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Generate a DND 5e Monster
{Generate a DND 5e Monster :b'A-mi-kuk \n'b' Huge aberration , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 115 (10d12 + 50) Speed 30 ft., burrow 20 ft., swim 40 ft.\n'b' STATS STR: 21 (+5) DEX: 8 (-1) CON: 20 (+5) INT: 7 (-2) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +10, Perception +5, Stealth +2 Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold Condition Immunities paralyzed , restrained Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 15 Languages understands Common but can\xe2\x80\x99t speak Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The a-mi-kuk can hold its breath for 30 minutes. \n'b' Fear of Fire . The a-mi-kuk is afraid of fire, and it won\xe2\x80\x99t move toward any fiery or burning objects. If presented forcefully with a flame, or if it is dealt fire damage, the a-mi-kuk must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn. After it has been frightened by a specific source of fire (such as the burning hands spell), the a-mi-kuk can\xe2\x80\x99t be frightened by that same source again for 24 hours. \n'b' Icy Slime . The a-mi-kuk\xe2\x80\x99s body is covered in a layer of greasy, ice-cold slime that grants it the benefits of freedom of movement . In addition, a creature that touches the a-mi-kuk or hits it with a melee attack while within 5 feet of it takes 7 (2d6) cold damage from the freezing slime. A creature grappled by the a-mi-kuk takes this damage at the start of each of its turns. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The a-mi-kuk makes two attacks: one with its bite and one with its grasping claw. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) piercing damage. \n'b' Grasping Claw . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage, and the target is grappled (escape DC 16). The a-mi-kuk has two grasping claws, each of which can grapple only one target at a time. \n'b' Strangle . The a-mi-kuk strangles one creature grappled by it. The target must make a DC 16 Strength saving throw. On a failure, the target takes 27 (6d8) bludgeoning damage, can\xe2\x80\x99t breathe, speak, or cast spells, and begins suffocating. On a success, the target takes half the bludgeoning damage and is no longer grappled . Until this strangling grapple ends (escape DC 16), the target takes 13 (3d8) bludgeoning damage at the start of each of its turns. The a-mi-kuk can strangle up to two Medium or smaller targets or one Large target at a time. \n'b'\n'b' ABOUT \n'b' Crimson slime covers this ungainly creature. Its tiny black eyes sit in an abnormally large head, and dozens of sharp teeth fill its small mouth. Its limbs end in large, grasping claws that look strong enough to crush the life out of a bear. \n'b' Hidden Terror . The dreaded a-mi-kuk is a terrifying creature that feasts on any who venture into the bleak and icy expanses of the world. A-mi-kuks prowl the edges of isolated communities, snatching those careless enough to wander too far from camp.\xc2\xa0They also submerge themselves beneath frozen waters, coming up from below to grab and strangle lone fishermen. \n'b' Fear of Flames . A-mi-kuks have a deathly fear of fire, and anyone using fire against one has a good chance of making it flee in terror, even if the fire-user would otherwise be outmatched.\xc2\xa0A-mi-kuks are not completely at the mercy of this fear, however, and lash out with incredible fury if cornered by someone using fire against them. \n'b' Unknown Origins . A-mi-kuks are not natural creatures and contribute little to the ecosystems in which they live. The monsters are never seen together, and some believe them to be a single monster, an evil spirit made flesh that appears whenever a group of humans has angered the gods. A-mi-kuks have no known allies and viciously attack any creatures that threaten them, regardless of the foe\xe2\x80\x99s size or power.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dog, Medium \n'b' Family: Canines \n'b'\n'b' Medium beast , unaligned \n'b' Hit Points 22 (4d8 + 4) \n'b' Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 13 (+1) INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Languages none \n'b' Skills Perception +3, Stealth +4 \n'b' Senses darkvision 60 ft. \n'b' Challenge 1/2 (100 XP) \n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit (reach 5 ft.; one creature). Hit : 1d8 + 2 piercing damage, and a Medium or smaller creature is grappled (escape DC 12). A grappled creature takes 1d8 + 2 piercing damage at the end of its turn. \n'b'\n'b' Special Traits \n'b'\n'b' Ferocity . When the dog drops to 0 hit points , it immediately makes one attack against a creature within 5 feet as a reaction before dying. \n'b'\n'b' About \n'b' Environment Urban \n'b' Organization solitary, pair, or pack (3-12) \n'b' This vicious-looking dog is heavily muscled and glares threateningly at everyone who gets near. \n'b' Dogs bred and trained specifically to fight are tougher than normal breeds. They are typically garbed in light barding and have been taught to lock their jaws to bring opponents down. Their training has suppressed some of their natural instincts and rendered them quite specialized; consequently, they aren\xe2\x80\x99t of much use for other activities, such as tracking, but continue to fight past the point when other dogs would no longer be able to continue. \n'b'\n'b' Additional Credit Author Alistair Rigg, based on material by Richard Pett.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Celestial Panda \n'b' Small celestial , lawful good \n'b' Armor Class 14 (natural armor) Hit Points 58 (9d6 + 27) Speed 30 ft., climb 30 ft., fly 30 ft.\n'b' STATS STR: 8 (-1) DEX: 16 (+3) CON: 17 (+3) INT: 10 (+0) WIS: 20 (+5) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +8, Stealth +5 Damage Resistances necrotic, radiant Senses darkvision 60 ft., passive Perception 18 Languages Celestial, Common Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Lie Allergy . The celestial panda feels itchy and sneezes when it hears a creature speak a deliberate lie. \n'b' Magic Resistance . The celestial panda has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The celestial pandas\xe2\x80\x99 spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The celestial panda can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect evil and good , light , spare the dying, zone of truth \n'b' 1/day each : daylight , dispel evil and good , greater restoration , revivify \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The celestial panda makes two attacks. \n'b' Angelic Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage and 9 (2d8) radiant damage. \n'b' Heavenly Bolt . Ranged Spell Attack : +8 to hit, range 120 ft., one target. Hit : 18 (4d8) radiant damage. \n'b' Healing Paws (3/day) . The celestial panda lays its paws on a creature. That creature magically regains 20 (4d6 + 6) hit points and is freed from any curse, disease, poison, blindness, or deafness. \n'b'\n'b' ABOUT \n'b' Celestial pandas are wise, winged creatures that wield the magic of the heavens with a dedication to fairness and honesty, and a literal allergy to lies. \n'b' Serving as companions and mentors to angels , unicorns, and other heavenly beings, celestial pandas are respected for their deep wisdom and their ability to sense deception. \n'b' A celestial panda that hears a creature speak a deliberate lie feels itchy and soon after, it sneezes. The bigger the lie, the more dramatic the allergic reaction to it will be, making celestial pandas fierce adversaries of even the most masterful deceivers. \n'b' Celestial Conciliators . Known for their dedication to righteousness, celestial pandas may act as arbiters in the rare case of a dispute between two creatures where both of them may be technically right. When a celestial panda considers such a case, it might spend weeks or even months seeking the fairest resolution to the dispute, often using its considerable magic to aid both creatures.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dracovi Elder \n'b' Medium humanoid (draconian), lawful neutral \n'b' Armor Class 17 (natural armor) Hit Points 78 (13d8 + 34) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 15 (+2) INT: 16 (+3) WIS: 17 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Int +6, Wis +6 Damage Immunities Fire Skills Arcana +10, Persuasion +4, Nature +2, Religion +2 Senses darkvision 60 ft., passive Perception 16 Languages Dracovari, and one additional language Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Chosen of the Dragon . The dracovari elder has advantage on saving throws against being charmed or frightened . \n'b' Innate Spellcasting . The elder\xe2\x80\x99s innate spellcasting ability is charisma (spell save DC 15). The dracovi elder can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At Will : guidance , fire bolt \n'b' 2/day each : bane , fear , counterspell \n'b' 1/day each : fly , identify , suggestion \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dracovi elder makes two trident attacks. \n'b' Trident . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (1d12 + 4) piercing damage. \n'b' Breath Weapon (Recharge 6) . The dracovi elder exhales fire in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 27 (8d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' The epithet lizardmen is often applied to the draconian races. Even the name draconian is a misnomer given they are recognized as two distinct races \xe2\x80\x93 the tall, scaled dracovi and the squat kobolds. \n'b' Kobolds are often the first to gather near a greater dragon, somehow drawn to the creature even before it has fully awakened.\xc2\xa0Over time, people have come to realize that wherever there is a gathering of kobolds, a dragon is surely nearby. \n'b' The draconic cults live underground, either in natural caverns or long forgotten ruins in more temperate and warm climates. Dracovi are powerful, muscular humanoids that have a natural affinity to the lingering vestiges of the divine. They are the foot soldiers of the draconian cults. In contrast, the smaller, more dragon-like kobolds serve as guards and provisioners \xe2\x80\x93 hunting and foraging. Though individually weak, kobolds are fanatically loyal to their dragon and the dracovi elder, and fight with ferocity when cornered.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Abominable Beauty \n'b' Medium fey , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 187 (22d8 + 88) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 18 (+4) CON: 18 (+4) INT: 17 (+3) WIS: 16 (+3) CHA: 26 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con +8, Cha +12 Skills Deception +12, Perception +7, Performance +12, Persuasion +12 Damage Immunities fire Senses passive Perception 17 Languages Common, Draconic, Elvish, Sylvan Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Burning Touch . When the abominable beauty hits with a Slam attack , the Slam deals an extra 21 (6d6) fire damage (included in the attack). In addition, a creature that touches the abominable beauty or hits her with a melee weapon attack while within 5 feet of her takes 10 (3d6) fire damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The abominable beauty uses Blinding Gaze. She then makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) damage plus 21 (6d6) fire damage. \n'b' Blinding Gaze . The abominable beauty fixes her gaze on a creature within 30 feet of her. If the target can see the beauty\xe2\x80\x99s eyes, the target must succeed on a DC 16 Charisma saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful, the creature is immune to the abominable beauty\xe2\x80\x99s Blinding Gaze for the next 24 hours. \n'b' Deafening Voice (Recharge 5\xe2\x80\x936) . The abominable beauty speaks a lilting incantation. Each creature within 30 feet of her and that can hear her voice must make a DC 16 Constitution saving throw. On a failure, a creature takes 31 (9d6) thunder damage and is deafened for 1 hour. On a success, a creature takes half the damage, isn\xe2\x80\x99t deafened , and is immune to the abominable beauty\xe2\x80\x99s Deafening Voice for the next 24 hours. \n'b' Undead Nature . The accursed defiler doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ABOUT \n'b' An otherworldly humanoid of such indescribable beauty, it pains anyone\xe2\x80\x99s eyes to gaze upon her. \n'b' Beauty that Destroys . An abominable beauty is so perfect that her gaze blinds, her voice is so melodious that no ears can withstand it, and her touch is so tantalizing that it burns like fire. In adolescence, this fey creature adopts features that meet the superficial ideals of the nearest humanoid population: long-legged elegance near elves, a stout figure with lustrous hair near dwarves, unscarred or emerald skin near goblins. \n'b' Jealous and Cruel . Abominable beauties are so consumed with being the most beautiful creature in the region that they invariably grow jealous and paranoid about potential rivals.\xc2\xa0Because such an abominable beauty cannot abide competition, she seeks to kill anyone whose beauty is compared to her own. \n'b' Male of the Species . Male abominable beauties are rare but even more jealous in their rages.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angelic Legion \n'b' Family: Angels \n'b' Gargantuan legion of medium angels , lawful good \n'b' Armor Class 16 Hit Points 1320 (80d20 + 480) Speed 50 ft., fly 150 ft.\n'b' STATS STR: 22 (+6) DEX: 22 (+6) CON: 22 (+6) INT: 22 (+6) WIS: 22 (+6) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws All +15 Skills All except Deception +24 Damage Resistances all Damage Immunities necrotic, radiant Damage Vulnerabilities damage from attacks and spells that affects an area Condition Immunities all Senses truesight 60 ft., passive Perception 34 Languages all, telepathy 120 ft. Challenge 30 (155,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Destroyer of Evil . When the angelic legion appears, all enemies of evil in a 5-mile radius are fascinated by the legion\xe2\x80\x99s presence and are automatically blessed if their intentions are pure. A blessed creature gains 50 temporary hit points for 24 hours and its weapons and spells are set ablaze with holy fire; its weapon and spell attacks deal an extra 9 (2d8) radiant damage. \n'b' Legendary Resistance (5/Day) . If the angelic legion fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The angelic legion has advantage on saving throws against spells and other magical effects. \n'b' Regeneration . The angelic legion regains 20 hit points at the start of each of its turns if it has at least 1 hit point. Some angels of the legion heal the others constantly. Some others even resurrect the fallen angels. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The angelic legion makes five Might of Heaven attacks. \n'b' Might of Heaven . Melee Spell Attack : +15 to hit, reach 5 ft., one target. Hit : 28 (4d10 + 6) radiant damage. The angels of the legion strike their enemies with weapons made of pure light. \n'b'\n'b' REACTIONS \n'b'\n'b' Legion . Since there are thousands of angels within the legion, the legion can take 5 reactions per turn. \n'b' Counterspell . An angel within the legion counterspells a spell if it thinks that the spell is dangerous to the legion or to their allies. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The angelic legion 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 angelic legion regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The legion makes a Wisdom ( Perception ) check. \n'b' Move . The legion moves up to half its speed. \n'b' Attack (Costs 2 Actions) . The legion makes one attack . \n'b'\n'b' ABOUT \n'b' Apocalyptic prophecies, legends of ancient times, epic sagas of great wars against great evil; they all speak of an instance in which a hole opens up in the sky and thousands of angels pour out as sunlight bursts through. It is the moment of divine intervention, the end of all evil. Such legions that contain massive numbers of angels are called angelic legions. \n'b' Angelic legions are sent into action in the most dire of situations, since they have the power to save (or destroy) a world. When they arrive, evil understands that their end is nigh, and all enemies of evil are filled with hope and fascination. \n'b' Divine Creation . An angelic legion is an army of angels, and the angels of this legion don\xe2\x80\x99t require food, drink, or sleep. \n'b' Immortal Leader . Every army needs a leader, and all angelic legions are led by an angel called a Sanctified Angel. A sanctified angel can only die after all other angels in the legion die. While all other angels in its legion are alive, the Sanctified Angel shines with the brightest light and is immune to all damage and harmful effects.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Cave, Adult \n'b' Family: Dragon - Cave \n'b' Huge dragon , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 270 (20d12 + 140) Speed 40 ft., burrow 40 ft., climb 40 ft.\n'b' STATS STR: 27 (+8) DEX: 12 (+1) CON: 25 (+7) INT: 12 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +13, Wis +8, Cha +9 Skills Perception +14, Stealth +7 Damage Immunities poison Condition Immunities blinded , poisoned Senses blindsight 60 ft., tremorsense 120 ft., passive Perception 24 Languages Common, Darakhul, Draconic Challenge 19 (22,000 XP) Proficiency Bonus +6 \n'b' SPECIAL TRAITS \n'b'\n'b' Darkness Aura . The cave dragon emits magical darkness in a 30-foot radius around it. The darkness moves with the dragon and spreads around corners. Darkvision can\xe2\x80\x99t penetrate this darkness , and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 3rd level or lower, the spell creating the light is dispelled. At the start of each of its turns, the dragon chooses whether this aura is active. A successful dispel magic (DC 14) cast on the dragon suppresses this aura for 1 minute. \n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Magical Tunneler . The cave dragon can burrow through nonmagical unworked earth and stone. While doing so, the dragon can choose whether to leave the material it moves through undisturbed or leave a 10-foot diameter tunnel in its wake. \n'b' Spiked Climb . The dragon uses its spikes to hold itself in place while climbing, allowing it to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. If it climbs upside down on a ceiling or suspends itself on a vertical surface while leaving its claws free, it can\xe2\x80\x99t use the Ruff Spikes reaction . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage. \n'b' Claw . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 15 (2d6 + 8) slashing damage. \n'b' Tail . Melee Weapon Attack : +14 to hit, reach 15 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Poison Breath (Recharge 5\xe2\x80\x936) . The dragon exhales a cone of black, poisonous gas in a 60-foot cone. Each target in that area must make a DC 21 Constitution saving throw. On a failure, a creature takes 56 (16d6) poison damage and is poisoned until it finishes a short rest. A creature can repeat the saving throw at the end of each hour, ending the effect on itself on a success. \n'b'\n'b' REACTIONS \n'b'\n'b' Ruff Spikes . When a creature moves to a space within 5 feet of the cave dragon, the dragon flares its many feelers and spikes. The creature must succeed on a DC 21 Dexterity saving throw or take 9 (2d8) piercing damage and be prevented from entering that space. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack . The dragon makes a Tail attack . \n'b' Limb Sweep (Costs 2 Actions) . The dragon sweeps its wingless limbs outward. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be pushed up to 10 feet away from the dragon and forced prone . \n'b'\n'b' ABOUT \n'b' Covered in black spikes, the dragon\xe2\x80\x99s eyeless head swings from side to side. Darkness creeps from its strange, eel-like hide, spreading like ink in water. \n'b' Apex predators of the underworld, cave dragons are the stuff of nightmare for creatures with little else to fear. They can speak, but they value silence, speaking rarely except when bargaining for food. \n'b' Born to Darkness . Eyeless, these dragons have long, thin spikes that help them navigate tunnels or seal passages around them, preventing foes from outflanking them. Their stunted wings are little more than feelers, useful in rushing down tunnels. Their narrow snouts poke into tight passages, which their tongues scour free of bats and vermin. Young cave dragons and wyrmlings can fly, poorly, but older specimens lose the gift of flight. Cave dragon hide is more like eel skin than reptilian scales, and it grows mottled with brown and black as it ages. \n'b' Ravenous Marauders . Cave dragons are always hungry and ready to eat everything. They devour undead, plant creatures, or anything organic. When feeding, they treat all nearby creatures as both a threat and the next course. Alliances they make only last so long as their allies make themselves scarce when the dragon feeds. They can be bribed with food as easily as with gold, but other attempts at diplomacy typically fail. Cave dragons do form alliances with peoples of the underworld, joining them in battle against enemies, but there is always a price to be paid in flesh, bone, and marrow. Wise allies keep a cave dragon well fed. \n'b' A Hard Life . Limited food underground makes truly ancient cave dragons almost unheard of. The eldest tend to die of starvation after stripping their territory bare of prey. Their nigh-endless hunger leaves the ancients the most likely of cave dragons to form alliances, especially with allies that promise\xe2\x80\x94and deliver\xe2\x80\x94food. On occasion, cave dragons climb to the surface to feed, but their earthbound, plodding pace leaves them outcompeted by other predators or unable to keep up with swift or flying prey. They prefer tight tunnels where they can ambush and outmaneuver prey. \n'b' Edible Hoards and Vertical Lairs . Due to the scarcity of food in their subterranean world, a cave dragon\xe2\x80\x99s hoard may consist largely of food sources: bat colonies, enormous beetles, carcasses in states of decay, a cavern infested with shriekers, and whatever else the dragon doesn\xe2\x80\x99t immediately devour. Cave dragons are fond of bones and items with strong taste or smell. \n'b' Vast collections of bones, teeth, ivory, and the shells of huge insects litter their lairs, arranged like artful ossuaries. Large vertical chimneys serve as nesting sites for eggs and are popular resting places when a cave dragon sleeps within its lair. Chimneys just wide enough to hold young cave dragons make preferred ambush sites, as the dragons\xe2\x80\x99 tough spikes help hold them in position until prey passes beneath. The oldest cave dragons also retreat to vertical chimneys near nesting sites or within their lairs to die in peace. Stories claim that enormous treasures are heaped up in these ledges, abysses, and other inaccessible locations.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Cave, Wyrmling \n'b' Family: Dragon - Cave \n'b' Medium dragon , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 52 (7d8 + 21) Speed 30 ft., burrow 20 ft., fly 20 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 17 (+3) INT: 8 (-1) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +3, Con +5, Wis +2, Cha +3 Skills Perception +4, Stealth +3 Damage Immunities poison Condition Immunities blinded , poisoned Senses blindsight 10 ft., tremorsense 60 ft., passive Perception 14 Languages Draconic Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Darkness Shroud . The cave dragon naturally suppresses light near it. Bright light within 15 feet of the dragon becomes dim light, and dim light within 15 feet becomes nonmagical darkness. \n'b' Magical Tunneler . The cave dragon can burrow through nonmagical unworked earth and stone. While doing so, the dragon can choose whether to leave the material it moves through undisturbed or leave a 5-foot diameter tunnel in its wake. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage plus 3 (1d6) poison damage. \n'b' Poison Breath (Recharge 5\xe2\x80\x936) . The dragon exhales a cone of black, poisonous gas in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failure, a creature takes 14 (4d6) poison damage and is poisoned until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned . \n'b'\n'b' ABOUT \n'b' Covered in black spikes, the dragon\xe2\x80\x99s eyeless head swings from side to side. Darkness creeps from its strange, eel-like hide, spreading like ink in water. \n'b' Apex predators of the underworld, cave dragons are the stuff of nightmare for creatures with little else to fear. They can speak, but they value silence, speaking rarely except when bargaining for food. \n'b' Born to Darkness . Eyeless, these dragons have long, thin spikes that help them navigate tunnels or seal passages around them, preventing foes from outflanking them. Their stunted wings are little more than feelers, useful in rushing down tunnels. Their narrow snouts poke into tight passages, which their tongues scour free of bats and vermin. Young cave dragons and wyrmlings can fly, poorly, but older specimens lose the gift of flight. Cave dragon hide is more like eel skin than reptilian scales, and it grows mottled with brown and black as it ages. \n'b' Ravenous Marauders . Cave dragons are always hungry and ready to eat everything. They devour undead, plant creatures, or anything organic. When feeding, they treat all nearby creatures as both a threat and the next course. Alliances they make only last so long as their allies make themselves scarce when the dragon feeds. They can be bribed with food as easily as with gold, but other attempts at diplomacy typically fail. Cave dragons do form alliances with peoples of the underworld, joining them in battle against enemies, but there is always a price to be paid in flesh, bone, and marrow. Wise allies keep a cave dragon well fed. \n'b' A Hard Life . Limited food underground makes truly ancient cave dragons almost unheard of. The eldest tend to die of starvation after stripping their territory bare of prey. Their nigh-endless hunger leaves the ancients the most likely of cave dragons to form alliances, especially with allies that promise\xe2\x80\x94and deliver\xe2\x80\x94food. On occasion, cave dragons climb to the surface to feed, but their earthbound, plodding pace leaves them outcompeted by other predators or unable to keep up with swift or flying prey. They prefer tight tunnels where they can ambush and outmaneuver prey. \n'b' Edible Hoards and Vertical Lairs . Due to the scarcity of food in their subterranean world, a cave dragon\xe2\x80\x99s hoard may consist largely of food sources: bat colonies, enormous beetles, carcasses in states of decay, a cavern infested with shriekers, and whatever else the dragon doesn\xe2\x80\x99t immediately devour. Cave dragons are fond of bones and items with strong taste or smell. \n'b' Vast collections of bones, teeth, ivory, and the shells of huge insects litter their lairs, arranged like artful ossuaries. Large vertical chimneys serve as nesting sites for eggs and are popular resting places when a cave dragon sleeps within its lair. Chimneys just wide enough to hold young cave dragons make preferred ambush sites, as the dragons\xe2\x80\x99 tough spikes help hold them in position until prey passes beneath. The oldest cave dragons also retreat to vertical chimneys near nesting sites or within their lairs to die in peace. Stories claim that enormous treasures are heaped up in these ledges, abysses, and other inaccessible locations.