turn. A creature frozen in time is treated as if it is petrified , except it isn\xe2\x80\x99t transformed into an inanimate substance and its weight doesn\xe2\x80\x99t increase. \n'b'\n'b' REACTIONS \n'b'\n'b' Alter Timeline . When a friendly creature within 15 feet of the chronomatic enhancer takes damage, the enhancer can modify time to protect the creature, changing all damage dice rolled to 1s. \n'b'\n'b' ABOUT \n'b' A giant clock walks on four insectoid legs. As a bolt of fire flies at a nearby humanoid, the clock creature\xe2\x80\x99s inner gears spin and the fire fizzles into a singe on the humanoid\xe2\x80\x99s cloak. \n'b' Chronomatic enhancers are constructs made by powerful spellcasters specializing in time-altering magic. Enhancers are protective guardians of their masters and powerful tools the spellcasters can utilize. \n'b' Time Construct . A chronomatic enhancer resembles a large clock with its inner workings clearly visible. It has four beetle-like legs and two arms. Intricate rune-like markings and glowing blue gems sparkle throughout the enhancer\xe2\x80\x99s interior.\xc2\xa0These magical runes allow the chronomatic enhancer to alter time around it in minor ways, aiding allies and hindering foes. \n'b' Construct Nature . The chronomatic enhancer doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fire Crab, Large \n'b' Family: Fire Crab \n'b' Huge elemental , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 172 (15d12 + 75) Speed 40 ft., swim 40 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 20 (+5) INT: 2 (-4) WIS: 16 (+3) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +10 Damage Vulnerabilities cold Damage Immunities fire Condition Immunities charmed Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 13 Languages understands Ignan but can\xe2\x80\x99t speak Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Heated Body . A creature that touches the large fire crab or hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire damage. \n'b' Actions \n'b' Multiattack . The large fire crab makes two claw attacks \n'b' Claws . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 12 (1d12 + 6) bludgeoning damage plus 14 (4d6) fire damage. If both claw attacks hit in the same turn and the target is huge sized or smaller, target is grappled (escape DC 16). While grappled , a target takes 14 (4d6) fire damage at the start of its turn. The fire crab can only grapple one target at a time and cannot perform a claw attack while grappling a target. \n'b' Constrict . If a target is grappled , the large fire crag squeezes it and the target takes 12 (1d12 + 6) bludgeoning damage and 14 (4d6) fire damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fire Crab, Medium \n'b' Family: Fire Crab \n'b' Medium elemental , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 75 (10d8 + 30) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 2 (-4) WIS: 14 (+2) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7 Damage Vulnerabilities cold Damage Immunities fire Condition Immunities charmed Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12 Languages understand Ignan but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Heated Body . A creature that touches the medium fire crab or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. \n'b' Actions \n'b' Multiattack . The medium fire crab makes two claw attacks \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage plus 7 (2d6) fire damage. If both claw attacks hit in the same turn and the target is Large size or smaller, the target is grappled (escape DC 15). While grappled , the target is restrained and takes 7 (2d6) fire damage at the start of their turn. The fire crab can only grapple one target at a time and cannot perform a claw attack while grappling a target. \n'b' Constrict . If a target is grappled , the medium fire crag squeezes it and the target takes 8 (1d8 + 4) bludgeoning damage and 7 (2d6) fire damage.'}