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Cave, Young \n'b' Family: Dragon - Cave \n'b' Large dragon , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 189 (18d10 + 90) Speed 40 ft., burrow 20 ft., climb 20 ft., fly 20 ft.\n'b' STATS STR: 23 (+6) DEX: 12 (+1) CON: 21 (+5) INT: 10 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +9, Wis +5, Cha +6 Skills Perception +9, Stealth +5 Damage Immunities poison Condition Immunities blinded , poisoned Senses blindsight 30 ft., tremorsense 90 ft., passive Perception 19 Languages Common, Darakhul, Draconic Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Darkness Shroud . The cave dragon naturally suppresses light near it. Bright light within 30 feet of the dragon becomes dim light, and dim light within 30 feet becomes nonmagical darkness. If this shroud overlaps bright light created by a spell of 2nd level or lower, the spell creating the light is dispelled. \n'b' Magical Tunneler . The cave dragon can burrow through nonmagical unworked earth and stone. While doing so, the dragon can choose whether to leave the material it moves through undisturbed or leave a 5-foot diameter tunnel in its wake. \n'b' Spiked Climb . The dragon uses its spikes to hold itself in place while climbing, allowing it to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. If it climbs upside down on a ceiling or suspends itself on a vertical surface while leaving its claws free, it can\xe2\x80\x99t use the Ruff Spikes reaction . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b' Poison Breath (Recharge 5\xe2\x80\x936) . The dragon exhales a cone of black, poisonous gas in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw. On a failure, a creature takes 42 (12d6) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned . 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'\n'b' REACTIONS \n'b'\n'b' Ruff Spikes . When a creature moves to a space within 5 feet of the cave dragon, the dragon flares its many feelers and spikes. The creature must succeed on a DC 17 Dexterity saving throw or take 4 (1d8) piercing damage and be prevented from entering that space. \n'b'\n'b' ABOUT \n'b' Covered in black spikes, the dragon\xe2\x80\x99s eyeless head swings from side to side. Darkness creeps from its strange, eel-like hide, spreading like ink in water. \n'b' Apex predators of the underworld, cave dragons are the stuff of nightmare for creatures with little else to fear. They can speak, but they value silence, speaking rarely except when bargaining for food. \n'b' Born to Darkness . Eyeless, these dragons have long, thin spikes that help them navigate tunnels or seal passages around them, preventing foes from outflanking them. Their stunted wings are little more than feelers, useful in rushing down tunnels. Their narrow snouts poke into tight passages, which their tongues scour free of bats and vermin. Young cave dragons and wyrmlings can fly, poorly, but older specimens lose the gift of flight. Cave dragon hide is more like eel skin than reptilian scales, and it grows mottled with brown and black as it ages. \n'b' Ravenous Marauders . Cave dragons are always hungry and ready to eat everything. They devour undead, plant creatures, or anything organic. When feeding, they treat all nearby creatures as both a threat and the next course. Alliances they make only last so long as their allies make themselves scarce when the dragon feeds. They can be bribed with food as easily as with gold, but other attempts at diplomacy typically fail. Cave dragons do form alliances with peoples of the underworld, joining them in battle against enemies, but there is always a price to be paid in flesh, bone, and marrow. Wise allies keep a cave dragon well fed. \n'b' A Hard Life . Limited food underground makes truly ancient cave dragons almost unheard of. The eldest tend to die of starvation after stripping their territory bare of prey. Their nigh-endless hunger leaves the ancients the most likely of cave dragons to form alliances, especially with allies that promise\xe2\x80\x94and deliver\xe2\x80\x94food. On occasion, cave dragons climb to the surface to feed, but their earthbound, plodding pace leaves them outcompeted by other predators or unable to keep up with swift or flying prey. They prefer tight tunnels where they can ambush and outmaneuver prey. \n'b' Edible Hoards and Vertical Lairs . Due to the scarcity of food in their subterranean world, a cave dragon\xe2\x80\x99s hoard may consist largely of food sources: bat colonies, enormous beetles, carcasses in states of decay, a cavern infested with shriekers, and whatever else the dragon doesn\xe2\x80\x99t immediately devour. Cave dragons are fond of bones and items with strong taste or smell. Vast collections of bones, teeth, ivory, and the shells of huge insects litter their lairs, arranged like artful ossuaries. Large vertical chimneys serve as nesting sites for eggs and are popular resting places when a cave dragon sleeps within its lair. Chimneys just wide enough to hold young cave dragons make preferred ambush sites, as the dragons\xe2\x80\x99 tough spikes help hold them in position until prey passes beneath. The oldest cave dragons also retreat to vertical chimneys near nesting sites or within their lairs to die in peace. Stories claim that enormous treasures are heaped up in these ledges, abysses, and other inaccessible locations.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Clockwork Dragon, One-Headed \n'b' Family: Dragon - Clockwork \n'b' An orange glow burns in the eyes of an enormous mechanical dragon. Gears whir as the black-plated war machine spreads steel wings, spewing flames over a battalion of screaming knights. \n'b' Large construct , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 178 (17d10 + 85) Speed 30 ft., fly 50 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 20 (+5) INT: 10 (+0) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +9, Constitution +8 Skills Athletics +9, Perception +6 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 16 Languages understands Common but can\xe2\x80\x99t speak Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Bound . The dragon is magically bound to three circlets. As long as the dragon is within 1 mile of a circlet wearer on the same plane of existence, the wearer can communicate telepathically with the dragon. While the dragon is active, the wearers see through its eyes and hear what it hears. During this time, the wearers are deaf and blind with regard to their own senses. If only two circlet wearers are within 1 mile of the active dragon, each hour spent wearing the circlets imposes one level of exhaustion on those wearers. If only a single wearer is within 1 mile of the active dragon, each minute spent wearing the circlet gives that wearer one level of exhaustion . If no circlet wearers are within 1 mile of the dragon, it views all creatures it can see as enemies and tries to destroy them until a circlet wearer communicates with the dragon or the dragon is destroyed. A circlet wearer can use its action to put the dragon in an inactive state where it becomes incapacitated until a wearer uses an action to switch the dragon to active. Each circlet is a magic item that must be attuned. \n'b' Immutable Form . The dragon is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The dragon has advantage on saving throws against spells and other magical effects. \n'b' Siege Monster . The dragon deals double damage to objects and structures. \n'b' Actions \n'b' Multiattack . The dragon can use its Oil Spray. It then makes three attacks: one with its bite and two with its fists. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage. \n'b' Fist . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) bludgeoning damage. \n'b' Fire Breath (Recharge 6) . The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' Oil Spray . The dragon sprays oil in a 30-foot-cone. Each creature in the area must succeed on a DC 16 Dexterity saving throw or become vulnerable to fire damage until the end of the dragon\xe2\x80\x99s next turn. \n'b' Tail Sweep . The dragon swings its bladed tail. Each creature within 10 feet of the dragon must make a DC 17 Dexterity saving throw, taking 15 (2d8 + 6) slashing damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Clockwork dragons are siege machines fashioned after their namesake. The one-headed variety stands roughly twelve feet tall, while the three-headed dragon exceeds twenty. \n'b' Weapons of War . Only the most developed nations can afford to build clockwork dragons, but they are worth the cost. A single machine easily turns the tide of most battles and lasts decades. \n'b' Their mace-tipped fists can breakdown any structure, while mechanical wings give them flight. The dragons\xe2\x80\x99 bladed tails kill enemies in a single sweep and a special oil cannon in their chest makes any target vulnerable to the dragon\xe2\x80\x99s fiery breath. \n'b' Group Control . A clockwork dragon is created and controlled by a team of three engineers that wear special circlets. \n'b' While just one of these engineers can control a dragon for a short period of time, any sustained period of solo control is so taxing it kills the engineer. If all the engineers remove their headbands while the dragon is active, the construct attempts to massacre every creature it can see. \n'b' Construct Nature . A clockwork dragon doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Clockwork Dragon, Three-Headed \n'b' Family: Dragon - Clockwork \n'b' An orange glow burns in the eyes of an enormous mechanical dragon. Gears whir as the black-plated war machine spreads steel wings, spewing flames over a battalion of screaming knights. \n'b' Huge construct , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 275 (22d12 + 132) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 25 (+7) DEX: 10 (+0) CON: 23 (+6) INT: 10 (+0) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +12, Constitution +11 Skills Athletics +12, Perception +10 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 20 Languages understands Common but can\xe2\x80\x99t speak Challenge 14 (11,500 XP) \n'b' Special Traits \n'b' Bound . The dragon is magically bound to three circlets. As long as the dragon is within 1 mile of a circlet wearer on the same plane of existence, the wearer can communicate telepathically with the dragon. While the dragon is active, the wearers see through its eyes and hear what it hears. During this time, the wearers are deaf and blind with regard to their own senses. If only two circlet wearers are within 1 mile of the active dragon each hour spent wearing the circlets imposes one level of exhaustion on those wearers. If only a single wearer is within 1 mile of the active dragon, each minute spent wearing the circlet gives that wearer one level of exhaustion . If no circlet wearers are within 1 mile of the dragon, it views all creatures it can see as enemies and tries to destroy them until a circlet wearer communicates with the dragon or the dragon is destroyed. A circlet wearer can use its action to put the dragon in an inactive state where it becomes incapacitated until a wearer uses an action to switch the dragon to active. Each circlet is a magic item that must be attuned. \n'b' Immutable Form . The dragon is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The dragon has advantage on saving throws against spells and other magical effects. \n'b' Siege Monster . The dragon deals double damage to objects and structures. \n'b' Actions \n'b' Multiattack . The dragon can use its Oil Spray. It then makes five attacks: three with its bite and two with its fists. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 18 (2d10 + 7) piercing damage plus 3 (1d6) fire damage. \n'b' Fist . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 14 (2d6 + 7) bludgeoning damage. \n'b' Fire Breath (Recharge 6) . The dragon exhales fire in three separate 60-foot cones. Each creature in one of these cones must make a DC 19 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one. A creature in overlapping cones has disadvantage on the saving throw, but it takes damage from only one breath. \n'b' Oil Spray . The dragon sprays oil in a 30-foot-cone. Each creature in the area must succeed on a DC 19 Dexterity saving throw or become vulnerable to fire damage until the end of the dragon\xe2\x80\x99s next turn. \n'b' Tail Sweep . The dragon swings its bladed tail. Each creature within 15 feet of the dragon must make a DC 19 Dexterity saving throw. On a failure, a creature takes 16 (2d8 + 7) slashing damage and is knocked prone . On a success, a creature takes half the damage but isn\xe2\x80\x99t knocked prone . \n'b' About \n'b' Clockwork dragons are siege machines fashioned after their namesake. The one-headed variety stands roughly twelve feet tall, while the three-headed dragon exceeds twenty. \n'b' Weapons of War . Only the most developed nations can afford to build clockwork dragons, but they are worth the cost. A single machine easily turns the tide of most battles and lasts decades. \n'b' Their mace-tipped fists can breakdown any structure, while mechanical wings give them flight. The dragons\xe2\x80\x99 bladed tails kill enemies in a single sweep and a special oil cannon in their chest makes any target vulnerable to the dragon\xe2\x80\x99s fiery breath. \n'b' Group Control . A clockwork dragon is created and controlled by a team of three engineers that wear special circlets. \n'b' While just one of these engineers can control a dragon for a short period of time, any sustained period of solo control is so taxing it kills the engineer. If all the engineers remove their headbands while the dragon is active, the construct attempts to massacre every creature it can see. \n'b' Construct Nature . A clockwork dragon doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cloud Dragon, Adult \n'b' Family: Dragon - Cloud \n'b' Huge dragon , neutral \n'b' Armor Class 18 (natural armor) Hit Points 195 (17d12 + 85) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 23 (+6) DEX: 12 (+1) CON: 21 (+5) INT: 18 (+4) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Constitution +10, Wisdom +7, Charisma +8 Skills Arcana +9, History +9, Insight +7, Nature +9, Perception +12 Damage Immunities cold, lightning Senses blindsight 120 ft., darkvision 120 ft., passive Perception 22 Languages Auran, Aquan, Common, Draconic, Giant Challenge 15 (13,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Windborn . The dragon cannot be moved or knocked prone by magical or nonmagical winds of any kind. \n'b' Actions \n'b' Multiattack . The dragon uses its Frightful Presence and makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 20 ft., one target. Hit : 17 (2d10 + 6) piercing damage plus 10 (3d6) cold damage. \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 20 (4d6 + 6) slashing damage. \n'b' Tail . Melee Weapon Attack : +11 to hit, reach 20 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Breath Weapons (Recharge 5-6) . The dragon uses one of the following breath weapons.\n'b'\n'b' Cloud Breath . The dragon exhales an icy blast in a 60-foot cone that spreads around corners. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed saving throw, or half as much damage on a successful one. \n'b' Wind Breath . The dragon exhales gale-force winds in a 60-foot line that is 10-feet wide. Creatures in this area must make a DC 19 Strength saving throw, taking 36 (8d8) bludgeoning damage on a failed saving throw and are pushed 60 feet directly away from the dragon. On a successful saving throw, the creature takes half damage and is not pushed. A creature who is pushed and strikes a solid surface takes 1d6 bludgeoning damage per 10 feet traveled. Nonmagical flames are completely extinguished, and magical flames created by a spell of 4th level or lower are immediately dispelled. \n'b' Cloud Form . The cloud dragon polymorphs into a Huge cloud of mist, or back into its true form. While in mist form, the dragon can\xe2\x80\x99t take any actions , speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature\xe2\x80\x99s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can\xe2\x80\x99t pass through water. It has advantage on Strength , Dexterity , and Constitution saving throws, it is immune to all nonmagical damage, and still benefits from its Windborn feature. \n'b'\n'b' Legendary Actions \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cloud Dragon, Ancient (Draco Nimbus Caelo) \n'b' Family: Dragon - Cloud \n'b' Gargantuan dragon , neutral \n'b' Armor Class 19 (natural armor) Hit Points 367 (21d20 + 147) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 27 (+8) DEX: 13 (+1) CON: 25 (+7) INT: 21 (+5) WIS: 18 (+4) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8, Constitution +14, Wisdom +11, Charisma +11 Skills Arcana +12, History +12, Insight +11, Nature +12, Perception +18 Damage Immunities cold, lightning Senses blindsight 120 ft., darkvision 120 ft., passive Perception 28 Languages Auran, Aquan, Common, Draconic, Giant, Sylvan Challenge 22 (41,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Windborn . The dragon cannot be moved or knocked prone by magical or nonmagical winds of any kind. \n'b' Actions \n'b' Multiattack . The dragon uses its Frightful Presence and makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 20 ft., one target. Hit : 19 (2d10 + 8) piercing damage plus 10 (3d6) cold damage. \n'b' Claw . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 22 (4d6 + 8) slashing damage. \n'b' Tail . Melee Weapon Attack : +15 to hit, reach 20 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Breath Weapons (Recharge 5-6) . The dragon uses one of the following breath weapons.\n'b'\n'b' Cloud Breath . The dragon exhales an icy blast in a 90-foot cone that spreads around corners. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed saving throw, or half as much damage on a successful one. \n'b' Wind Breath . The dragon exhales gale-force winds in a 90-foot line that is 10-feet wide. Creatures in this area must make a DC 22 Strength saving throw, taking 36 (8d8) bludgeoning damage on a failed saving throw and are pushed 90 feet directly away from the dragon. On a successful saving throw, the creature takes half damage and is not pushed. A creature who is pushed and strikes a solid surface takes 1d6 bludgeoning damage per 10 feet traveled. Nonmagical flames are completely extinguished, and magical flames created by a spell of 5th level or lower are immediately dispelled. \n'b' Cloud Form . The cloud dragon polymorphs into a Gargantuan cloud of mist, or back into its true form. While in mist form, the dragon can\xe2\x80\x99t take any actions , speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature\xe2\x80\x99s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can\xe2\x80\x99t pass through water. It has advantage on Strength , Dexterity , and Constitution saving throws, it is immune to all nonmagical damage, and still benefits from its Windborn feature. \n'b'\n'b' Legendary Actions \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can\xe2\x80\x99t use the same effect two rounds in a row: \n'b' Sphere of Fog . The cloud dragon causes a 60-foot radius sphere of fog centered on a point anywhere in its lair. The sphere spreads around corners and its area is heavily obscured . The fog remains for 1 hour, or until the dragon dismisses it (no action required), and it cannot be dispersed by wind. On the next initiative count 20, the dragon can move the sphere up to 30 feet in any direction. \n'b' Wind Gust . The cloud dragon causes a burst of strong wind 60 feet long and 10 feet wide from it in a direction of the dragon\xe2\x80\x99s choice. The strong wind lasts until the next initiative count 20. Each creature other than the cloud dragon that starts its turn or enters the area must succeed on a DC 19 Strength saving throw or be pushed 15 feet away from it. In addition, any creature in the area must spend 2 feet of movement for every 1-foot it moves when moving closer to the dragon, and the wind disperses gas or vapor of the dragon\xe2\x80\x99s choice, and it extinguishes candles, torches, and similar unprotected flames in the area. \n'b' Freezing Air . The dragon causes a 20-foot sphere of air to drop to below freezing temperatures for 24 hours. Creatures in that area that start their turn or enter the area must make a DC 19 Constitution saving throw. On a failed saving throw, the target takes 14 (4d6) cold damage, or half as much damage on a successful one. The area affected by the spell is also covered in frost, leaving it difficult terrain for 24 hours. \n'b' Regional Effects \n'b' The region containing the ancient cloud dragon\xe2\x80\x99s lair is changed by its presence, which creates one or more of the following effects: Wind and Fog. Strong winds whip and curl around the dragon\xe2\x80\x99s lair, but fog clouds still linger regardless, cloaking the land within 6 miles of the dragon\xe2\x80\x99s lair, making it lightly obscured . \n'b' Cold Snaps . Frigid cold snaps suddenly appear in areas within 6 miles of the dragon\xe2\x80\x99s lair, dropping the temperature to below freezing in minutes. \n'b' Thin Air . The air thins at ground level and above, as if the inhabitants stood above altitudes of 10,000 feet or higher, in areas within 6 miles of the dragon\xe2\x80\x99s lair. If the dragon dies, these effects fade over 1d10 days.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Celestial Paragon \n'b' Large celestial , lawful good \n'b' Armor Class 18 (natural armor) Hit Points 221 (26d10 + 78) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 16 (+3) INT: 13 (+1) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +8, Cha +9 Skills Insight +11, Perception +11, Persuasion +13 Damage Resistances radiant, bludgeoning, piercing and slashing damage from nonmagical attacks Condition Immunities charmed , exhaustion , frightened Senses darkvision 60 ft., passive Perception 21 Languages Celestial, Common Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spellcasting . The celestial paragon is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The celestial paragon has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : mage hand , prestidigitation , ray of frost \n'b' 1st level (4 slots) : detect magic , magic missile , shield , thunderwave \n'b' 2nd level (3 slots) : acid arrow , detect thoughts , invisibility , mirror image \n'b' 3rd level (3 slots) : animate dead , counterspell, dispel magic , fireball \n'b' 4th level (3 slots) : blight , dimension door \n'b' 5th level (2 slots) : cloudkill , scrying \n'b' 6th level (1 slots) : disintegrate \n'b' 7th level (1 slots) : plane shift \n'b' 8th level (1 slots) : sunburst \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The celestial paragon makes two Sword attacks. \n'b' Sword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 17 (4d6 + 3) slashing damage plus 18 (4d8) radiant damage. Target must succeed on a DC 17 Wisdom saving throw or lose one spell slot of level 1d6. This spell slot is lost as if it had been used to cast a spell . \n'b' Lend Magic . As a bonus action, a celestial paragon can use one of its expended spell slots to restore an expended spell slot of the same level to a lawful good wizard or sorcerer within 60 feet. The paragon cannot use the slot again until it returns to the Celestial Plane, and it cannot restore an expended slot to a caster who cannot cast a spell of that level. \n'b'\n'b' ABOUT \n'b' The angelic creatures known as celestial paragons originate on the higher planes of law and good, and are dispatched by the gods to aid their chosen servants in times of great need. They resemble statuesque humans with harsh and unyielding gazes but are nonetheless kind and merciful to those of good alignment. They are merciless foes of evil, especially evil arcanists, and use their special magic-draining abilities to rob these foes of their spells. \n'b' Celestial paragons are twice the height of a human. Wings rising from their backs flicker and shift with arcane energy. They bear great glimmering swords and normally are clad in shining silver and gold robes Their expressions are stern but benevolent. \n'b' Celestial guardians command significant magical power, which they can lend to their mortal allies, passing on expended arcane energy to replenish friendly spellcasters. Their arcane nature also allows them to rob enemies of their spellcasting ability, draining their prepared spells though the power of their great gleaming celestially-forged swords. These weapons are useless in mortal hands, however, as they are intended only to serve the direct will of the gods.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cloud Dragon, Wyrmling \n'b' Family: Dragon - Cloud \n'b' Medium dragon , neutral \n'b' Armor Class 15 (natural armor) Hit Points 44 (8d8 + 8) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 13 (+1) INT: 14 (+2) WIS: 11 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +3, Constitution +3, Wisdom +2, Charisma +3 Skills Insight +4, Perception +4 Damage Immunities cold, lightning Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14 Languages Auran, Aquan, Common, Draconic Challenge 3 (700 XP) \n'b' Special Traits \n'b' Windborn . The dragon cannot be moved or knocked prone by magical or nonmagical winds of any kind. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) piercing damage plus 3 (1d6) cold damage. \n'b' Breath Weapons (Recharge 5-6) . The dragon uses one of the following breath weapons.\n'b'\n'b' Cloud Breath . The dragon exhales an icy blast in a 90-foot cone that spreads around corners. Each creature in that area must make a DC 11 Constitution saving throw, taking 22 (5d8) cold damage on a failed saving throw, or half as much damage on a successful one. \n'b' Wind Breath . The dragon exhales gale-force winds in a 20-foot line that is 10-feet wide. Creatures in this area must make a DC 11 Strength saving throw, taking 18 (4d8) bludgeoning damage on a failed saving throw and are pushed 20 feet directly away from the dragon. On a successful saving throw, the creature takes half damage and is not pushed. A creature who is pushed and strikes a solid surface takes 1d6 bludgeoning damage per 10 feet traveled. Nonmagical flames are completely extinguished, and magical flames created by a spell of 2nd level or lower are immediately dispelled. \n'b' Cloud Breath (Recharge 5-6) . The dragon exhales an icy blast in a 15-foot cone that spreads around corners. Each creature in that area must make a DC 11 Constitution saving throw, taking 22 (5d8) cold damage on a failed saving throw, or half as much damage on a successful one.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cloud Dragon, Young \n'b' Family: Dragon - Cloud \n'b' Large dragon , neutral \n'b' Armor Class 16 (natural armor) Hit Points 136 (16d10 + 48) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 17 (+3) INT: 16 (+3) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Constitution +6, Wisdom +4, Charisma +5 Skills History +6, Insight +4, Perception +7 Damage Immunities cold, lightning Senses blindsight 120 ft., darkvision 120 ft., passive Perception 17 Languages Auran, Aquan, Common, Draconic Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Windborn . The dragon cannot be moved or knocked prone by magical or nonmagical winds of any kind. \n'b' Actions \n'b' Multiattack . The dragon makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) piercing damage plus 7 (2d6) cold damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Breath Weapons (Recharge 5-6) . The dragon uses one of the following breath weapons.\n'b'\n'b' Cloud Breath . The dragon exhales an icy blast in a 90-foot cone that spreads around corners. Each creature in that area must make a DC 14 Constitution saving throw, taking 45 (10d8) cold damage on a failed saving throw, or half as much damage on a successful one. \n'b' Wind Breath . The dragon exhales gale-force winds in a 30-foot line that is 10-feet wide. Creatures in this area must make a DC 14 Strength saving throw, taking 36 (8d8) bludgeoning damage on a failed saving throw and are pushed 30 feet directly away from the dragon. On a successful saving throw, the creature takes half damage and is not pushed. A creature who is pushed and strikes a solid surface takes 1d6 bludgeoning damage per 10 feet traveled. Nonmagical flames are completely extinguished, and magical flames created by a spell of 3rd level or lower are immediately dispelled. \n'b' Cloud Form . The cloud dragon polymorphs into a Large cloud of mist, or back into its true form. While in mist form, the dragon can\xe2\x80\x99t take any actions , speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature\xe2\x80\x99s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can\xe2\x80\x99t pass through water. It has advantage on Strength , Dexterity , and Constitution saving throws, it is immune to all nonmagical damage, and still benefits from its Windborn feature.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dungeon Dragon, Adult \n'b' Family: Dragon - Dungeon \n'b' Huge dragon , neutral \n'b' Armor Class 18 (natural armor) Hit Points 364 (27d12 + 189) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 27 (+8) DEX: 10 (+0) CON: 25 (+7) INT: 16 (+3) WIS: 17 (+3) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Constitution +12, Wisdom +8, Charisma +10 Skills Arcana +8, History +8, Insight +8, Investigation +13, Perception +13, Survival +8 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23 Languages all Challenge 16 (15,000 XP) \n'b' Special Traits \n'b' Special Equipment . The dragon is attuned to a crystal ball , which is hidden somewhere within its labyrinthine lair. If a dungeon dragon loses its crystal ball , it can create a new one over the course of 10 days. \n'b' Innate Spellcasting . The dungeon dragon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can cast the following spells, requiring no material components.\n'b'\n'b' At will : alarm , arcane lock , detect magic , detect thoughts , find traps , glyph of warding , identify , knock , scrying , stone shape , wall of stone \n'b' 3/day each : dispel magic , hallucinatory terrain , locate creature , locate object , project image \n'b'\n'b' Labyrinthine Recall . The dungeon dragon can perfectly recall any path it has traveled. \n'b' Legendary Resistance (3/day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Trap Master . The dungeon dragon has advantage on saving throws against the effects of traps. \n'b' Actions \n'b' Multiattack . The dragon uses its Frightful Presence and makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 19 (2d10 + 8) piercing damage. \n'b' Claw . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 15 (2d6 + 8) slashing damage. \n'b' Tail . Melee Weapon Attack : +13 to hit, reach 20 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Confusion Breath (Recharge 5-6) . The dragon exhales gas in a 60-foot cone that spreads around corners. Each creature in that area must succeed on a DC 20 Constitution saving throw. On a failed save, the creature is confused for 1 minute. While confused, the creature uses its action to Dash in a random direction, even if that movement takes the creature into dangerous areas. A confused creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. \n'b' Legendary Actions \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chained Angel \n'b' Family: Angels \n'b' Medium celestial , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 121 (22d8 + 22) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 12 (+1) INT: 12 (+1) WIS: 18 (+4) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Wis +7, Cha +8 Skills Perception +7 Damage Resistances piercing Damage Immunities fire, radiant Condition Immunities charmed , exhaustion Senses darkvision 200 ft., passive Perception 17 Languages Celestial, Common, Infernal, telepathy 120 ft. Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Immortal Nature . The chained angel doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Magic Resistance . The chained angel has advantage on saving throws against spells and other magical effects. \n'b' Redemption . When a creature casts the knock spell on the chained angel\xe2\x80\x99s chains, the chains release a blast of unholy flame. The spellcaster must make a DC 16 Dexterity saving throw, taking 16 (3d10) fire damage and 16 (3d10) radiant damage on a failed save, or half as much damage on a successful one. If the spellcaster survives, the chained angel must immediately make a DC 17 Wisdom saving throw. On a success, the angel\xe2\x80\x99s chains fall away. It is restored to its senses and the form it had before it was chained, typically a deva. On a failure, the chained angel remains chained for 7 days, and during that time, any further attempts to cast knock on the angel\xe2\x80\x99s chains fail. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The chained angel makes two Fiery Greatsword attacks. \n'b' Fiery Greatsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage plus 16 (3d10) fire damage. \n'b' Fallen Glory (Recharge 5\xe2\x80\x936) . Each creature the chained angel can see within 50 feet of it must make a DC 15 Strength saving throw. On a failure, a creature takes 19 (3d12) radiant damage and is forced prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t forced prone . \n'b'\n'b' REACTIONS \n'b'\n'b' Fiendish Cunning . When a creature the chained angel can see within 60 feet of it casts a spell that appears on the cleric or paladin spell list, the chained angel can counter the spell with a successful ability check. This works like the counterspell spell with a +5 spellcasting ability check, except the chained angel must make the ability check no matter the level of the spell. \n'b'\n'b' ABOUT \n'b' The angel\xe2\x80\x99s dark halo, flayed skin, and soulless, rage-filled eyes hint at the horrors it endured to end up shackled at the feet of the demon. \n'b' Broken and Chained . These angels have been captured by fiends, tortured, and turned to serve darkness. They invariably wear chains, shackles, barbed flesh hooks, or manacles to show their captive state. A pack of chained angels is considered a status symbol among the servants of evil. A chained angel fights for the forces of evil as long as it remains chained, which amuses demons and devils greatly. \n'b' Chance at Redemption . While their souls are tainted with the blood of innocents, in their hearts chained angels still hope to be redeemed, or at least to gain the solace of extinction. Any creature that kills a chained angel receives a gift of gratitude for the release of death. If it cannot be redeemed, a chained angel is a storm of destruction.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dungeon Dragon, Ancient \n'b' Family: Dragon - Dungeon \n'b' Gargantuan dragon (shapechanger), neutral \n'b' Armor Class 19 (natural armor) Hit Points 490 (28d20 + 196) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 27 (+8) DEX: 12 (+1) CON: 25 (+7) INT: 20 (+5) WIS: 17 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8, Constitution +14, Wisdom +10, Charisma +11 Skills Arcana +12, History +12, Insight +10, Investigation +19, Perception +17, Survival +10 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 Languages all Challenge 21 (33,000 XP) \n'b' Special Traits \n'b' Special Equipment . The dragon is attuned to a crystal ball , which is hidden somewhere within its labyrinthine lair. If a dungeon dragon loses its crystal ball , it can create a new one over the course of 10 days. \n'b' Innate Spellcasting . The dungeon dragon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can cast the following spells, requiring no material components.\n'b'\n'b' At will : alarm , arcane lock , detect magic , detect thoughts , find traps , glyph of warding , identify , knock , scrying , stone shape , wall of stone \n'b' 3/day each : dispel magic , hallucinatory terrain , locate creature , locate object , project image \n'b' 1/day : find the path , maze , mirage arcane , passwall \n'b'\n'b' Labyrinthine Recall . The dungeon dragon can perfectly recall any path it has traveled. \n'b' Legendary Resistance (3/day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Trap Master . The dungeon dragon has advantage on saving throws against the effects of traps. \n'b' Actions \n'b' Multiattack . The dragon uses its Frightful Presence and makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 19 (2d10 + 8) piercing damage. \n'b' Claw . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 15 (2d6 + 8) slashing damage. \n'b' Tail . Melee Weapon Attack : +15 to hit, reach 20 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Change Shape . The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon\xe2\x80\x99s choice). In a new form, the dragon retains its alignment, hit points , Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions , and Intelligence , Wisdom , and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except for class features or legendary actions of that form. \n'b' Confusion Breath (Recharge 5-6) . The dragon exhales gas in a 90-foot cone that spreads around corners. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature is confused for 1 minute. While confused, the creature uses its action to Dash in a random direction, even if that movement takes the creature into dangerous areas. A confused creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. \n'b' Dominate . One creature the dragon can see within 60 feet of it must succeed on a DC 19 Wisdom saving throw or be charmed for 1 hour. The creature has advantage if the dragon is fighting it. While the creature is charmed , the dragon has a telepathic link with it as long as it and the dragon are on the same plane of existence, and the dragon can issue commands to the creature as long as it is conscious (no action required), which it does its best to obey. The dragon can use an action to take total and precise control of the target. Until the end of the dragon\xe2\x80\x99s next turn, the creature takes only the actions the dragon dictates and doesn\xe2\x80\x99t do anything that the dragon does not allow it to. In addition, the dragon can also cause the creature to use a reaction , but this requires the dragon to use its reaction as well. The charmed creature can repeat the saving throw whenever it takes damage. If the saving throw succeeds, the spell ends. \n'b' Legendary Actions \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can\xe2\x80\x99t use the same effect two rounds in a row: \n'b' Illusory Terrain . The dungeon dragon uses illusions to subtly manipulate creatures within its lair, as if it had cast the hallucinatory terrain , project image , or mirage arcane spell, targeting any location within its lair that it can see. \n'b' Changing Maze . The dungeon dragon manipulates the stone of its labyrinth as if it had cast the stone shape spell, targeting any location within its lair that it can see. \n'b' Stone Walls . The dungeon dragon creates walls of stone as if it had cast the wall of stone spell, targeting any location within its lair that it can see. When cast in this way, the dragon does not need to concentrate on the spell and its effects become permanent immediately. \n'b' Regional Effects \n'b' The region containing the ancient dungeon dragon\xe2\x80\x99s lair is changed by its presence, which creates one or more of the following effects: \n'b' Minotaur Meeting . Minotaurs are strangely drawn to the area surrounding a dungeon dragon\xe2\x80\x99s lair, often seeking to emulate the master of mazes. \n'b' Weather Alteration . Once per day, the dungeon dragon can alter the weather in a 6-mile radius centered on its lair. If the dragon dies these effects fade over 1d10 days.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dungeon Dragon, Wyrmling \n'b' Family: Dragon - Dungeon \n'b' Medium dragon , neutral \n'b' Armor Class 17 (natural armor) Hit Points 112 (15d8 + 45) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 17 (+3) INT: 14 (+2) WIS: 15 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +2, Constitution +5, Wisdom +4, Charisma +4 Skills Investigation +6, Perception +6, Survival +4 Senses blindsight 10 ft., darkvision 30 ft., passive Perception 16 Languages all Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The dungeon dragon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can cast the following spells, requiring no material components.\n'b'\n'b' At will : alarm , arcane lock , detect magic , identify , knock \n'b' 1/day each : find traps , scrying , stone shape , wall of stone \n'b'\n'b' Labyrinthine Recall . The dungeon dragon can perfectly recall any path it has traveled. \n'b' Trap Master . The dungeon dragon has advantage on saving throws against the effects of traps. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage. \n'b' Confusion Breath (Recharge 5-6) . The dragon exhales gas in a 15-foot cone that spreads around corners. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, the creature is confused for 1 minute. While confused, the creature uses its action to Dash in a random direction, even if that movement takes the creature into dangerous areas. A confused creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dungeon Dragon, Young \n'b' Family: Dragon - Dungeon \n'b' Large dragon , neutral \n'b' Armor Class 16 (natural armor) Hit Points 199 (19d10 + 95) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 23 (+6) DEX: 10 (+0) CON: 21 (+5) INT: 14 (+2) WIS: 16 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Constitution +9, Wisdom +7, Charisma +8 Skills Arcana +6, Nature +6, Investigation +10, Perception +11, Survival +7 Senses blindsight 30 ft., darkvision 60 ft., passive Perception 21 Languages all Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Special Equipment . The dragon is attuned to a crystal ball , which is hidden somewhere within its labyrinthine lair. If a dungeon dragon loses its crystal ball , it can create a new one over the course of 10 days. \n'b' Innate Spellcasting . The dungeon dragon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can cast the following spells, requiring no material components.\n'b'\n'b' At will : alarm , arcane lock , detect magic , detect thoughts , find traps , glyph of warding , identify , knock \n'b' 3/day each : dispel magic , hallucinatory terrain , locate creature , locate object , scrying , stone shape \n'b' 1/day each : wall of stone \n'b'\n'b' Labyrinthine Recall . The dungeon dragon can perfectly recall any path it has traveled. \n'b' Trap Master . The dungeon dragon has advantage on saving throws against the effects of traps. \n'b' Actions \n'b' Multiattack . The dragon makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 17 (2d10 + 6) piercing damage. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b' Confusion Breath (Recharge 5-6) . The dragon exhales gas in a 30-foot cone that spreads around corners. Each creature in that area must succeed on a DC 17 Constitution saving throw. On a failed save, the creature is confused for 1 minute. While confused, the creature uses its action to Dash in a random direction, even if that movement takes the creature into dangerous areas. A confused creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Felid Dragon \n'b' Family: Dragon - Felid \n'b' Huge dragon , neutral \n'b' Armor Class 18 Hit Points 275 (22d12 + 132) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 18 (+4) DEX: 26 (+8) CON: 23 (+6) INT: 16 (+3) WIS: 17 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Con +12, Wis +9, Cha +10 Skills Acrobatics +14, Perception +9, Stealth +16 Damage Immunities poison Condition Immunities poisoned , prone Senses blindsight 60 ft., darkvision 120 ft., passive Perception 13 Languages Common, Draconic Challenge 19 (22,000 XP) \n'b' Special Traits \n'b' Flyby . The felid dragon doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Keen Smell . The felid dragon has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Magic Resistance . The felid dragon has advantage on saving throws against spells and other magical effects. \n'b' Pounce . If the felid dragon 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 20 Strength saving throw or be knocked prone . If the target is prone , the felid dragon can make one bite attack against it as a bonus action. \n'b' Actions \n'b' Multiattack . The felid dragon can use its Deafening Roar. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 19 (2d10 + 8) piercing damage. \n'b' Claw . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 15 (2d6 + 8) slashing damage, and, if the target is a creature other than an undead or a construct, it must succeed on a DC 20 Constitution saving throw or take 2 (1d4) slashing damage at the start of each of its turns as a piece of the claw breaks off in the wound. Each time the dragon hits the target with this attack , the damage dealt by the wound each round increases by 3 (1d6). Any creature can take an action to remove the claw with a successful DC 16 Wisdom ( Medicine ) check. The claw pops out of the wound if the target receives magical healing . \n'b' Deafening Roar . Each creature within 60 feet of the dragon and that can hear it must succeed on a DC 18 Constitution saving throw or be deafened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Deafening Roar for the next 24 hours. \n'b' Sickening Bile (Recharge 5-6) . The dragon coughs up partially digested food and slimy bile in a 90-foot cone. Each creature in that area must make a DC 20 Constitution saving throw. On a failure, a creature takes 70 (20d6) poison damage and is coated in bile. On a success, a creature takes half the damage and isn\xe2\x80\x99t coated in bile. While coated in bile, a creature is poisoned . A creature, including the target coated in bile, can use its action to remove the bile, ending the poisoned condition. \n'b' About \n'b' The tiger rises from its slumber, stretching its draconic wings. Light glints off its backswept horns as it roars its deafening challenge at intruders. \n'b' Treasure Hoard . Similar to other dragons, felid dragons are treasure hoarders with an eye for shiny and sparkly things. They sometimes align themselves with those who are trying to do good in the world, though their motivation is typically selfish and focused on obtaining treasure. \n'b' Curious and Playful . Like most cats, felid dragons are naturally curious and often put themselves in danger just to learn more about the world. They like to play with their prey, allowing it to live a little longer than necessary before knocking it down again for their own entertainment. This behavior is unavoidably instinctual and even the most austere felid dragons succumb to it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Flame, Ancient \n'b' Family: Dragon - Flame \n'b' Gargantuan dragon , chaotic evil \n'b' Armor Class 22 (natural armor) Hit Points 481 (26d20 + 208) Speed 40 ft., climb 40 ft., fly 80 ft.\n'b' STATS STR: 23 (+6) DEX: 14 (+2) CON: 27 (+8) INT: 19 (+4) WIS: 16 (+3) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Con +15, Wis +10, Cha +13 Skills Deception +13, Insight +10, Perception +17, Persuasion +13, Stealth +9 Damage Immunities fire Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 Languages Common, Draconic, Giant, Ignan, Infernal, Orc Challenge 24 (62,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Fire Incarnate . All fire damage dealt by the dragon ignores fire resistance but not fire immunity. \n'b' Actions \n'b' Multiattack . The dragon can use its Frightful Presence. It then makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 17 (2d10 + 6) piercing damage plus 14 (4d6) fire damage. \n'b' Claw . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b' Tail . Melee Weapon Attack : +13 to hit, reach 20 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Fire Breath (Recharge 5-6) . The dragon exhales fire in a 90-foot cone. Each creature in that area takes 91 (26d6) fire damage, or half damage with a successful DC 23 Dexterity saving throw. Each creature in that area must also succeed on a DC 21 Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest living creature or smash some object smaller than itself if no creature can be reached with a single move. A rampaging creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Shifting Flames . The dragon magically polymorphs into a creature that has immunity to fire damage and a size and challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon\xe2\x80\x99s choice). In a new form, the dragon retains its alignment, hit points , Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions , and Intelligence , Wisdom , and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. \n'b' Legendary Actions \n'b' The dragon can take 3 legendary actions , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Flame, Wyrmling \n'b' Family: Dragon - Flame \n'b' Medium dragon , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 52 (8d8 + 16) Speed 30 ft., climb 30 ft., fly 60 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 15 (+2) INT: 13 (+1) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +4, Wis +3, Cha +5 Skills Deception +5, Perception +5, Persuasion +5, Stealth +4 Damage Immunities fire Senses blindsight 10 ft., darkvision 60 ft., passive Perception 15 Languages Common, Draconic, Ignan Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Heated Body . A creature that touches the flame dragon or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 6 (1d10 + 1) piercing damage plus 3 (1d6) fire damage. \n'b' Fire Breath (Recharge 5\xe2\x80\x936) . The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw. \n'b' Flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. \xe2\x80\x9cMay you be the fire\xe2\x80\x99s plaything\xe2\x80\x9d is a curse often used by the foolish. \n'b' Taunting Others . The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure\xe2\x80\x94direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler\xe2\x80\x99s ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started. \n'b' Malevolent Purpose . The results of a flame dragon\xe2\x80\x99s schemes are secondary to the enjoyment it derives from pursuing a nebulous and ever-changing goal. Some flame dragons spend centuries torturing a family line for nothing more than trespassing on the dragon\xe2\x80\x99s land. Others plot eternal curses after twisting poorly chosen words into dire insults. The vengeance itself is secondary to an excuse for hate, plot, and ruin. Flame dragons relish such opportunities for revenge. Each is a delightful hobby. Any disruption in their game kindles a terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn. \n'b' Fond of Souvenirs . Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius. \n'b' Vengeful Brethren . Nothing is safe from a flame dragon\xe2\x80\x99s scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon\xe2\x80\x99s undivided attention for generations. Wiser still, is to remove all trace of involvement in a flame dragon\xe2\x80\x99s death. All burning serpents see the murder of one of their kin as the gravest insult.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Alpha Fish \n'b' Large beast , unaligned \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 59 (7d10 + 21) \n'b' Speed 0 ft., swim 50 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 16 (+3) INT: 1 (\xe2\x80\x935) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +5, Perception +3 \n'b' Senses passive Perception 13 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Defensive Frenzy . When it has half its hit points or fewer, the alpha fish can make one headbutt attack as a bonus action. \n'b' Frightening Display . When the alpha fish uses its Fin Flare, it looks one size category larger than it actually is to any creature that can see it until the start of its next turn. \n'b' Too Aggressive . The alpha fish attacks anything it thinks is threatening, even inanimate objects or illusions. It automatically fails ability checks and saving throws to detect or see through illusions. \n'b' Water Breathing . The fish can breathe only under water. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The alpha fish uses its Fin Flare. It then makes two headbutt attacks. \n'b' Headbutt . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. \n'b' Fin Flare . The alpha fish flares its fins in an attempt to frighten its opponents. Each creature within 30 feet that can see the fish must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the alpha fish\xe2\x80\x99s Fin Flare for the next 24 hours. \n'b'\n'b' ABOUT \n'b' A fish as large as a rowboat serenely floats beneath the surface of the water, its flowing fins and iridescent scales shimmering in the waves. When disturbed, it attacks with a ferocity unexpected of such a delicate-looking creature. \n'b' Alpha fish are solitary and extremely territorial creatures. They are always found alone, except during the few short weeks of mating season each year when schools of the fish gather. \n'b' Alpha fish scales are coveted spell components. When a spellcaster uses an alpha fish scale as a spell component while casting an enchantment or illusion spell, the spellcaster can increase the DC of the spell by 1 or increase the DC of the Intelligence ( Investigation ) check to determine if the illusion is false by 1. If the spell is 4th level or higher, the scale is consumed in the casting of the spell\xe2\x80\x94otherwise, it remains. \n'b' Dazzling Dominance . Before attacking, alpha fish often attempt to intimidate potential rivals or predators away by flaring their colorful fins to make themselves appear much larger. If successful, they usually refrain from attacking. \n'b' Aggressive . If intimidation doesn\xe2\x80\x99t work, alpha fish defend their chosen homes by viciously attacking. They have been known to attack creatures much larger than themselves and, occasionally, objects they don\xe2\x80\x99t recognize. \n'b' Valuable . Many aristocrats seek the beautiful, shimmering fish as pets in massive, personal aquariums, and the alpha fish\xe2\x80\x99s scales are valuable spell components.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Flame, Young \n'b' Family: Dragon - Flame \n'b' Large dragon , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 190 (20d10 + 80) Speed 40 ft., climb 40 ft., fly 80 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 19 (+4) INT: 15 (+2) WIS: 13 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +7, Wis +4, Cha +7 Skills Deception +7, Perception +7, Persuasion +7, Stealth +5 Damage Immunities fire Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17 Languages Common, Draconic, Ignan Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Fire Incarnate . Creatures with resistance to fire damage don\xe2\x80\x99t have resistance to the fire damage dealt by the flame dragon. A creature with immunity to fire damage is still immune to the dragon\xe2\x80\x99s fire damage. \n'b' Heated Body . A creature that touches the flame dragon or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 13 (2d10 + 2) piercing damage plus 7 (2d6) fire damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) slashing damage. \n'b' Fire Breath (Recharge 5\xe2\x80\x936) . The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw. \n'b' Flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. \xe2\x80\x9cMay you be the fire\xe2\x80\x99s plaything\xe2\x80\x9d is a curse often used by the foolish. \n'b' Taunting Others . The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure\xe2\x80\x94direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler\xe2\x80\x99s ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started. \n'b' Malevolent Purpose . The results of a flame dragon\xe2\x80\x99s schemes are secondary to the enjoyment it derives from pursuing a nebulous and ever-changing goal. Some flame dragons spend centuries torturing a family line for nothing more than trespassing on the dragon\xe2\x80\x99s land. Others plot eternal curses after twisting poorly chosen words into dire insults. The vengeance itself is secondary to an excuse for hate, plot, and ruin. Flame dragons relish such opportunities for revenge. Each is a delightful hobby. Any disruption in their game kindles a terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn. \n'b' Fond of Souvenirs . Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius. \n'b' Vengeful Brethren . Nothing is safe from a flame dragon\xe2\x80\x99s scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon\xe2\x80\x99s undivided attention for generations. Wiser still, is to remove all trace of involvement in a flame dragon\xe2\x80\x99s death. All burning serpents see the murder of one of their kin as the gravest insult.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gray Dragon, Adult \n'b' Family: Dragon - Gray \n'b' Huge dragon , chaotic evil \n'b' Armor Class 20 (natural armor) Hit Points 218 (19d12 + 95) Speed 40 ft., fly 80 ft., swim 40 ft.\n'b' STATS STR: 24 (+7) DEX: 15 (+2) CON: 21 (+5) INT: 15 (+2) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8, Constitution +11, Wisdom +8, Charisma +9 Skills Perception +14, Stealth +8 Damage Immunities fire Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24 Languages Abyssal, Aquan, Common, Draconic, Giant Challenge 17 (18,000 XP) \n'b' Special Traits \n'b' Amphibious . The dragon can breathe air and water. \n'b' Legendary Resistance (3/day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack . The dragon uses its Frightful Presence and makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 18 (2d10 + 7) piercing damage plus 5 (1d10) fire damage. \n'b' Claw . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 14 (2d6 + 7) slashing damage. \n'b' Tail . Melee Weapon Attack : +13 to hit, reach 20 ft., one target. Hit : 16 (2d8 + 7) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful of the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Steam Breath (Recharge 5-6) . The dragon exhales steam in a 60 cone. Creatures in the area must make a DC 19 Constitution saving throw. On a failed saving throw, the creature takes 63 (18d6) fire damage, or half as much damage on a successful saving throw. Being underwater doesn\xe2\x80\x99t grant resistance to this damage. \n'b' Legendary Actions \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gray Dragon, Ancient \n'b' Family: Dragon - Gray \n'b' Gargantuan dragon , neutral evil \n'b' Armor Class 21 (natural armor) Hit Points 455 (26d20 + 182) Speed 40 ft., fly 80 ft., swim 40 ft.\n'b' STATS STR: 28 (+9) DEX: 14 (+2) CON: 25 (+7) INT: 19 (+4) WIS: 19 (+4) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +9, Constitution +14, Wisdom +11, Charisma +11 Skills Perception +18, Stealth +9 Damage Immunities fire Senses blindsight 60 ft., darkvision 120 ft., passive Perception 28 Languages Abyssal, Aquan, Common, Draconic, Giant Challenge 21 (33,000 XP) \n'b' Special Traits \n'b' Amphibious . The dragon can breathe air and water. \n'b' Legendary Resistance (3/day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack . The dragon uses its Frightful Presence and makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +16 to hit, reach 15 ft., one target. Hit : 20 (2d10 + 9) piercing damage plus 7 (2d6) fire damage. \n'b' Claw . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 16 (2d6 + 9) slashing damage. \n'b' Tail . Melee Weapon Attack : +16 to hit, reach 20 ft., one target. Hit : 18 (2d8 + 9) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful of the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Steam Breath (Recharge 5-6) . The dragon exhales steam in a 90-foot cone. Creatures in the area must make a DC 22 Constitution saving throw. On a failed saving throw, the creature takes 80 (23d6) fire damage, or half as much damage on a successful saving throw. Being underwater doesn\xe2\x80\x99t grant resistance to this damage. \n'b' Legendary Actions \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can\xe2\x80\x99t use the same effect two rounds in a row: \n'b' Dead Water . A 30-foot cube of water the dragon can see within 120 feet of it stagnates and becomes unable to support life of any kind. Aquatic creatures or creatures benefiting from spells such as water-breathing cannot survive in the area and begin suffocating. The dragon can end this effect at any time. \n'b' Steam Cloud . The dragon causes an area of water within 120 feet of it to superheat, creating a cloud of fog in a 60-foot radius sphere. The sphere spreads around corners and its area is heavily obscured . The fog cloud remains for 1 hour or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. \n'b' Control Water . The dragon can cause an area of water to act as if the spell control water was cast on it. The dragon does not have to concentrate on this effect, and it remains active for the duration or until the dragon dismisses it (no action required). \n'b' Regional Effects \n'b' The region containing the ancient gray dragon\xe2\x80\x99s lair is changed by its presence, which creates one or more of the following effects: Obscuring Fog. Twenty-foot areas of fog and steam dot the landscape within 6 miles of the lair. These areas are heavily obscured . \n'b' Heavy Tides . Tides are supernaturally heavy and inundate coastal areas, causing massive flooding. If the dragon dies, these effects fade over 1d10 days.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gray Dragon, Wyrmling \n'b' Family: Dragon - Gray \n'b' Medium dragon , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 44 (8d8 + 8) Speed 30 ft., fly 60 ft., swim 30 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 13 (+1) INT: 10 (+0) WIS: 11 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Constitution +3, Wisdom +2, Charisma +3 Skills Perception +4, Stealth +4 Damage Immunities fire Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages Draconic Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Amphibious . The dragon can breathe air and water. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) piercing damage plus 5 (1d10) fire damage. \n'b' Steam Breath (Recharge 5-6) . The dragon exhales steam in a 15 cone. Creatures in the area must make a DC 11 Constitution saving throw. On a failed saving throw, the creature takes 21 (6d6) fire damage, or half as much damage on a successful saving throw. Being underwater doesn\xe2\x80\x99t grant resistance to this damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chalkydri \n'b' Family: Angels \n'b' Medium celestial , neutral good \n'b' Armor Class 18 (natural armor) Hit Points 123 (13d8 + 65) Speed 40 ft., fly 90 ft.\n'b' STATS STR: 23 (+6) DEX: 16 (+3) CON: 20 (+5) INT: 18 (+4) WIS: 18 (+4) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +9, Wisdom +8, Charisma +8 Skills Intimidation +8, Perception +8 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhaustion , frightened Senses darkvision 120 ft., passive Perception 18 Languages all, telepathy 120 ft. Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Angelic Weapons . The chalkydri\xe2\x80\x99s weapon attacks are magical. When the chalkydri hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack ). \n'b' Divine Awareness . The chalkydri knows if it hears a lie. \n'b' Innate Spellcasting . The chalkydri\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : detect evil and good \n'b' 3/day : dispel evil and good , flame strike \n'b' 1/day : commune, raise dead \n'b'\n'b' Magic Resistance . The chalkydri has advantage on saving throws against spells and other magic effects. \n'b' Actions \n'b' Multiattack . The chalkydri attacks twice with its glaive. \n'b' Glaive . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 22 (3d10 + 6) slashing damage plus 18 (4d8) radiant damage. \n'b' Javelin . Ranged Weapon Attack : +10 to hit, range 30/120 ft., target. Hit : 13 (2d6 + 6) piercing damage plus 18 (4d8) radiant damage. \n'b' About \n'b' This angelic-looking creature resembles a muscular humanoid with coppery skin and coppery eyes. It has four large feathery wings of white and carries a longsword swathed in fire. \n'b' Chalkydris spend most of their time on the Ethereal or Astral Plane or on one of the many elemental planes, usually acting on behalf of some deity of good. Chalkydris are militaristic and often lead small retinues of other celestials against the infernal armies. When not serving in such roles, they are found acting as protectors or escorts to visitors on the good-aligned planes. Sometimes, a chalkydri is sent to the Material Plane by its deity to watch over a favored worshipper. \n'b' Chalkydris appear as powerful, agile humans 6 to 7 feet tall with coppery skin, red or blonde hair, and copper-colored eyes. Two sets of large feathery wings (four wings total) protrude from their back at shoulder level. Their wings are glossy white with copper tips. Chalkydris wear tunics or robes of varying colors, usually crimson, copper, green, silver, or gold. \n'b' Chalkydris enjoy combat, and one is never without its flaming glaive and at least two flaming javelins. A chalkydri opens combat by hurling one of its javelins at a foe before moving into melee to battle with its longsword. While in combat, it utilizes its spell-like abilities to their fullest extent.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gray Dragon, Young \n'b' Family: Dragon - Gray \n'b' Large dragon , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 142 (15d10 + 60) Speed 40 ft., fly 80 ft., swim 40 ft.\n'b' STATS STR: 19 (+4) DEX: 13 (+1) CON: 18 (+4) INT: 13 (+1) WIS: 11 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Constitution +8, Wisdom +4, Charisma +7 Skills Perception +8, Stealth +5 Damage Immunities fire Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18 Languages Common, Draconic Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Amphibious . The dragon can breathe air and water. \n'b' Actions \n'b' Multiattack . The dragon makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) piercing damage plus 5 (1d10) fire damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Steam Breath (Recharge 5-6) . The dragon exhales steam in a 30 cone. Creatures in the area must make a DC 15 Constitution saving throw. On a failed saving throw, the creature takes 52 (15d6) fire damage, or half as much damage on a successful saving throw. Being underwater doesn\xe2\x80\x99t grant resistance to this damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Light (Adult) \n'b' Family: Dragon - Light \n'b' Huge dragon , neutral good \n'b' Armor Class 17 (natural armor) Hit Points 212 (17d12 + 102) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 23 (+6) INT: 16 (+3) WIS: 18 (+4) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Constitution +11, Wisdom +9, Charisma +8 Skills Arcana +8, Nature +8, Perception +9, Persuasion +8, Religion +8 Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities radiant Condition Immunities blinded Senses blindsight 60 ft., darkvision 120 ft., passive Perception 19 Languages Celestial, Draconic Challenge 16 (15,000 XP) \n'b' Special Traits \n'b' Ethereal Sight . The dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Illumination . The dragon sheds bright light in a 20-foot radius and dim light for an additional 20 feet. \n'b' Incorporeal Movement . The dragon can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Legendary Resistance (3/ Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Void Traveler . The light dragon travels from star to star and does not require air, food, drink, or sleep. When flying between stars, the light dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time. \n'b' Actions \n'b' Multiattack . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage. \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b' Tail . Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Breath Weapon (Recharge 5-6) . The dragon uses one of the following breath weapons: \n'b' Radiant Breath . The dragon exhales radiant energy in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 55 (10d10) radiant damage on a failed save, or half as much damage on a successful one. \n'b' Flaring Breath . The dragon emits a flash of dazzling light from its maw in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw or be blinded . Undead within the area of effect must also make a DC 19 Wisdom saving throw or be turned for 1 minute. Undead of CR 2 or lower who fail the saving throw are instantly destroyed. \n'b' Legendary Actions \n'b' The dragon can take 3 legendary actions , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed. \n'b' About \n'b' Dragons who wandered across the Ethereal and Astral Planes and the godly outer planes became a breed unto themselves eons past. \n'b' The forms of light dragons are no longer entirely physical, and they use this adaptation to pursue lives of reverence for beauty in places deadly to others-the high places among stars and dark voids. \n'b' Lovers of Light . Motivated in their travels by a love and fascination for bright places of singular beauty, they often bask in a trancelike state for long years in close orbit around celestial structures they find pleasing to look upon or in the shimmering lights of planar conjunctions. In time, the desire to share the experience with their kin moves them on. \n'b' Reclusive and Remote . When birthing and rearing their young, who lack their elders\xe2\x80\x99 ethereal bodies, light dragons seek out remote terrestrial places, often known only to others of their kind. Aware of the ruinous effects of their presence over the long term, light dragons avoid making their lairs near farmlands and places of sensitive vegetation. Deserts and inhospitable, rocky coastlines serve as their earthly homes. \n'b' During such periods when they do interact with other intelligent beings, they maintain a benevolent but remote approach, wishing all creatures well, but preferring to only interact with others of their kind or creatures who exhibit and appreciate beauty. \n'b' A Network of Mutual Protection and Intelligence . Light dragons maintain amiable connections with one another, telling tales of their travels and sharing information of notable dangers. In particular, void dragons despise light dragons, and light dragons warn one another of a void dragon\xe2\x80\x99s approach. \n'b' If one of their nemeses can be located and confronted with minimal danger to other creatures, the light dragons join forces to destroy it. Light dragons fear the unpredictable insanity of the void dragons and the dangerous knowledge the creatures attain in their studies. They seek to bring the volatile creatures down before the void dragons bring about cataclysmic harm. Many light dragons die in such attempts, and the fear of reprisal against the survivors makes light dragons one of the more reclusive and secretive types of dragon.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Light (Ancient) \n'b' Family: Dragon - Light \n'b' Gargantuan dragon , neutral good \n'b' Armor Class 22 (natural armor) Hit Points 407 (22d20 + 176) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 26 (+8) DEX: 10 (+0) CON: 27 (+8) INT: 18 (+4) WIS: 20 (+5) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Constitution +15, Wisdom +12, Charisma +11 Skills Arcana +11, Nature +11, Perception +12, Persuasion +11, Religion +11 Damage Resistances fire Damage Immunities radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22 Languages Celestial, Draconic Challenge 22 (41,000 XP) \n'b' Special Traits \n'b' Ethereal Sight . The dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Illumination . The dragon sheds bright light in a 30-foot radius and dim light for an additional 30 feet. \n'b' Incorporeal Movement . The dragon can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Legendary Resistance (3/day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Void Traveler . The light dragon travels from star to star and does not require air, food, drink, or sleep. When flying between stars, the light dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 19 (2d10 + 8) piercing damage. \n'b' Claw . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 15 (2d6 + 8) slashing damage. \n'b' Tail . Melee Weapon Attack : +15 to hit, reach 20 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Breath Weapon (Recharge 5-6) . The dragon uses one of the following breath weapons: \n'b' Radiant Breath . The dragon exhales radiant energy in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 77 (14d10) radiant damage on a failed save, or half as much damage on a successful one. \n'b' Flaring Breath . The dragon emits a flash of dazzling light from its maw in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw or be blinded . Undead within the area of effect must also make a DC 23 Wisdom saving throw or be turned for 1 minute. Undead of CR 3 or lower who fail the saving throw are instantly destroyed. \n'b' Legendary Actions \n'b' The dragon can take 3 legendary actions , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed. \n'b' About \n'b' Dragons who wandered across the Ethereal and Astral Planes and the godly outer planes became a breed unto themselves eons past. \n'b' The forms of light dragons are no longer entirely physical, and they use this adaptation to pursue lives of reverence for beauty in places deadly to others-the high places among stars and dark voids. \n'b' Lovers of Light . Motivated in their travels by a love and fascination for bright places of singular beauty, they often bask in a trancelike state for long years in close orbit around celestial structures they find pleasing to look upon or in the shimmering lights of planar conjunctions. In time, the desire to share the experience with their kin moves them on. \n'b' Reclusive and Remote . When birthing and rearing their young, who lack their elders\xe2\x80\x99 ethereal bodies, light dragons seek out remote terrestrial places, often known only to others of their kind. Aware of the ruinous effects of their presence over the long term, light dragons avoid making their lairs near farmlands and places of sensitive vegetation. Deserts and inhospitable, rocky coastlines serve as their earthly homes. \n'b' During such periods when they do interact with other intelligent beings, they maintain a benevolent but remote approach, wishing all creatures well, but preferring to only interact with others of their kind or creatures who exhibit and appreciate beauty. \n'b' A Network of Mutual Protection and Intelligence . Light dragons maintain amiable connections with one another, telling tales of their travels and sharing information of notable dangers. In particular, void dragons despise light dragons, and light dragons warn one another of a void dragon\xe2\x80\x99s approach. \n'b' If one of their nemeses can be located and confronted with minimal danger to other creatures, the light dragons join forces to destroy it. Light dragons fear the unpredictable insanity of the void dragons and the dangerous knowledge the creatures attain in their studies. They seek to bring the volatile creatures down before the void dragons bring about cataclysmic harm. Many light dragons die in such attempts, and the fear of reprisal against the survivors makes light dragons one of the more reclusive and secretive types of dragon.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Light (Wyrmling) \n'b' Family: Dragon - Light \n'b' Medium dragon , neutral good \n'b' Armor Class 13 (natural armor) Hit Points 39 (6d8 + 12) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 15 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +2, Constitution +4, Wisdom +4, Charisma +1 Skills Perception +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities radiant Condition Immunities blinded Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages Draconic Challenge 2 (450 XP) \n'b' Special Traits \n'b' Illumination . The dragon sheds bright light in a 10-foot radius and dim light for an additional 10 feet. \n'b' Incorporeal Movement . The dragon can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) piercing damage. \n'b' Breath Weapon (Recharge 5-6) . The dragon uses one of the following breath weapons: \n'b' Radiant Breath . The dragon exhales radiant energy in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 16 (3d10) radiant damage on a failed save, or half as much damage on a successful one. \n'b' Flaring Breath . The dragon emits a flash of dazzling light from its maw in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw or be blinded . Undead within the area of effect must also make a DC 12 Wisdom saving throw or be turned for 1 minute. Undead of CR 1/2 or lower who fail the saving throw are instantly destroyed. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can\xe2\x80\x99t use the same effect two rounds in a row: \n'b' A 30-foot-radius sphere of water in its lair boils. Each creature in the area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' A 60-foot-radius sphere of glowing stardust bursts on a point the dragon can see within 120 feet of it. The burst Dragon, Light spreads around corners, illuminating objects and creatures in the area. Each creature in the area must succeed on a DC 15 Dexterity saving throw or be outlined in twinkling starlight. This starlight works like the faerie fire spell, except it doesn\xe2\x80\x99t require concentration and lasts until the dragon uses this lair action again or until the dragon dies. \n'b' Regional Effects \n'b' The region containing a legendary light dragon\xe2\x80\x99s lair is warped by the dragon\xe2\x80\x99s magic, which creates one or more of the following effects: \n'b' Fires and nonmagical light sources burn twice as long as they would otherwise while within 1 mile of a light dragon\xe2\x80\x99s lair. \n'b' Clouds never gather within 3 miles of a light dragon\xe2\x80\x99s lair, leading to a lack of vegetation. \n'b' Creatures that can see in natural darkness can also see in areas of magical darkness while within 1 mile of a light dragon\xe2\x80\x99s lair. \n'b' If the dragon dies, these effects fade over the course of 1d10 days. \n'b' About \n'b' Dragons who wandered across the Ethereal and Astral Planes and the godly outer planes became a breed unto themselves eons past. \n'b' The forms of light dragons are no longer entirely physical, and they use this adaptation to pursue lives of reverence for beauty in places deadly to others-the high places among stars and dark voids. \n'b' Lovers of Light . Motivated in their travels by a love and fascination for bright places of singular beauty, they often bask in a trancelike state for long years in close orbit around celestial structures they find pleasing to look upon or in the shimmering lights of planar conjunctions. In time, the desire to share the experience with their kin moves them on. \n'b' Reclusive and Remote . When birthing and rearing their young, who lack their elders\xe2\x80\x99 ethereal bodies, light dragons seek out remote terrestrial places, often known only to others of their kind. Aware of the ruinous effects of their presence over the long term, light dragons avoid making their lairs near farmlands and places of sensitive vegetation. Deserts and inhospitable, rocky coastlines serve as their earthly homes. \n'b' During such periods when they do interact with other intelligent beings, they maintain a benevolent but remote approach, wishing all creatures well, but preferring to only interact with others of their kind or creatures who exhibit and appreciate beauty. \n'b' A Network of Mutual Protection and Intelligence . Light dragons maintain amiable connections with one another, telling tales of their travels and sharing information of notable dangers. In particular, void dragons despise light dragons, and light dragons warn one another of a void dragon\xe2\x80\x99s approach. \n'b' If one of their nemeses can be located and confronted with minimal danger to other creatures, the light dragons join forces to destroy it. Light dragons fear the unpredictable insanity of the void dragons and the dangerous knowledge the creatures attain in their studies. They seek to bring the volatile creatures down before the void dragons bring about cataclysmic harm. Many light dragons die in such attempts, and the fear of reprisal against the survivors makes light dragons one of the more reclusive and secretive types of dragon.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Light (Young) \n'b' Family: Dragon - Light \n'b' Large dragon , neutral good \n'b' Armor Class 15 (natural armor) Hit Points 142 (15d10 + 60) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 19 (+4) INT: 14 (+2) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +3, Constitution +7, Wisdom +6, Charisma +5 Skills Perception +6, Persuasion +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities radiant Condition Immunities blinded Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16 Languages Draconic Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Illumination . The dragon sheds bright light in a 15-foot radius and dim light for an additional 15 feet. \n'b' Incorporeal Movement . The dragon can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Void Traveler . The light dragon travels from star to star and does not require air, food, drink, or sleep. When flying between stars, the light dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) piercing damage. \n'b' Breath Weapon (Recharge 5-6) . The dragon uses one of the following breath weapons: \n'b' Radiant Breath . The dragon exhales radiant energy in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 44 (8d10) radiant damage on a failed save, or half as much damage on a successful one. \n'b' Flaring Breath . The dragon emits a flash of dazzling light from its maw in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw or be blinded . Undead within the area of effect must also make a DC 15 Wisdom saving throw or be turned for 1 minute. Undead of CR 1 or lower who fail the saving throw are instantly destroyed. \n'b' About \n'b' Dragons who wandered across the Ethereal and Astral Planes and the godly outer planes became a breed unto themselves eons past. \n'b' The forms of light dragons are no longer entirely physical, and they use this adaptation to pursue lives of reverence for beauty in places deadly to others-the high places among stars and dark voids. \n'b' Lovers of Light . Motivated in their travels by a love and fascination for bright places of singular beauty, they often bask in a trancelike state for long years in close orbit around celestial structures they find pleasing to look upon or in the shimmering lights of planar conjunctions. In time, the desire to share the experience with their kin moves them on. \n'b' Reclusive and Remote . When birthing and rearing their young, who lack their elders\xe2\x80\x99 ethereal bodies, light dragons seek out remote terrestrial places, often known only to others of their kind. Aware of the ruinous effects of their presence over the long term, light dragons avoid making their lairs near farmlands and places of sensitive vegetation. Deserts and inhospitable, rocky coastlines serve as their earthly homes. \n'b' During such periods when they do interact with other intelligent beings, they maintain a benevolent but remote approach, wishing all creatures well, but preferring to only interact with others of their kind or creatures who exhibit and appreciate beauty. \n'b' A Network of Mutual Protection and Intelligence . Light dragons maintain amiable connections with one another, telling tales of their travels and sharing information of notable dangers. In particular, void dragons despise light dragons, and light dragons warn one another of a void dragon\xe2\x80\x99s approach. \n'b' If one of their nemeses can be located and confronted with minimal danger to other creatures, the light dragons join forces to destroy it. Light dragons fear the unpredictable insanity of the void dragons and the dangerous knowledge the creatures attain in their studies. They seek to bring the volatile creatures down before the void dragons bring about cataclysmic harm. Many light dragons die in such attempts, and the fear of reprisal against the survivors makes light dragons one of the more reclusive and secretive types of dragon.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Celestial Squire \n'b' Medium celestial , lawful good \n'b' Armor Class 14 (breastplate) Hit Points 15 (2d8 + 6) / 22 (3d8 + 9) / 30 (4d8 + 12) / 37 (5d8 + 15) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 16 (+3) INT: 12 (+1) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4, Perception +2 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire Condition Immunities charmed , exhausted, frightened , poisoned Senses darkvision 60 ft., passive Perception 12 Languages the languages it knew in life Challenge 1 (200 XP) / 2 (450 XP) / 3 (700 XP) / 4 (1,100 XP) \n'b' SPECIAL TRAITS (ALL) \n'b'\n'b' Devoted Squire . The celestial squire has advantage on attack rolls. \n'b'\n'b' SPECIAL TRAITS (CR 3-4) \n'b' Above, plus: \n'b'\n'b' Blessed Spear . The celestial squire\xe2\x80\x99s Celestial Spear attack deals an extra 3 (1d6) (if CR 3) / 7 (2d6) (if CR 4) radiant damage. \n'b'\n'b' ACTIONS (CR 1) \n'b'\n'b' Celestial Spear . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. Also, if the spear is broken or it is disarmed, the celestial squire can create a new one or call the existing one to its hand as an action. \n'b'\n'b' ACTIONS (CR 2-4) \n'b' Above, plus: \n'b'\n'b' Multiattack . A celestial squire of Challenge greater than CR 1 can make two celestial spear attacks. \n'b'\n'b' ABOUT \n'b' A celestial squire is a spirit residing in heaven who used to be a squire and who failed to become a knight in its mortal life. Through holy knights, heaven grants those spirits a second chance to achieve knighthood. A celestial squire can be of any race, but it always has unblemished skin and a comforting presence. It carries a special spear bound to itself.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Lyngormr, Adult \n'b' Family: Dragon - Lyngormr \n'b' Huge dragon , neutral evil \n'b' Armor Class 19 (natural armor) Hit Points 178 (17d12 + 68) Speed 50 ft., climb 40 ft., swim 40 ft.\n'b' STATS STR: 23 (+6) DEX: 16 (+3) CON: 18 (+4) INT: 18 (+4) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +9, Constitution +10, Wisdom +8, Charisma +9 Skills Arcana +10, Deception +9, History +10, Insight +8, Perception +8, Persuasion +9, Stealth +9 Damage Immunities poison Condition Immunities poisoned , prone Senses darkvision \xc2\xa0120 ft., passive Perception 19 Languages Common, Draconic Challenge 17 (18,000 XP) \n'b' Special Traits \n'b' Amphibious . The dragon can breathe air and water. \n'b' Contamination . The lyngormr emits an aura of corruption 30 feet in every direction. Plants that aren\xe2\x80\x99t creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC 18 Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this lyngormr\xe2\x80\x99s Contamination for 24 hours. Bird eggs spawn more lyngormr instead. \n'b' Actions \n'b' Multiattack . The lyngormr makes two attacks: one with its bite and one to constrict. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 22 (3d10 + 6) piercing damage plus 7 (2d6) poison damage. \n'b' Constrict . Melee Weapon Attack : +12 to hit, reach 5 ft., one Large or smaller creature. Hit : 17 (2d10 + 6) bludgeoning damage. The target is grappled (escape DC 20) if the lyngormr isn\xe2\x80\x99t already constricting a creature, and the target is restrained until this grapple ends. \n'b' Poison Breath (Recharge 5-6) . The lyngormr exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Swallow . The lyngormr makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained , it has total cover against attacks and other effects outside the lyngormr, and it takes 21 (6d6) acid damage at the start of each of the lyngormr\xe2\x80\x99s turns. A lyngormr can have only one creature swallowed at a time. If the lyngormr takes 30 damage or more on a single turn from the swallowed creature, the lyngormr must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the lyngormr. If the lyngormr dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Lyngormr, Ancient \n'b' Family: Dragon - Lyngormr \n'b' Gargantuan dragon , neutral evil \n'b' Armor Class 19 (natural armor) Hit Points 348 (17d20 + 85) Speed 60 ft., climb 50 ft., swim 50 ft.\n'b' STATS STR: 30 (+10) DEX: 16 (+3) CON: 30 (+10) INT: 20 (+5) WIS: 17 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +11, Constitution +18, Wisdom +11, Charisma +12 Skills Arcana +13, Deception +12, History +13, Insight +11, Perception +11, Persuasion +12, Stealth +11 Damage Immunities poison Condition Immunities poisoned , prone Senses darkvision \xc2\xa0120 ft., passive Perception 21 Languages Common, Draconic Challenge 26 (90,000 XP) \n'b' Special Traits \n'b' Amphibious . The lyngormr can breathe air and water. \n'b' Contamination . The lyngormr emits an aura of corruption 60 feet in every direction. Plants that aren\xe2\x80\x99t creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC 26 Constitution saving throw or take 22 (4d10) poison damage. A creature that succeeds on the save is immune to this lyngormr\xe2\x80\x99s Contamination for 24 hours. Bird eggs spawn more lyngormr instead. \n'b' Legendary Resistance (3/Day) . If the lyngormr fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack . The lyngormr can use its Frightful Presence. It then makes two attacks: one with its bite and one with its tail. It can use Swallow instead of bite. \n'b' Bite . Melee Weapon Attack : +18 to hit, reach 15 ft., one target. Hit : 21 (2d10 + 10) piercing damage and the target must make a DC 26 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Tail . Melee Weapon Attack : +18 to hit, reach 20 ft., one target. Hit : 19 (2d8 + 10) bludgeoning damage. \n'b' Frightful Presence . Each creature of the lyngormr\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the lyngormr\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Poison Breath (Recharge 5-6) . The lyngormr exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 26 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Swallow . The lyngormr makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite\xe2\x80\x99s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained , it has total cover against attacks and other effects outside the lyngormr, and it takes 56 (16d6) acid damage at the start of each of the lyngormr\xe2\x80\x99s turns. If the lyngormr takes 60 damage or more on a single turn from a creature inside it, the lyngormr must succeed on a DC 26 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the lyngormr. If the lyngormr dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone . \n'b' Legendary Actions \n'b' The lyngormr 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 lyngormr regains spent legendary actions at the start of its turn. \n'b' Detect . The lyngormr makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The lyngormr makes a tail attack . \n'b' Chomp (Costs 2 Actions ) . The lyngormr makes one bite attack or uses its Swallow.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mist Dragon, Adult \n'b' Family: Dragon - Mist \n'b' Huge dragon , neutral \n'b' Armor Class 18 (natural armor) Hit Points 189 (14d12 + 98) Speed 40 ft., fly 80 ft., swim 40 ft.\n'b' STATS STR: 25 (+7) DEX: 14 (+2) CON: 25 (+7) INT: 16 (+3) WIS: 14 (+2) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Constitution +12, Wisdom +7, Charisma +10 Skills Perception +12, Stealth +7, Survival +7 Damage Immunities fire Senses blindsight 120 ft., darkvision 120 ft., passive Perception 22 Languages Auran, Aquan, Celestial, Common, Draconic, Ignan, Sylvan Challenge 15 (13,000 XP) \n'b' Special Traits \n'b' Amphibious . The mist dragon can breathe both water and air. \n'b' Legendary Resistance (3/day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack . The dragon uses its Frightful Presence and makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 20 ft., one target. Hit : 18 (2d10 + 7) piercing damage plus 10 (3d6) fire damage. \n'b' Claw . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 17 (3d6 + 7) slashing damage. \n'b' Tail . Melee Weapon Attack : +12 to hit, reach 20 ft., one target. Hit : 16 (2d8 + 7) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Breath Weapon (Recharge 5-6) . The mist dragon uses one of the following breath weapons. \n'b' Obscuring Mist . The dragon exhales a murky opaque mist in a 60-foot cube that spreads around corners. This mist heavily obscures the area and remains for 1 minute, or until dispersed with a moderate or stronger wind (at least 10 miles per hour). \n'b' Scalding Mist . The dragon exhales a fiery blast of lingering mist in a 60- foot cone that spreads around corners. The mist lightly obscures the area and remains for 1 minute, or until dispersed with a moderate or stronger wind (at least 10 miles per hour). Each creature that enters the area or begins their turn there must make a DC 20 Constitution saving throw, taking 63 (18d6) fire damage on a failed saving throw, or half as much damage on a successful one. Being underwater doesn\xe2\x80\x99t grant resistance to this damage. \n'b' Mist Form . The mist dragon polymorphs into a Huge cloud of mist, or back into its true form. While in mist form, the dragon can\xe2\x80\x99t take any actions , speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature\xe2\x80\x99s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can\xe2\x80\x99t pass through water. It has advantage on Strength , Dexterity , and Constitution saving throws, it is immune to all nonmagical damage. \n'b' Legendary Actions \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mist Dragon, Ancient (Draco Nebulus Terra) \n'b' Family: Dragon - Mist \n'b' Gargantuan dragon , neutral \n'b' Armor Class 19 (natural armor) Hit Points 333 (18d20 + 144) Speed 40 ft., fly 80 ft., swim 40 ft.\n'b' STATS STR: 26 (+8) DEX: 14 (+2) CON: 26 (+8) INT: 12 (+1) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8, Constitution +14, Wisdom +8, Charisma +8 Skills Perception +14, Stealth +8, Survival +8 Damage Immunities fire Senses blindsight 120 ft., darkvision 120 ft., passive Perception 24 Languages Auran, Aquan, Celestial, Common, Draconic, Elvish, Gnome, Ignan, Sylvan Challenge 20 (25,000 XP) \n'b' Special Traits \n'b' Amphibious . The mist dragon can breathe both water and air. \n'b' Legendary Resistance (3/day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack . The dragon uses its Frightful Presence and makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +14 to hit, reach 20 ft., one target. Hit : 19 (2d10 + 8) piercing damage plus 14 (4d6) fire damage. \n'b' Claw . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 22 (4d6 + 8) slashing damage. \n'b' Tail . Melee Weapon Attack : +14 to hit, reach 20 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Breath Weapon (Recharge 5-6) . The mist dragon uses one of the following breath weapons. \n'b' Obscuring Mist . The dragon exhales a murky opaque mist in a 90-foot cube that spreads around corners. This mist heavily obscures the area and remains for 1 minute, or until dispersed with a moderate or stronger wind (at least 10 miles per hour). \n'b' Scalding Mist . The dragon exhales a fiery blast of lingering mist in a 90-foot cone that spreads around corners. The mist lightly obscures the area and remains for 1 minute, or until dispersed with a moderate or stronger wind (at least 10 miles per hour). Each creature that enters the area or begins its turn there must make a DC 22 Constitution saving throw, taking 77 (22d6) fire damage on a failed saving throw, or half as much damage on a successful one. Being underwater doesn\xe2\x80\x99t grant resistance to this damage. \n'b' Mist Form . The mist dragon polymorphs into a Gargantuan cloud of mist, or back into its true form. While in mist form, the dragon can\xe2\x80\x99t take any actions , speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature\xe2\x80\x99s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can\xe2\x80\x99t pass through water. It has advantage on Strength , Dexterity , and Constitution saving throws, it is immune to all nonmagical damage. \n'b' Legendary Actions \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can\xe2\x80\x99t use the same effect two rounds in a row: \n'b' Steam Cloud . Scalding steam condenses into an area in a 20-foot sphere centered on a point within 120 feet of the mist dragon. Creatures who enter the area or begin their turn within it must make a DC 16 Constitution saving throw, taking 16 (4d6 + 2) fire damage on a failed saving throw, or half as much damage on a success. The mist cloud heavily obscures the area and remains until the next initiative count 20. \n'b' Rain . The dragon causes rain to fall as if it had cast the create or destroy water spell as a 9th level spell (creating rainfall within a 70-foot cube) on an area within 120 feet of it that it can see. \n'b' Wind Barrier . The dragon causes strong winds to form barriers, as if it had cast the wind wall spell at a point it can see within 120 feet of it. The effects last until the dragon uses this lair action again, or until the dragon dies. \n'b' Regional Effects \n'b' The region containing the ancient mist dragon\xe2\x80\x99s lair is changed by its presence, which creates one or more of the following effects: Tropical Atmosphere. The dragon\xe2\x80\x99s presence causes extreme moisture and humidity, creating a tropical atmosphere within 6 miles of the dragon\xe2\x80\x99s lair. \n'b' Difficult Plants . Plant life of all kinds flourishes, and sentient plant life flocks to the area, and makes trekking to the dragon\xe2\x80\x99s lair difficult. If the dragon dies, these effects fade over 1d10 days.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mist Dragon, Wyrmling \n'b' Family: Dragon - Mist \n'b' Medium dragon , neutral \n'b' Armor Class 15 (natural armor) Hit Points 67 (9d8 + 27) Speed 30 ft., fly 60 ft., swim 30 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 17 (+3) INT: 12 (+1) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Constitution +6, Wisdom +4, Charisma +5 Skills Perception +7, Stealth +4, Survival +4 Damage Immunities fire Senses blindsight 60 ft., darkvision 60 ft., passive Perception 17 Languages Auran, Aquan, Common, Draconic, Ignan Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Amphibious . The mist dragon can breathe both water and air. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage. \n'b' Breath Weapon (Recharge 5-6) . The mist dragon uses one of the following breath weapons. \n'b' Obscuring Mist . The dragon exhales a murky opaque mist in a 15-foot cube that spreads around corners. This mist heavily obscures the area and remains for 1 minute, or until dispersed with a moderate or stronger wind (at least 10 miles per hour). \n'b' Scalding Mist . The dragon exhales a fiery blast of lingering mist in a 15- foot cone that spreads around corners. The mist lightly obscures the area and remains for 1 minute, or until dispersed with a moderate or stronger wind (at least 10 miles per hour). Each creature that enters the area or begins their turn there must make a DC 14 Constitution saving throw, taking 24 (7d6) fire damage on a failed saving throw, or half as much damage on a successful one. Being underwater doesn\xe2\x80\x99t grant resistance to this damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cherubim \n'b' Family: Angels \n'b' Medium celestial , lawful good \n'b' Armor Class 18 (plate) Hit Points 190 (20d8 + 100) Speed 40 ft., fly 120 ft.\n'b' STATS STR: 22 (+6) DEX: 20 (+5) CON: 20 (+5) INT: 20 (+5) WIS: 20 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +10, Intelligence +10, Wisdom +10 Skills Arcana +10, History +10, Investigation +10, Nature +10, Perception +10, Religion +10 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened Senses truesight 120 ft., passive Perception 20 Languages all, telepathy 120 ft. Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Co-existing Weapon . The cherubim\xe2\x80\x99s weapons co-exist within themselves. Its weapon attacks deal triple damage (included in the attack ) and are magical. \n'b' Magic Immunity . The cherubim can\xe2\x80\x99t be affected or detected by spells unless it wishes to be. \n'b' Pillar of Abjuration . The cherubim can prevent portals from opening in its presence and deny attempts of teleportation and interplanar travel. The area within 150 feet of the cherubim is warded. Nothing can teleport into or out of the area unless the cherubim wishes it to. Temporary portals are suppressed and can\xe2\x80\x99t function within the warded area. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cherubim makes two warhammer attacks. \n'b' Warhammer . Melee Weapon Attack : +11 to hit, reach 5 ft., one creature. Hit : 34 (3d10 + 18) bludgeoning damage and the lowest level spell on the target ends. \n'b' Destroy Portal . The cherubim makes a warhammer attack against a portal and destroys it. \n'b'\n'b' ABOUT \n'b' The most vital ability for beings participating in an interplanar conflict is the capability to travel across planes of existence. A cherubim\xe2\x80\x99s duty is to hinder their enemies\xe2\x80\x99 ability to do so. With absolute integrity and armed with a weapon that co-exists within itself without defying causality, a cherubim is created by divine forces to be the ultimate weapon against enemies\xe2\x80\x99 utilization of magical methods and abilities. Cherubims are mostly accompanied by other angels who hold off the enemy as they destroy portals and magical effects. \n'b' Divine Creation . A cherubim is an angel and doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Magic Termination . A cherubim can touch and manipulate the magical energy that suffuses through creation and uses this ability to deny magic and to terminate it. A cherubim can directly strike the weave of magic, shattering its pattern. \n'b' Owner\xe2\x80\x99s Trace . When a cherubim dies, its body disappears, but its weapon and armor are left behind. While wielding the weapon or wearing the armor, a creature is unable to use any kind of magic.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mist Dragon, Young \n'b' Family: Dragon - Mist \n'b' Large dragon , neutral \n'b' Armor Class 17 (natural armor) Hit Points 147 (14d10 + 70) Speed 40 ft., fly 80 ft., swim 40 ft.\n'b' STATS STR: 23 (+6) DEX: 14 (+2) CON: 21 (+5) INT: 14 (+2) WIS: 13 (+1) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Constitution +9, Wisdom +5, Charisma +8 Skills Perception +9, Stealth +6, Survival +5 Damage Immunities fire Senses blindsight 120 ft., darkvision 120 ft., passive Perception 19 Languages Auran, Aquan, Common, Draconic, Ignan Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Amphibious . The mist dragon can breathe both water and air. \n'b' Actions \n'b' Multiattack . The dragon uses its Frightful Presence and makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage plus 7 (2d6) fire damage. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b' Breath Weapon (Recharge 5-6) . The mist dragon uses one of the following breath weapons. \n'b' Obscuring Mist . The dragon exhales a murky opaque mist in a 30-foot cube that spreads around corners. This mist heavily obscures the area and remains for 1 minute, or until dispersed with a moderate or stronger wind (at least 10 miles per hour). \n'b' Scalding Mist . The dragon exhales a fiery blast of lingering mist in a 30-foot cone that spreads around corners. The mist lightly obscures the area and remains for 1 minute, or until dispersed with a moderate or stronger wind (at least 10 miles per hour). Each creature that enters the area or begins their turn there must make a DC 17 Constitution saving throw, taking 49 (14d6) fire damage on a failed saving throw, or half as much damage on a successful one. Being underwater doesn\xe2\x80\x99t grant resistance to this damage. \n'b' Mist Form . The mist dragon polymorphs into a Large cloud of mist, or back into its true form. While in mist form, the dragon can\xe2\x80\x99t take any actions , speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature\xe2\x80\x99s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can\xe2\x80\x99t pass through water. It has advantage on Strength , Dexterity , and Constitution saving throws, it is immune to all nonmagical damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Mithral, Adult \n'b' Family: Dragon - Mithral \n'b' Huge dragon , neutral \n'b' Armor Class 18 (natural armor) Hit Points 253 (22d12 + 110) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 12 (+1) DEX: 22 (+6) CON: 21 (+5) INT: 18 (+4) WIS: 19 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +12, Con +11, Wis +10, Cha +10 Skills History +10, Insight +10, Perception +16, Persuasion +10, Stealth +12 Damage Resistances force Damage Immunities slashing Condition Immunities charmed Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26 Languages all, telepathy 120 ft. Challenge 18 (20,000 XP) Proficiency Bonus +6 \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The dragon has advantage on saving throws against spells and other magical effects. \n'b' Mithral Scales . If the dragon rolls a 20 on a saving throw against a spell that targets only it, the dragon is unaffected, and the spell is reflected back at the caster as though it originated from the dragon, turning the caster into the target. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage. Instead of dealing damage, the dragon can end one magical effect of its choice of 5th level or lower on the target. \n'b' Claw . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 13 (2d6 +6) slashing damage, and if the target isn\xe2\x80\x99t a Construct or Undead, it must succeed on a DC 19 Constitution saving throw or lose 7 (2d6) hp at the start of each of its turns as a piece of metallic claw breaks off in the wound. Any creature can take an action to remove the claw with a successful DC 14 Wisdom ( Medicine ) check. The claw pops out of the wound if the target receives magical healing . \n'b' Tail . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Shard Breath (Recharge 5\xe2\x80\x936) . The mithral dragon spits metallic shards in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 42 (12d6) slashing damage on a failed save, or half as much on a successful one. The area becomes difficult terrain for 1 minute, then the shards dissolve into wisps of silvery smoke. When a creature moves into or within the area, it takes 7 (2d6) slashing damage for every 5 feet it travels. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack . The dragon makes a Tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be forced prone . The dragon can then fly up to half its flying speed. \n'b'\n'b' ABOUT \n'b' Light glints off the dragon\xe2\x80\x99s glossy scales, shining silver-white. Its tiny wings folded flush against its body open like a fan and expose shimmering, diaphanous membranes. Its narrow head, with bare slits for its eyes and nostrils, sits at the end of a slender neck atop an impossibly thin frame. \n'b' Rage in Youth . Younger mithral dragons raid and pillage as heavily as any chromatic dragon, driven largely by greed to acquire a worthy hoard, though they are less likely to kill for sport or out of cruelty. In adulthood and old age, however, mithral dragons are less concerned with material wealth and more inclined to value friendship, knowledge, and a peaceful life pursuing interesting goals. \n'b' Peacemakers . Adult and older mithral dragons are diplomats and arbitrators by temperament (some dragons cynically call them referees). They enjoy bringing some peace to warring factions. Among all dragons, their strict neutrality and ability to negate magic make them well suited to these vital roles.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Mithral, Ancient \n'b' Family: Dragon - Mithral \n'b' Gargantuan dragon , neutral \n'b' Armor Class 20 (natural armor) Hit Points 490 (28d20 + 196) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 12 (+1) DEX: 26 (+8) CON: 25 (+7) INT: 20 (+5) WIS: 21 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +15, Con +14, Wis +12, Cha +12 Skills History +12, Insight +12, Perception +19, Persuasion +12, Stealth +15 Damage Resistances force Damage Immunities slashing Condition Immunities charmed Senses blindsight 60 ft., darkvision 120 ft., passive Perception 29 Languages all, telepathy 120 ft. Challenge 22 (41,000 XP) Proficiency Bonus +7 \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The dragon has advantage on saving throws against spells and other magical effects. \n'b' Mithral Scales . If the dragon succeeds on a saving throw by 5 or more against a spell that targets only it, the dragon is unaffected, and the spell is reflected back at the caster as though it originated from the dragon, turning the caster into the target. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 19 (2d10 + 8) piercing damage. Instead of dealing damage, the dragon can end one magical effect of its choice of 7th level or lower on the target. \n'b' Claw . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 15 (2d6 +8) slashing damage, and if the target isn\xe2\x80\x99t a Construct or Undead, it must succeed on a DC 23 Constitution saving throw or lose 10 (3d6) hp at the start of each of its turns as a piece of metallic claw breaks off in the wound. Any creature can take an action to remove the claw with a successful DC 16 Wisdom ( Medicine ) check. The claw pops out of the wound if the target receives magical healing . \n'b' Tail . Melee Weapon Attack : +15 to hit, reach 20 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Shard Breath (Recharge 5\xe2\x80\x936) . The mithral dragon spits metallic shards in a 90-foot cone. Each creature in that area must succeed on a DC 22 Dexterity saving throw, taking 73 (21d6) slashing damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain for 1 minute, then the shards dissolve into wisps of silvery smoke. When a creature moves into or within the area, it takes 7 (2d6) slashing damage for every 5 feet it travels. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack . The dragon makes a Tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be forced prone . The dragon can then fly up to half its flying speed. \n'b'\n'b' LAIR \n'b' Mithral dragons are attracted to lairs near humanoid civilization, where petitioners can reach them if their diplomatic services are needed. Unlike other dragons, mithral dragons forsake lairing upon remote natural caverns or cliffs, preferring to dwell in impressive structures of metal and stone\xe2\x80\x94with a particular fondness for towers. More than once, a mithral dragon has accepted the deed to a fortress, palace, or castle as payment for brokering peace between warring factions. \n'b' Curiously, mithral dragons don\xe2\x80\x99t hoard coins and precious metals as most dragons do. Other curiosities fill their lair, like fine paintings, marble statues, rare tomes, stained glass, and anything made of mithral\xe2\x80\x94rare treasures procured over a lifetime of interacting with mortal creatures. \n'b' On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Impaling Spikes . Metallic spikes sprout from the ground beneath one creature the dragon can see within 120 feet of it. The target must make a DC 15 Dexterity saving throw. On a failure, the creature takes 10 (3d6) piercing damage and is restrained as it is impaled on the magical spikes. On a success, a creature takes half the damage and isn\xe2\x80\x99t restrained. A creature, including the restrained target, can take its action to free the restrained target by succeeding on a DC 15 Strength check to break the spikes. \n'b' Shimmering Scales . Light within the lair bends toward the dragon, reflecting brilliantly off its scales. Each creature within 30 feet of the dragon and that can see it must succeed on a DC 15 Dexterity saving throw or be blinded until the end of its next turn. \n'b' Wave of Peace . A pulse of calming energy washes over the lair. Each hostile creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or become indifferent about creatures of the dragon\xe2\x80\x99s choice that it is hostile toward for 1 minute. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the effect ends, the creature can choose to become hostile again. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing a legendary mithral dragon\xe2\x80\x99s lair is warped by the dragon\xe2\x80\x99s magic, which creates one or more of the following effects: \n'b'\n'b' Calming Air . Humanoids within 6 miles of the lair experience feelings of peace and are less prone to mood swings. Dragons within 6 miles of the lair experience the opposite effect, becoming plagued by anxiety and irritability. \n'b' Peaceful Realm . When a Dragon or Humanoid within 3 miles of the lair attempts to commit an act of violence against a Dragon or Humanoid and that act of violence isn\xe2\x80\x99t in self-defense, that creature must succeed on a DC 13 Wisdom saving throw or be unable to commit acts of violence, other than self-defense, for 1 minute. The dragon can choose to suppress this effect for any creature. \n'b' Shining Mithral . Objects made from metals other than mithril appear dull and feel heavy while within 1 mile of the dragon\xe2\x80\x99s lair. If the dragon dies, these effects fade over the course of 1d10 days. \n'b'\n'b' ABOUT \n'b' Light glints off the dragon\xe2\x80\x99s glossy scales, shining silver-white. Its tiny wings folded flush against its body open like a fan and expose shimmering, diaphanous membranes. Its narrow head, with bare slits for its eyes and nostrils, sits at the end of a slender neck atop an impossibly thin frame. \n'b' Rage in Youth . Younger mithral dragons raid and pillage as heavily as any chromatic dragon, driven largely by greed to acquire a worthy hoard, though they are less likely to kill for sport or out of cruelty. In adulthood and old age, however, mithral dragons are less concerned with material wealth and more inclined to value friendship, knowledge, and a peaceful life pursuing interesting goals. \n'b' Peacemakers . Adult and older mithral dragons are diplomats and arbitrators by temperament (some dragons cynically call them referees). They enjoy bringing some peace to warring factions. Among all dragons, their strict neutrality and ability to negate magic make them well suited to these vital roles.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Mithral, Wyrmling \n'b' Family: Dragon - Mithral \n'b' Medium dragon , neutral \n'b' Armor Class 14 (natural armor) Hit Points 44 (8d8 + 8) Speed 50 ft., fly 60 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 13 (+1) INT: 14 (+2) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +3, Wis +4, Cha +4 Skills Insight +4, Perception +6, Stealth +4 Damage Resistances force Damage Immunities slashing Condition Immunities charmed Senses blindsight 10 ft., darkvision 60 ft., passive Perception 16 Languages all, telepathy 30 ft. Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The dragon has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) piercing damage. Instead of dealing damage, the dragon can attempt to end one magical effect of its choice of 2nd level or lower on the target. This effect works like the dispel magic spell, except the dragon must always make an ability check. Its ability check for this is +4. \n'b' Shard Breath (Recharge 5\xe2\x80\x936) . The mithral dragon spits metallic shards in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 14 (4d6) slashing damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain until the start of the dragon\xe2\x80\x99s next turn, then the shards dissolve into wisps of silvery smoke. \n'b'\n'b' ABOUT \n'b' Mithral dragons are the most powerful of the metallic dragons (though golds are loath to acknowledge the mithrals\xe2\x80\x99 superiority). They have an uncanny ability to sense the future, and often experience visions of events that are to come; often these visions come as a result of their studying and pondering, as they usually offer their services to deities, religious causes, or other great endeavors. \n'b' As natives of the Astral Sea, mithral dragons are rarely seen on the Material Plane, unless something specific has driven them there. This always has something to do with the cause to which the dragon has devoted itself, and it usually disappears as soon as its purpose is finished. Ancient mithral dragons are said to guard religious sites of primeval origin on the Material Plane. No one knows the contents of these sites, and no one has had the courage to find out. \n'b' Because of their extraplanar origin, mithral dragons are immortal. They age as a normal dragon, but they cannot die of old age and they never reach the Twilight stage of a normal dragon\xe2\x80\x99s development. As a result, mithrals have been known to reach tens of thousands of years old. By that time, the dragon has likely attracted the attention of lesser gods, who then gauge if the dragon is a threat to their existence and act accordingly. \n'b' Mithral dragons only fight when and where they want to. If a dragon isn\xe2\x80\x99t looking for a fight and is attacked, it will attempt to halt its attackers with its Time Stop Breath and flee. That is, unless its attackers are directly trying to oppose the dragon\xe2\x80\x99s goals or its cause, in which case the dragon counterattacks fiercely and without mercy. However, even in these situations, the dragon will only attack if it is advantageous for it to do so. \n'b' If the dragon does fight, it will choose an area with lots of obstructions and difficult terrain, so that it can most effectively utilize its teleportation ability. It uses its foresight to determine the most powerful foes and target them first, using its Time Stop Breath or teleportation to get into advantageous positions. A mithral dragon then prefers to spread its attacks across all of its foes, rather than focus down a single one, (especially if the dragon has the Dimension Strike dragon feat). \n'b' Mithral dragons only speak when they believe what they have to say is of vast importance. Even when they do speak, they don\xe2\x80\x99t think that tiny mortal minds can comprehend the vastness of their calling or the importance of their mission (no matter what their mission happens to be), so their speech tends to be condescending, though not in an overtly insulting manner. \n'b' Mithral dragons prefer their home plane, living in the domains of deities. While in these places, they maintain their loyalty to any deities they serve, no matter whose domain they happen to live in. If an \xe2\x80\x9cenlightened\xe2\x80\x9d mithral dragon can do so, it will try to find places that retain a remnant of Io\xe2\x80\x99s influence so that it can attune to the dead god\xe2\x80\x99s will and exact it. Mithral dragons will lie in wait for centuries or millennia waiting to hear the call of a deity or cause to which they are willing to pledge themselves; when the call comes, the dragon responds with exactness and determination. Trying to talk a mithral dragon out of its cause is like trying to teach a manticore table manners. But the manticore won\xe2\x80\x99t burn you to a crisp with its breath weapon. \n'b' On the Material Plane, mithral dragons don\xe2\x80\x99t favor any particular terrain. That said, if a mithral dragon does make a lair on the Material Plane, it will try to find a place where it can attune to the will of deity, which usually happens best in abandoned temples or other important religious areas. If one of these areas cannot be found, the dragon may settle for a mine where it can attempt to read gemstone deposits, and there glean glimpses of future events.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cendiary \n'b' Huge fiend , chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 133 (14d12 + 42) Speed 60 ft.\n'b' STATS STR: 23 (+6) DEX: 16 (+3) CON: 17 (+3) INT: 14 (+2) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Dex +8, Wis +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, necrotic, poison Condition Immunities blinded, exhaustion, petrified, poisoned Senses darkvision 120 ft., passive Perception 11 Languages Abyssal, telepathy 120 ft. Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hellfire Touch . A non-fiend creature that touches the cendiary or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage and 4 (1d8) necrotic damage. With a touch, the cendiary can ignite flammable objects that aren\xe2\x80\x99t worn or carried (no action required). \n'b' Illumination . The cendiary sheds bright light in a 30-foot radius and dim light for an additional 30 feet. \n'b' Legendary Resistance (3/day) . If the cendiary fails a saving throw, it can choose to succeed instead. \n'b' Legion Focus . If the cendiary is affiliated with the Phlegethon legion, instead of the usual trait, the fire damage from its Fiery Touch and from targets set on fire by its crush and Rolling Flame are increased to 9 (2d8) fire damage and 5 (1d10) necrotic damage. \n'b' Magic Weapons . The cendiary\xe2\x80\x99s weapon attacks are magical. \n'b' Wheeled Form . The cendiary treats any incline greater than 45 degrees as difficult terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cendiary makes one crush attack and one claw attack. \n'b' Crush . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 32 (4d12 + 6) bludgeoning damage, 11 (2d10) fire damage, and 9 (2d8) necrotic damage. If the target is a non-fiend creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage and 4 (1d8) necrotic damage. The target must also succeed on a DC 19 Strength saving throw or be knocked prone. \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) slashing damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The cendiary 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 cendiary regains spent legendary actions at the start of its turn. \n'b'\n'b' Claw . The cendiary makes a claw attack. \n'b' Rolling Flame (Costs 2 Actions) . The cendiary moves up to half its speed and flares with bright flame. The first time the cendiary comes within 10 feet of a non-fiend creature during this movement, that creature must succeed on a DC 16 Dexterity saving throw or ignite and be blinded until the end of the cendiary\xe2\x80\x99s next turn. Until a creature uses its action to douse the fire, the ignited creature takes 5 (1d10) fire damage and 4 (1d8) necrotic damage at the start of each of its turns. \n'b'\n'b' ABOUT \n'b' The cendiary takes the form of a great fiery wheel made of thick, rune-carved stone in which demonic arms and legs constantly appear and disappear, propelling the wheel forward. When these limbs don\xe2\x80\x99t retreat within the wheel quickly enough, they are pulverized beneath the cendiary\xe2\x80\x99s rolling weight, but the cendiary seems to feel no pain or concern at this loss and simply generates more appendages to push itself forward. \n'b' Endless Arson . Hellfire pours from the cendiary as it rolls, igniting anything it touches and providing a shimmering nimbus around it. This hellfire harms neither the cendiary\xe2\x80\x99s rune-marked stone nor its flesh engines nor any nearby fiends. Since things of the mortal world share no such invulnerability, the cendiary leaves a trail of wildfires and ruin in its wake. \n'b' Constant Motion . The cendiary never stays in one place for long, rolling back and forth over the same scorched piece of ground if it needs to speak to others. Its communications are always disjointed, as its thought processes are several iterations ahead. \n'b' The cendiary is impulsive and darts off whenever a thought enters its head. \n'b' Legions . The cendiary typically leads fiends of the Phlegethon legion, or sometimes of the Acheron, Lethe, or Tartarus legions. \n'b' This massive stone wheel is alight with flickering flames and carved with many runes. Fiendish claws, hooves, and blank faces appear within its center, pushing the great wheel along with inhuman vigor.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Mithral, Young \n'b' Family: Dragon - Mithral \n'b' Large dragon , neutral \n'b' Armor Class 16 (natural armor) Hit Points 170 (20d10 + 60) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 17 (+3) INT: 16 (+3) WIS: 17 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +6, Wis +6, Cha +6 Skills Insight +6, Perception +9, Persuasion +6, Stealth +7 Damage Resistances force Damage Immunities slashing Condition Immunities charmed Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19 Languages all, telepathy 60 ft. Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The dragon has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) piercing damage. Instead of dealing damage, the dragon can end one magical effect of its choice of 3rd level or lower on the target. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage, and if the target isn\xe2\x80\x99t a Construct or Undead, it must succeed on a DC 14 Constitution saving throw or lose 3 (1d6) hp at the start of each of its turns as a piece of metallic claw breaks off in the wound. Any creature can take an action to remove the claw with a successful DC 12 Wisdom ( Medicine ) check. The claw pops out of the wound if the target receives magical healing . \n'b' Shard Breath (Recharge 5\xe2\x80\x936) . The mithral dragon spits metallic shards in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 28 (8d6) slashing damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain for 1 minute, then the shards dissolve into wisps of silvery smoke. \n'b'\n'b' ABOUT \n'b' Light glints off the dragon\xe2\x80\x99s glossy scales, shining silver-white. Its tiny wings folded flush against its body open like a fan and expose shimmering, diaphanous membranes. Its narrow head, with bare slits for its eyes and nostrils, sits at the end of a slender neck atop an impossibly thin frame. \n'b' Rage in Youth . Younger mithral dragons raid and pillage as heavily as any chromatic dragon, driven largely by greed to acquire a worthy hoard, though they are less likely to kill for sport or out of cruelty. In adulthood and old age, however, mithral dragons are less concerned with material wealth and more inclined to value friendship, knowledge, and a peaceful life pursuing interesting goals. \n'b' Peacemakers . Adult and older mithral dragons are diplomats and arbitrators by temperament (some dragons cynically call them referees). They enjoy bringing some peace to warring factions. Among all dragons, their strict neutrality and ability to negate magic make them well suited to these vital roles.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mithral Dragon, Adult \n'b' Family: Dragon - Mithral \n'b' Huge dragon , lawful good \n'b' Armor Class 18 (natural armor) Hit Points 243 (18d12 + 126) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 25 (+7) DEX: 14 (+2) CON: 25 (+7) INT: 18 (+4) WIS: 17 (+3) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +12, Wis +8, Cha +11 Skills History +9, Insight +8, Perception +13, Persuasion +11, Religion +9, Stealth +7 Damage Immunities radiant Senses blindsight 30 ft., darkvision 120 ft., passive Perception 23 Languages Celestial, Common, Draconic Challenge 16 (13,000 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 18 (2d10 + 7) piercing damage. \n'b' Claw . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 14 (2d6 + 7) slashing damage. \n'b' Tail . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 16 (2d8 + 7) bludgeoning damage. \n'b' Teleport . The dragon magically teleports, along with any equipment it is wearing or carrying, up to 50 feet to an unoccupied space it can see. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Breath Weapon (Recharge 5-6) . The dragon uses one of the following breath weapons.\n'b'\n'b'\n'b' Radiant Breath . The dragon exhales a beam of radiant energy in an 80-foot line that is 5 feet wide. Each creature in that area must make a DC 20 Dexterity saving throw, taking 65 (10d12) radiant damage on a failed save, or half as much damage on a successful one. \n'b' Time Stop Breath . The dragon exhales magical energy in a 50-foot cone. Each creature in that area must make a DC 20 Wisdom saving throw. On a failed save, a creature becomes frozen in time for 1 minute. While frozen in time, the creature is incapacitated , can\xe2\x80\x99t move or speak, and is unaware of its surroundings. Attack rolls against the creature have advantage. The creature also automatically fails Strength and Dexterity saving throws. An affected creature can attempt the save again at the end of each of its turns, ending the effect on itself on a success. The effect ends early if the creature takes damage or is otherwise interacted with in any way. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed. \n'b'\n'b' ABOUT \n'b' Mithral dragons are the most powerful of the metallic dragons (though golds are loath to acknowledge the mithrals\xe2\x80\x99 superiority). They have an uncanny ability to sense the future, and often experience visions of events that are to come; often these visions come as a result of their studying and pondering, as they usually offer their services to deities, religious causes, or other great endeavors. \n'b' As natives of the Astral Sea, mithral dragons are rarely seen on the Material Plane, unless something specific has driven them there. This always has something to do with the cause to which the dragon has devoted itself, and it usually disappears as soon as its purpose is finished. Ancient mithral dragons are said to guard religious sites of primeval origin on the Material Plane. No one knows the contents of these sites, and no one has had the courage to find out. \n'b' Because of their extraplanar origin, mithral dragons are immortal. They age as a normal dragon, but they cannot die of old age and they never reach the Twilight stage of a normal dragon\xe2\x80\x99s development. As a result, mithrals have been known to reach tens of thousands of years old. By that time, the dragon has likely attracted the attention of lesser gods, who then gauge if the dragon is a threat to their existence and act accordingly. \n'b' Mithral dragons only fight when and where they want to. If a dragon isn\xe2\x80\x99t looking for a fight and is attacked, it will attempt to halt its attackers with its Time Stop Breath and flee. That is, unless its attackers are directly trying to oppose the dragon\xe2\x80\x99s goals or its cause, in which case the dragon counterattacks fiercely and without mercy. However, even in these situations, the dragon will only attack if it is advantageous for it to do so. \n'b' If the dragon does fight, it will choose an area with lots of obstructions and difficult terrain , so that it can most effectively utilize its teleportation ability. It uses its foresight to determine the most powerful foes and target them first, using its Time Stop Breath or teleportation to get into advantageous positions. A mithral dragon then prefers to spread its attacks across all of its foes, rather than focus down a single one, (especially if the dragon has the Dimension Strike dragon feat). \n'b' Mithral dragons only speak when they believe what they have to say is of vast importance. Even when they do speak, they don\xe2\x80\x99t think that tiny mortal minds can comprehend the vastness of their calling or the importance of their mission (no matter what their mission happens to be), so their speech tends to be condescending, though not in an overtly insulting manner. \n'b' Mithral dragons prefer their home plane, living in the domains of deities. While in these places, they maintain their loyalty to any deities they serve, no matter whose domain they happen to live in. If an \xe2\x80\x9cenlightened\xe2\x80\x9d mithral dragon can do so, it will try to find places that retain a remnant of Io\xe2\x80\x99s influence so that it can attune to the dead god\xe2\x80\x99s will and exact it. Mithral dragons will lie in wait for centuries or millennia waiting to hear the call of a deity or cause to which they are willing to pledge themselves; when the call comes, the dragon responds with exactness and determination. Trying to talk a mithral dragon out of its cause is like trying to teach a manticore table manners. But the manticore won\xe2\x80\x99t burn you to a crisp with its breath weapon. \n'b' On the Material Plane, mithral dragons don\xe2\x80\x99t favor any particular terrain. That said, if a mithral dragon does make a lair on the Material Plane, it will try to find a place where it can attune to the will of deity, which usually happens best in abandoned temples or other important religious areas. If one of these areas cannot be found, the dragon may settle for a mine where it can attempt to read gemstone deposits, and there glean glimpses of future events.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mithral Dragon, Ancient \n'b' Family: Dragon - Mithral \n'b' Colossal dragon , lawful good \n'b' Armor Class 22 (natural armor) Hit Points 574 (28d20 + 280) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 30 (+10) DEX: 14 (+2) CON: 30 (+10) INT: 20 (+5) WIS: 20 (+5) CHA: 28 (+9) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +10, Con +18, Wis +13, Cha +17 Skills History +13, Insight +13, Perception +21, Persuasion +17, Religion +13, Stealth +10 Damage Immunities radiant Senses blindsight 60 ft., darkvision 120 ft., passive Perception 31 Languages Celestial, Common, Draconic, and two other languages Challenge 25 (75,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +18 to hit, reach 15 ft., one target. Hit : 21 (2d10 + 10) piercing damage. \n'b' Claw . Melee Weapon Attack : +18 to hit, reach 10 ft., one target. Hit : 17 (2d6 + 10) slashing damage. \n'b' Tail . Melee Weapon Attack : +18 to hit, reach 20 ft., one target. Hit : 19 (2d8 + 10) bludgeoning damage. \n'b' Teleport . The dragon magically teleports, along with any equipment it is wearing or carrying, up to 90 feet to an unoccupied space it can see. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Breath Weapon (Recharge 5-6) . The dragon uses one of the following breath weapons.\n'b'\n'b'\n'b' Radiant Breath . The dragon exhales a beam of radiant energy in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Dexterity saving throw, taking 84 (13d12) radiant damage on a failed save, or half as much damage on a successful one. \n'b' Time Stop Breath . The dragon exhales magical energy in a 90-foot cone. Each creature in that area must make a DC 26 Wisdom saving throw. On a failed save, a creature becomes frozen in time for 1 minute. While frozen in time, the creature is incapacitated , can\xe2\x80\x99t move or speak, and is unaware of its surroundings. Attack rolls against the creature have advantage. The creature also automatically fails Strength and Dexterity saving throws. An affected creature can attempt the save again at the end of each of its turns, ending the effect on itself on a success. The effect ends early if the creature takes damage or is otherwise interacted with in any way. \n'b'\n'b' Change Shape . The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon\xe2\x80\x99s choice). In a new form, the dragon retains its alignment, hit points , Hit Dice, ability to speak, proficiencies, Legendary Resistance , lair actions , and Intelligence , Wisdom , and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 20 feet of the dragon must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed. \n'b'\n'b' ABOUT \n'b' Mithral dragons are the most powerful of the metallic dragons (though golds are loath to acknowledge the mithrals\xe2\x80\x99 superiority). They have an uncanny ability to sense the future, and often experience visions of events that are to come; often these visions come as a result of their studying and pondering, as they usually offer their services to deities, religious causes, or other great endeavors. \n'b' As natives of the Astral Sea, mithral dragons are rarely seen on the Material Plane, unless something specific has driven them there. This always has something to do with the cause to which the dragon has devoted itself, and it usually disappears as soon as its purpose is finished. Ancient mithral dragons are said to guard religious sites of primeval origin on the Material Plane. No one knows the contents of these sites, and no one has had the courage to find out. \n'b' Because of their extraplanar origin, mithral dragons are immortal. They age as a normal dragon, but they cannot die of old age and they never reach the Twilight stage of a normal dragon\xe2\x80\x99s development. As a result, mithrals have been known to reach tens of thousands of years old. By that time, the dragon has likely attracted the attention of lesser gods, who then gauge if the dragon is a threat to their existence and act accordingly. \n'b' Mithral dragons only fight when and where they want to. If a dragon isn\xe2\x80\x99t looking for a fight and is attacked, it will attempt to halt its attackers with its Time Stop Breath and flee. That is, unless its attackers are directly trying to oppose the dragon\xe2\x80\x99s goals or its cause, in which case the dragon counterattacks fiercely and without mercy. However, even in these situations, the dragon will only attack if it is advantageous for it to do so. \n'b' If the dragon does fight, it will choose an area with lots of obstructions and difficult terrain , so that it can most effectively utilize its teleportation ability. It uses its foresight to determine the most powerful foes and target them first, using its Time Stop Breath or teleportation to get into advantageous positions. A mithral dragon then prefers to spread its attacks across all of its foes, rather than focus down a single one, (especially if the dragon has the Dimension Strike dragon feat). \n'b' Mithral dragons only speak when they believe what they have to say is of vast importance. Even when they do speak, they don\xe2\x80\x99t think that tiny mortal minds can comprehend the vastness of their calling or the importance of their mission (no matter what their mission happens to be), so their speech tends to be condescending, though not in an overtly insulting manner. \n'b' Mithral dragons prefer their home plane, living in the domains of deities. While in these places, they maintain their loyalty to any deities they serve, no matter whose domain they happen to live in. If an \xe2\x80\x9cenlightened\xe2\x80\x9d mithral dragon can do so, it will try to find places that retain a remnant of Io\xe2\x80\x99s influence so that it can attune to the dead god\xe2\x80\x99s will and exact it. Mithral dragons will lie in wait for centuries or millennia waiting to hear the call of a deity or cause to which they are willing to pledge themselves; when the call comes, the dragon responds with exactness and determination. Trying to talk a mithral dragon out of its cause is like trying to teach a manticore table manners. But the manticore won\xe2\x80\x99t burn you to a crisp with its breath weapon. \n'b' On the Material Plane, mithral dragons don\xe2\x80\x99t favor any particular terrain. That said, if a mithral dragon does make a lair on the Material Plane, it will try to find a place where it can attune to the will of deity, which usually happens best in abandoned temples or other important religious areas. If one of these areas cannot be found, the dragon may settle for a mine where it can attempt to read gemstone deposits, and there glean glimpses of future events.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mithral Dragon, Elder \n'b' Family: Dragon - Mithral \n'b' Gargantuan dragon , lawful good \n'b' Armor Class 21 (natural armor) Hit Points 487 (25d20 + 225) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 29 (+9) DEX: 14 (+2) CON: 29 (+9) INT: 19 (+4) WIS: 19 (+4) CHA: 26 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Con +16, Wis +11, Cha +15 Skills History +11, Insight +11, Perception +18, Persuasion +15, Religion +11, Stealth +9 Damage Immunities radiant Senses blindsight 60 ft., darkvision 120 ft., passive Perception 28 Languages Celestial, Common, Draconic, and one other language Challenge 23 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +16 to hit, reach 15 ft., one target. Hit : 20 (2d10 + 9) piercing damage. \n'b' Claw . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 16 (2d6 + 9) slashing damage. \n'b' Tail . Melee Weapon Attack : +16 to hit, reach 20 ft., one target. Hit : 18 (2d8 + 9) bludgeoning damage. \n'b' Teleport . The dragon magically teleports, along with any equipment it is wearing or carrying, up to 80 feet to an unoccupied space it can see. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Breath Weapon (Recharge 5-6) . The dragon uses one of the following breath weapons.\n'b'\n'b'\n'b' Radiant Breath . The dragon exhales a beam of radiant energy in a 110-foot line that is 5 feet wide. Each creature in that area must make a DC 24 Dexterity saving throw, taking 78 (12d12) radiant damage on a failed save, or half as much damage on a successful one. \n'b' Time Stop Breath . The dragon exhales magical energy in an 80-foot cone. Each creature in that area must make a DC 24 Wisdom saving throw. On a failed save, a creature becomes frozen in time for 1 minute. While frozen in time, the creature is incapacitated , can\xe2\x80\x99t move or speak, and is unaware of its surroundings. Attack rolls against the creature have advantage. The creature also automatically fails Strength and Dexterity saving throws. An affected creature can attempt the save again at the end of each of its turns, ending the effect on itself on a success. The effect ends early if the creature takes damage or is otherwise interacted with in any way. \n'b'\n'b' Change Shape . The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon\xe2\x80\x99s choice). In a new form, the dragon retains its alignment, hit points , Hit Dice, ability to speak, proficiencies, Legendary Resistance , lair actions , and Intelligence , Wisdom , and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed. \n'b'\n'b' ABOUT \n'b' Mithral dragons are the most powerful of the metallic dragons (though golds are loath to acknowledge the mithrals\xe2\x80\x99 superiority). They have an uncanny ability to sense the future, and often experience visions of events that are to come; often these visions come as a result of their studying and pondering, as they usually offer their services to deities, religious causes, or other great endeavors. \n'b' As natives of the Astral Sea, mithral dragons are rarely seen on the Material Plane, unless something specific has driven them there. This always has something to do with the cause to which the dragon has devoted itself, and it usually disappears as soon as its purpose is finished. Ancient mithral dragons are said to guard religious sites of primeval origin on the Material Plane. No one knows the contents of these sites, and no one has had the courage to find out. \n'b' Because of their extraplanar origin, mithral dragons are immortal. They age as a normal dragon, but they cannot die of old age and they never reach the Twilight stage of a normal dragon\xe2\x80\x99s development. As a result, mithrals have been known to reach tens of thousands of years old. By that time, the dragon has likely attracted the attention of lesser gods, who then gauge if the dragon is a threat to their existence and act accordingly. \n'b' Mithral dragons only fight when and where they want to. If a dragon isn\xe2\x80\x99t looking for a fight and is attacked, it will attempt to halt its attackers with its Time Stop Breath and flee. That is, unless its attackers are directly trying to oppose the dragon\xe2\x80\x99s goals or its cause, in which case the dragon counterattacks fiercely and without mercy. However, even in these situations, the dragon will only attack if it is advantageous for it to do so. \n'b' If the dragon does fight, it will choose an area with lots of obstructions and difficult terrain , so that it can most effectively utilize its teleportation ability. It uses its foresight to determine the most powerful foes and target them first, using its Time Stop Breath or teleportation to get into advantageous positions. A mithral dragon then prefers to spread its attacks across all of its foes, rather than focus down a single one, (especially if the dragon has the Dimension Strike dragon feat). \n'b' Mithral dragons only speak when they believe what they have to say is of vast importance. Even when they do speak, they don\xe2\x80\x99t think that tiny mortal minds can comprehend the vastness of their calling or the importance of their mission (no matter what their mission happens to be), so their speech tends to be condescending, though not in an overtly insulting manner. \n'b' Mithral dragons prefer their home plane, living in the domains of deities. While in these places, they maintain their loyalty to any deities they serve, no matter whose domain they happen to live in. If an \xe2\x80\x9cenlightened\xe2\x80\x9d mithral dragon can do so, it will try to find places that retain a remnant of Io\xe2\x80\x99s influence so that it can attune to the dead god\xe2\x80\x99s will and exact it. Mithral dragons will lie in wait for centuries or millennia waiting to hear the call of a deity or cause to which they are willing to pledge themselves; when the call comes, the dragon responds with exactness and determination. Trying to talk a mithral dragon out of its cause is like trying to teach a manticore table manners. But the manticore won\xe2\x80\x99t burn you to a crisp with its breath weapon. \n'b' On the Material Plane, mithral dragons don\xe2\x80\x99t favor any particular terrain. That said, if a mithral dragon does make a lair on the Material Plane, it will try to find a place where it can attune to the will of deity, which usually happens best in abandoned temples or other important religious areas. If one of these areas cannot be found, the dragon may settle for a mine where it can attempt to read gemstone deposits, and there glean glimpses of future events.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mithral Dragon, Great Wyrm \n'b' Family: Dragon - Mithral \n'b' Colossal dragon , lawful good \n'b' Armor Class 24 (natural armor) Hit Points 677 (32d20 + 341) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 32 (+11) DEX: 14 (+2) CON: 32 (+11) INT: 22 (+6) WIS: 21 (+5) CHA: 29 (+9) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +10, Con +19, Wis +13, Cha +17 Skills History +14, Insight +13, Perception +21, Persuasion +17, Religion +14, Stealth +10 Damage Immunities radiant Senses blindsight 60 ft., darkvision 120 ft., passive Perception 31 Languages All languages Challenge 28 (120,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +19 to hit, reach 20 ft., one target. Hit : 22 (2d10 + 11) piercing damage. \n'b' Claw . Melee Weapon Attack : +19 to hit, reach 15 ft., one target. Hit : 18 (2d6 + 11) slashing damage. \n'b' Tail . Melee Weapon Attack : +19 to hit, reach 25 ft., one target. Hit : 20 (2d8 + 11) bludgeoning damage. \n'b' Teleport . The dragon magically teleports, along with any equipment it is wearing or carrying, up to 100 feet to an unoccupied space it can see. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Breath Weapon (Recharge 5-6) . The dragon uses one of the following breath weapons.\n'b'\n'b'\n'b' Radiant Breath . The dragon exhales a beam of radiant energy in a 140-foot line that is 10 feet wide. Each creature in that area must make a DC 27 Dexterity saving throw, taking 97 (15d12) radiant damage on a failed save, or half as much damage on a successful one. \n'b' Time Stop Breath . The dragon exhales magical energy in a 90-foot cone. Each creature in that area must make a DC 27 Wisdom saving throw. On a failed save, a creature becomes frozen in time for 1 minute. While frozen in time, the creature is incapacitated , can\xe2\x80\x99t move or speak, and is unaware of its surroundings. Attack rolls against the creature have advantage. The creature also automatically fails Strength and Dexterity saving throws. An affected creature can attempt the save again at the end of each of its turns, ending the effect on itself on a success. The effect ends early if the creature takes damage or is otherwise interacted with in any way. \n'b'\n'b' Change Shape . The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon\xe2\x80\x99s choice). In a new form, the dragon retains its alignment, hit points , Hit Dice, ability to speak, proficiencies, Legendary Resistance , lair actions , and Intelligence , Wisdom , and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 20 feet of the dragon must succeed on a DC 27 Dexterity saving throw or take 18 (2d6 + 11) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed. \n'b'\n'b' ABOUT \n'b' Mithral dragons are the most powerful of the metallic dragons (though golds are loath to acknowledge the mithrals\xe2\x80\x99 superiority). They have an uncanny ability to sense the future, and often experience visions of events that are to come; often these visions come as a result of their studying and pondering, as they usually offer their services to deities, religious causes, or other great endeavors. \n'b' As natives of the Astral Sea, mithral dragons are rarely seen on the Material Plane, unless something specific has driven them there. This always has something to do with the cause to which the dragon has devoted itself, and it usually disappears as soon as its purpose is finished. Ancient mithral dragons are said to guard religious sites of primeval origin on the Material Plane. No one knows the contents of these sites, and no one has had the courage to find out. \n'b' Because of their extraplanar origin, mithral dragons are immortal. They age as a normal dragon, but they cannot die of old age and they never reach the Twilight stage of a normal dragon\xe2\x80\x99s development. As a result, mithrals have been known to reach tens of thousands of years old. By that time, the dragon has likely attracted the attention of lesser gods, who then gauge if the dragon is a threat to their existence and act accordingly. \n'b' Mithral dragons only fight when and where they want to. If a dragon isn\xe2\x80\x99t looking for a fight and is attacked, it will attempt to halt its attackers with its Time Stop Breath and flee. That is, unless its attackers are directly trying to oppose the dragon\xe2\x80\x99s goals or its cause, in which case the dragon counterattacks fiercely and without mercy. However, even in these situations, the dragon will only attack if it is advantageous for it to do so. \n'b' If the dragon does fight, it will choose an area with lots of obstructions and difficult terrain , so that it can most effectively utilize its teleportation ability. It uses its foresight to determine the most powerful foes and target them first, using its Time Stop Breath or teleportation to get into advantageous positions. A mithral dragon then prefers to spread its attacks across all of its foes, rather than focus down a single one, (especially if the dragon has the Dimension Strike dragon feat). \n'b' Mithral dragons only speak when they believe what they have to say is of vast importance. Even when they do speak, they don\xe2\x80\x99t think that tiny mortal minds can comprehend the vastness of their calling or the importance of their mission (no matter what their mission happens to be), so their speech tends to be condescending, though not in an overtly insulting manner. \n'b' Mithral dragons prefer their home plane, living in the domains of deities. While in these places, they maintain their loyalty to any deities they serve, no matter whose domain they happen to live in. If an \xe2\x80\x9cenlightened\xe2\x80\x9d mithral dragon can do so, it will try to find places that retain a remnant of Io\xe2\x80\x99s influence so that it can attune to the dead god\xe2\x80\x99s will and exact it. Mithral dragons will lie in wait for centuries or millennia waiting to hear the call of a deity or cause to which they are willing to pledge themselves; when the call comes, the dragon responds with exactness and determination. Trying to talk a mithral dragon out of its cause is like trying to teach a manticore table manners. But the manticore won\xe2\x80\x99t burn you to a crisp with its breath weapon. \n'b' On the Material Plane, mithral dragons don\xe2\x80\x99t favor any particular terrain. That said, if a mithral dragon does make a lair on the Material Plane, it will try to find a place where it can attune to the will of deity, which usually happens best in abandoned temples or other important religious areas. If one of these areas cannot be found, the dragon may settle for a mine where it can attempt to read gemstone deposits, and there glean glimpses of future events.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mithral Dragon, Juvenile \n'b' Family: Dragon - Mithral \n'b' Large dragon , lawful good \n'b' Armor Class 18 (natural armor) Hit Points 195 (17d10 + 102) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 23 (+6) DEX: 14 (+2) CON: 23 (+6) INT: 17 (+3) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +10, Wis +7, Cha +9 Skills History +7, Insight +7, Perception +11, Persuasion +9, Religion +7, Stealth +6 Damage Immunities radiant Senses blindsight 30 ft., darkvision 120 ft., passive Perception 21 Languages Celestial, Common, Draconic Challenge 11 (7,200 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b' Teleport . The dragon magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. \n'b' Breath Weapon (Recharge 5-6) . The dragon uses one of the following breath weapons.\n'b'\n'b'\n'b' Radiant Breath . The dragon exhales a beam of radiant energy in a 60-foot line that is 5 feet wide. Each creature in that area must make a DC 18 Dexterity saving throw, taking 58 (9d12) radiant damage on a failed save, or half as much damage on a successful one. \n'b' Time Stop Breath . The dragon exhales magical energy in a 30-foot cone. Each creature in that area must make a DC 18 Wisdom saving throw. On a failed save, a creature becomes frozen in time for 1 minute. While frozen in time, the creature is incapacitated , can\xe2\x80\x99t move or speak, and is unaware of its surroundings. Attack rolls against the creature have advantage. The creature also automatically fails Strength and Dexterity saving throws. An affected creature can attempt the save again at the end of each of its turns, ending the effect on itself on a success. The effect ends early if the creature takes damage or is otherwise interacted with in any way. A mithral dragon\xe2\x80\x99s secondary breath weapon freezes its opponents in time, almost as if with a time stop spell. While a creature is thus affected, it suffers these conditions: the creature is incapacitated , can\xe2\x80\x99t move or speak, and is unaware of its surroundings attack rolls against the creature have advantage any melee weapon attack that would hit the creature is automatically a critical hit the creature automatically fails Strength and Dexterity saving throws. \n'b'\n'b' ABOUT \n'b' Mithral dragons are the most powerful of the metallic dragons (though golds are loath to acknowledge the mithrals\xe2\x80\x99 superiority). They have an uncanny ability to sense the future, and often experience visions of events that are to come; often these visions come as a result of their studying and pondering, as they usually offer their services to deities, religious causes, or other great endeavors. \n'b' As natives of the Astral Sea, mithral dragons are rarely seen on the Material Plane, unless something specific has driven them there. This always has something to do with the cause to which the dragon has devoted itself, and it usually disappears as soon as its purpose is finished. Ancient mithral dragons are said to guard religious sites of primeval origin on the Material Plane. No one knows the contents of these sites, and no one has had the courage to find out. \n'b' Because of their extraplanar origin, mithral dragons are immortal. They age as a normal dragon, but they cannot die of old age and they never reach the Twilight stage of a normal dragon\xe2\x80\x99s development. As a result, mithrals have been known to reach tens of thousands of years old. By that time, the dragon has likely attracted the attention of lesser gods, who then gauge if the dragon is a threat to their existence and act accordingly. \n'b' Mithral dragons only fight when and where they want to. If a dragon isn\xe2\x80\x99t looking for a fight and is attacked, it will attempt to halt its attackers with its Time Stop Breath and flee. That is, unless its attackers are directly trying to oppose the dragon\xe2\x80\x99s goals or its cause, in which case the dragon counterattacks fiercely and without mercy. However, even in these situations, the dragon will only attack if it is advantageous for it to do so. \n'b' If the dragon does fight, it will choose an area with lots of obstructions and difficult terrain , so that it can most effectively utilize its teleportation ability. It uses its foresight to determine the most powerful foes and target them first, using its Time Stop Breath or teleportation to get into advantageous positions. A mithral dragon then prefers to spread its attacks across all of its foes, rather than focus down a single one, (especially if the dragon has the Dimension Strike dragon feat). \n'b' Mithral dragons only speak when they believe what they have to say is of vast importance. Even when they do speak, they don\xe2\x80\x99t think that tiny mortal minds can comprehend the vastness of their calling or the importance of their mission (no matter what their mission happens to be), so their speech tends to be condescending, though not in an overtly insulting manner. \n'b' Mithral dragons prefer their home plane, living in the domains of deities. While in these places, they maintain their loyalty to any deities they serve, no matter whose domain they happen to live in. If an \xe2\x80\x9cenlightened\xe2\x80\x9d mithral dragon can do so, it will try to find places that retain a remnant of Io\xe2\x80\x99s influence so that it can attune to the dead god\xe2\x80\x99s will and exact it. Mithral dragons will lie in wait for centuries or millennia waiting to hear the call of a deity or cause to which they are willing to pledge themselves; when the call comes, the dragon responds with exactness and determination. Trying to talk a mithral dragon out of its cause is like trying to teach a manticore table manners. But the manticore won\xe2\x80\x99t burn you to a crisp with its breath weapon. \n'b' On the Material Plane, mithral dragons don\xe2\x80\x99t favor any particular terrain. That said, if a mithral dragon does make a lair on the Material Plane, it will try to find a place where it can attune to the will of deity, which usually happens best in abandoned temples or other important religious areas. If one of these areas cannot be found, the dragon may settle for a mine where it can attempt to read gemstone deposits, and there glean glimpses of future events.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Deva \n'b' Family: Angels \n'b' Medium celestial , lawful good \n'b' Armor Class 17 (natural armor) Hit Points 136 (16d8 + 64) Speed 30 ft., fly 90 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 17 (+3) WIS: 20 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +9, Cha +9 Skills Insight +9, Perception +9 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened Senses darkvision 120 ft., passive Perception 19 Languages all, telepathy 120 ft. Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Angelic Weapons : The deva\xe2\x80\x99s weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). \n'b' Innate Spellcasting : The deva\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components: \n'b' At will : detect evil and good \n'b' 1/day each : commune , raise dead \n'b' Magic Resistance : The deva has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack : The deva makes two melee attacks. \n'b' Mace : Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage. \n'b' Healing Touch (3/Day) : The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness. \n'b' Change Shape : The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva\xe2\x80\x99s choice). In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions , and lair actions) that the new form has but that it lacks. \n'b'\n'b' About \n'b' This tall, human-like creature has long, feathery wings and a gentle inner radiance that makes it difficult to look directly at.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mithral Dragon, Mature Adult \n'b' Family: Dragon - Mithral \n'b' Huge dragon , lawful good \n'b' Armor Class 19 (natural armor) Hit Points 275 (19d12 + 152) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 27 (+8) DEX: 14 (+2) CON: 27 (+8) INT: 19 (+4) WIS: 18 (+4) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con +14, Wis +10, Cha +13 Skills History +10, Insight +10, Perception +16, Persuasion +13, Religion +10, Stealth +8 Damage Immunities radiant Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26 Languages Celestial, Common, Draconic, and one other language Challenge 18 (18,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 19 (2d10 + 8) piercing damage. \n'b' Claw . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 15 (2d6 + 8) slashing damage. \n'b' Tail . Melee Weapon Attack : +14 to hit, reach 15 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. \n'b' Teleport . The dragon magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Breath Weapon (Recharge 5-6) . The dragon uses one of the following breath weapons.\n'b'\n'b'\n'b' Radiant Breath . The dragon exhales a beam of radiant energy in a 90-foot line that is 5 feet wide. Each creature in that area must make a DC 22 Dexterity saving throw, taking 65 (10d12) radiant damage on a failed save, or half as much damage on a successful one. \n'b' Time Stop Breath . The dragon exhales magical energy in a 60-foot cone. Each creature in that area must make a DC 22 Wisdom saving throw. On a failed save, a creature becomes frozen in time for 1 minute. While frozen in time, the creature is incapacitated , can\xe2\x80\x99t move or speak, and is unaware of its surroundings. Attack rolls against the creature have advantage. The creature also automatically fails Strength and Dexterity saving throws. An affected creature can attempt the save again at the end of each of its turns, ending the effect on itself on a success. The effect ends early if the creature takes damage or is otherwise interacted with in any way. \n'b'\n'b' Change Shape . The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon\xe2\x80\x99s choice). In a new form, the dragon retains its alignment, hit points , Hit Dice, ability to speak, proficiencies, Legendary Resistance , lair actions , and Intelligence , Wisdom , and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed. \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' The dragon can choose any number creatures that it can see that are within 60 feet of it. Each of those creatures must make a DC 15 Dexterity saving throw as a beam of radiance shoots toward it, taking 5 (1d10) radiant damage on a failed save. \n'b' The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round. \n'b' The dragon\xe2\x80\x99s scales reflect an intense otherworldly light in a 30-foot radius around it. Each creature in that area must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. An affected 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' Mithral dragons are the most powerful of the metallic dragons (though golds are loath to acknowledge the mithrals\xe2\x80\x99 superiority). They have an uncanny ability to sense the future, and often experience visions of events that are to come; often these visions come as a result of their studying and pondering, as they usually offer their services to deities, religious causes, or other great endeavors. \n'b' As natives of the Astral Sea, mithral dragons are rarely seen on the Material Plane, unless something specific has driven them there. This always has something to do with the cause to which the dragon has devoted itself, and it usually disappears as soon as its purpose is finished. Ancient mithral dragons are said to guard religious sites of primeval origin on the Material Plane. No one knows the contents of these sites, and no one has had the courage to find out. \n'b' Because of their extraplanar origin, mithral dragons are immortal. They age as a normal dragon, but they cannot die of old age and they never reach the Twilight stage of a normal dragon\xe2\x80\x99s development. As a result, mithrals have been known to reach tens of thousands of years old. By that time, the dragon has likely attracted the attention of lesser gods, who then gauge if the dragon is a threat to their existence and act accordingly. \n'b' Mithral dragons only fight when and where they want to. If a dragon isn\xe2\x80\x99t looking for a fight and is attacked, it will attempt to halt its attackers with its Time Stop Breath and flee. That is, unless its attackers are directly trying to oppose the dragon\xe2\x80\x99s goals or its cause, in which case the dragon counterattacks fiercely and without mercy. However, even in these situations, the dragon will only attack if it is advantageous for it to do so. \n'b' If the dragon does fight, it will choose an area with lots of obstructions and difficult terrain , so that it can most effectively utilize its teleportation ability. It uses its foresight to determine the most powerful foes and target them first, using its Time Stop Breath or teleportation to get into advantageous positions. A mithral dragon then prefers to spread its attacks across all of its foes, rather than focus down a single one, (especially if the dragon has the Dimension Strike dragon feat). \n'b' Mithral dragons only speak when they believe what they have to say is of vast importance. Even when they do speak, they don\xe2\x80\x99t think that tiny mortal minds can comprehend the vastness of their calling or the importance of their mission (no matter what their mission happens to be), so their speech tends to be condescending, though not in an overtly insulting manner. \n'b' Mithral dragons prefer their home plane, living in the domains of deities. While in these places, they maintain their loyalty to any deities they serve, no matter whose domain they happen to live in. If an \xe2\x80\x9cenlightened\xe2\x80\x9d mithral dragon can do so, it will try to find places that retain a remnant of Io\xe2\x80\x99s influence so that it can attune to the dead god\xe2\x80\x99s will and exact it. Mithral dragons will lie in wait for centuries or millennia waiting to hear the call of a deity or cause to which they are willing to pledge themselves; when the call comes, the dragon responds with exactness and determination. Trying to talk a mithral dragon out of its cause is like trying to teach a manticore table manners. But the manticore won\xe2\x80\x99t burn you to a crisp with its breath weapon. \n'b' On the Material Plane, mithral dragons don\xe2\x80\x99t favor any particular terrain. That said, if a mithral dragon does make a lair on the Material Plane, it will try to find a place where it can attune to the will of deity, which usually happens best in abandoned temples or other important religious areas. If one of these areas cannot be found, the dragon may settle for a mine where it can attempt to read gemstone deposits, and there glean glimpses of future events.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mithral Dragon, Old \n'b' Family: Dragon - Mithral \n'b' Gargantuan dragon , lawful good \n'b' Armor Class 20 (natural armor) Hit Points 370 (19d20 + 171) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 28 (+9) DEX: 14 (+2) CON: 28 (+9) INT: 19 (+4) WIS: 18 (+4) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Con +16, Wis +11, Cha +14 Skills History +11, Insight +11, Perception +18, Persuasion +14, Religion +11, Stealth +9 Damage Immunities radiant Senses blindsight 60 ft., darkvision 120 ft., passive Perception 28 Languages Celestial, Common, Draconic, and one other language Challenge 21 (33,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +16 to hit, reach 15 ft., one target. Hit : 20 (2d10 + 9) piercing damage. \n'b' Claw . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 16 (2d6 + 9) slashing damage. \n'b' Tail . Melee Weapon Attack : +16 to hit, reach 20 ft., one target. Hit : 18 (2d8 + 9) bludgeoning damage. \n'b' Teleport . The dragon magically teleports, along with any equipment it is wearing or carrying, up to 70 feet to an unoccupied space it can see. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Breath Weapon (Recharge 5-6) . The dragon uses one of the following breath weapons.\n'b'\n'b'\n'b' Radiant Breath . The dragon exhales a beam of radiant energy in a 100-foot line that is 5 feet wide. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (11d12) radiant damage on a failed save, or half as much damage on a successful one. \n'b' Time Stop Breath . The dragon exhales magical energy in a 70-foot cone. Each creature in that area must make a DC 24 Wisdom saving throw. On a failed save, a creature becomes frozen in time for 1 minute. While frozen in time, the creature is incapacitated , can\xe2\x80\x99t move or speak, and is unaware of its surroundings. Attack rolls against the creature have advantage. The creature also automatically fails Strength and Dexterity saving throws. An affected creature can attempt the save again at the end of each of its turns, ending the effect on itself on a success. The effect ends early if the creature takes damage or is otherwise interacted with in any way. \n'b'\n'b' Change Shape . The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon\xe2\x80\x99s choice). In a new form, the dragon retains its alignment, hit points , Hit Dice, ability to speak, proficiencies, Legendary Resistance , lair actions , and Intelligence , Wisdom , and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing a legendary mithral dragon\xe2\x80\x99s lair is warped by the dragon\xe2\x80\x99s magic, which creates one or more of the following effects: \n'b' The area for 6 miles around the dragon\xe2\x80\x99s lair turns into a lush paradise, even if it lives in a place where plants don\xe2\x80\x99t normally grow. \n'b' Within 1 mile of the lair, beasts with 4 Intelligence or less and that are not hostile to the dragon become the dragon\xe2\x80\x99s zealous guards and spies. They alert the dragon to threats, and defend the dragon with their lives. \n'b' Whenever a creature with at least 5 Intelligence finishes a long rest within 1 mile of the lair, it must make a DC 20 Wisdom saving throw. On a success, it involuntarily glimpses the future in the form of a short vision. The GM determines the content and nature of this vision. \n'b' When the dragon dies, these effects fade over the course of 1d10 days. Plants remain where they have grown, unless they don\xe2\x80\x99t normally grow in that terrain. \n'b' ABOUT \n'b' Mithral dragons are the most powerful of the metallic dragons (though golds are loath to acknowledge the mithrals\xe2\x80\x99 superiority). They have an uncanny ability to sense the future, and often experience visions of events that are to come; often these visions come as a result of their studying and pondering, as they usually offer their services to deities, religious causes, or other great endeavors. \n'b' As natives of the Astral Sea, mithral dragons are rarely seen on the Material Plane, unless something specific has driven them there. This always has something to do with the cause to which the dragon has devoted itself, and it usually disappears as soon as its purpose is finished. Ancient mithral dragons are said to guard religious sites of primeval origin on the Material Plane. No one knows the contents of these sites, and no one has had the courage to find out. \n'b' Because of their extraplanar origin, mithral dragons are immortal. They age as a normal dragon, but they cannot die of old age and they never reach the Twilight stage of a normal dragon\xe2\x80\x99s development. As a result, mithrals have been known to reach tens of thousands of years old. By that time, the dragon has likely attracted the attention of lesser gods, who then gauge if the dragon is a threat to their existence and act accordingly. \n'b' Mithral dragons only fight when and where they want to. If a dragon isn\xe2\x80\x99t looking for a fight and is attacked, it will attempt to halt its attackers with its Time Stop Breath and flee. That is, unless its attackers are directly trying to oppose the dragon\xe2\x80\x99s goals or its cause, in which case the dragon counterattacks fiercely and without mercy. However, even in these situations, the dragon will only attack if it is advantageous for it to do so. \n'b' If the dragon does fight, it will choose an area with lots of obstructions and difficult terrain , so that it can most effectively utilize its teleportation ability. It uses its foresight to determine the most powerful foes and target them first, using its Time Stop Breath or teleportation to get into advantageous positions. A mithral dragon then prefers to spread its attacks across all of its foes, rather than focus down a single one, (especially if the dragon has the Dimension Strike dragon feat). \n'b' Mithral dragons only speak when they believe what they have to say is of vast importance. Even when they do speak, they don\xe2\x80\x99t think that tiny mortal minds can comprehend the vastness of their calling or the importance of their mission (no matter what their mission happens to be), so their speech tends to be condescending, though not in an overtly insulting manner. \n'b' Mithral dragons prefer their home plane, living in the domains of deities. While in these places, they maintain their loyalty to any deities they serve, no matter whose domain they happen to live in. If an \xe2\x80\x9cenlightened\xe2\x80\x9d mithral dragon can do so, it will try to find places that retain a remnant of Io\xe2\x80\x99s influence so that it can attune to the dead god\xe2\x80\x99s will and exact it. Mithral dragons will lie in wait for centuries or millennia waiting to hear the call of a deity or cause to which they are willing to pledge themselves; when the call comes, the dragon responds with exactness and determination. Trying to talk a mithral dragon out of its cause is like trying to teach a manticore table manners. But the manticore won\xe2\x80\x99t burn you to a crisp with its breath weapon. \n'b' On the Material Plane, mithral dragons don\xe2\x80\x99t favor any particular terrain. That said, if a mithral dragon does make a lair on the Material Plane, it will try to find a place where it can attune to the will of deity, which usually happens best in abandoned temples or other important religious areas. If one of these areas cannot be found, the dragon may settle for a mine where it can attempt to read gemstone deposits, and there glean glimpses of future events.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mithral Dragon, Very Young \n'b' Family: Dragon - Mithral \n'b' Medium dragon , lawful good \n'b' Armor Class 17 (natural armor) Hit Points 114 (12d10 + 48) Speed 35 ft., fly 70 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 19 (+4) INT: 16 (+3) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +7, Wis +5, Cha +6 Skills Perception +8, Stealth +5 Damage Immunities radiant Senses blindsight 10 ft., darkvision 60 ft., passive Perception 18 Languages Common, Draconic Challenge 5 (1,800 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit 11 (1d12 + 5) piercing damage. \n'b' Breath Weapon (Recharge 5-6) . The dragon uses one of the following breath weapons.\n'b'\n'b'\n'b' Radiant Breath . The dragon exhales a beam of radiant energy in a 45-foot line that is 5 feet wide. Each creature in that area must make a DC 15 Dexterity saving throw, taking 39 (6d12) radiant damage on a failed save, or half as much damage on a successful one. \n'b' Time Stop Breath . The dragon exhales magical energy in a 20-foot cone. Each creature in that area must make a DC 15 Wisdom saving throw. On a failed save, a creature becomes frozen in time for 1 minute. While frozen in time, the creature is incapacitated , can\xe2\x80\x99t move or speak, and is unaware of its surroundings. Attack rolls against the creature have advantage. The creature also automatically fails Strength and Dexterity saving throws. An affected creature can attempt the save again at the end of each of its turns, ending the effect on itself on a success. The effect ends early if the creature takes damage or is otherwise interacted with in any way. \n'b'\n'b' ABOUT \n'b' Mithral dragons are the most powerful of the metallic dragons (though golds are loath to acknowledge the mithrals\xe2\x80\x99 superiority). They have an uncanny ability to sense the future, and often experience visions of events that are to come; often these visions come as a result of their studying and pondering, as they usually offer their services to deities, religious causes, or other great endeavors. \n'b' As natives of the Astral Sea, mithral dragons are rarely seen on the Material Plane, unless something specific has driven them there. This always has something to do with the cause to which the dragon has devoted itself, and it usually disappears as soon as its purpose is finished. Ancient mithral dragons are said to guard religious sites of primeval origin on the Material Plane. No one knows the contents of these sites, and no one has had the courage to find out. \n'b' Because of their extraplanar origin, mithral dragons are immortal. They age as a normal dragon, but they cannot die of old age and they never reach the Twilight stage of a normal dragon\xe2\x80\x99s development. As a result, mithrals have been known to reach tens of thousands of years old. By that time, the dragon has likely attracted the attention of lesser gods, who then gauge if the dragon is a threat to their existence and act accordingly. \n'b' Mithral dragons only fight when and where they want to. If a dragon isn\xe2\x80\x99t looking for a fight and is attacked, it will attempt to halt its attackers with its Time Stop Breath and flee. That is, unless its attackers are directly trying to oppose the dragon\xe2\x80\x99s goals or its cause, in which case the dragon counterattacks fiercely and without mercy. However, even in these situations, the dragon will only attack if it is advantageous for it to do so. \n'b' If the dragon does fight, it will choose an area with lots of obstructions and difficult terrain , so that it can most effectively utilize its teleportation ability. It uses its foresight to determine the most powerful foes and target them first, using its Time Stop Breath or teleportation to get into advantageous positions. A mithral dragon then prefers to spread its attacks across all of its foes, rather than focus down a single one, (especially if the dragon has the Dimension Strike dragon feat). \n'b' Mithral dragons only speak when they believe what they have to say is of vast importance. Even when they do speak, they don\xe2\x80\x99t think that tiny mortal minds can comprehend the vastness of their calling or the importance of their mission (no matter what their mission happens to be), so their speech tends to be condescending, though not in an overtly insulting manner. \n'b' Mithral dragons prefer their home plane, living in the domains of deities. While in these places, they maintain their loyalty to any deities they serve, no matter whose domain they happen to live in. If an \xe2\x80\x9cenlightened\xe2\x80\x9d mithral dragon can do so, it will try to find places that retain a remnant of Io\xe2\x80\x99s influence so that it can attune to the dead god\xe2\x80\x99s will and exact it. Mithral dragons will lie in wait for centuries or millennia waiting to hear the call of a deity or cause to which they are willing to pledge themselves; when the call comes, the dragon responds with exactness and determination. Trying to talk a mithral dragon out of its cause is like trying to teach a manticore table manners. But the manticore won\xe2\x80\x99t burn you to a crisp with its breath weapon. \n'b' On the Material Plane, mithral dragons don\xe2\x80\x99t favor any particular terrain. That said, if a mithral dragon does make a lair on the Material Plane, it will try to find a place where it can attune to the will of deity, which usually happens best in abandoned temples or other important religious areas. If one of these areas cannot be found, the dragon may settle for a mine where it can attempt to read gemstone deposits, and there glean glimpses of future events.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Centaur \n'b' Large monstrosity , neutral good \n'b' Armor Class 12 Hit Points 45 (6d10 + 12) Speed 50 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 14 (+2) INT: 9 (-1) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Perception +3, Survival +3 Senses passive Perception 13 Languages Elvish, Sylvan Challenge 2 (450 XP) \n'b' Special Traits \n'b' Charge : If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. \n'b' Actions \n'b' Multiattack : The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow. \n'b' Pike : Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 9 (1d10 + 4) piercing damage. \n'b' Hooves : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Longbow : Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' About \n'b' This creature has the sun-bronzed upper body of a seasoned warrior and the lower body of a sleek warhorse.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mithral Dragon, Wyrm \n'b' Family: Dragon - Mithral \n'b' Colossal dragon , lawful good \n'b' Armor Class 23 (natural armor) Hit Points 615 (30d20 + 300) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 31 (+10) DEX: 14 (+2) CON: 31 (+10) INT: 21 (+5) WIS: 20 (+5) CHA: 28 (+9) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +10, Con +18, Wis +13, Cha +17 Skills History +13, Insight +13, Perception +21, Persuasion +17, Religion +13, Stealth +10 Damage Immunities radiant Senses blindsight 60 ft., darkvision 120 ft., passive Perception 31 Languages Celestial, Common, Draconic, and three other languages Challenge 26 (90,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +18 to hit, reach 20 ft., one target. Hit : 21 (2d10 + 10) piercing damage. \n'b' Claw . Melee Weapon Attack : +18 to hit, reach 15 ft., one target. Hit : 17 (2d6 + 10) slashing damage. \n'b' Tail . Melee Weapon Attack : +18 to hit, reach 25 ft., one target. Hit : 19 (2d8 + 10) bludgeoning damage. \n'b' Teleport . The dragon magically teleports, along with any equipment it is wearing or carrying, up to 100 feet to an unoccupied space it can see. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Breath Weapon (Recharge 5-6) . The dragon uses one of the following breath weapons.\n'b'\n'b'\n'b' Radiant Breath . The dragon exhales a beam of radiant energy in a 130-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Dexterity saving throw, taking 91 (14d12) radiant damage on a failed save, or half as much damage on a successful one. \n'b' Time Stop Breath . The dragon exhales magical energy in a 90-foot cone. Each creature in that area must make a DC 26 Wisdom saving throw. On a failed save, a creature becomes frozen in time for 1 minute. While frozen in time, the creature is incapacitated , can\xe2\x80\x99t move or speak, and is unaware of its surroundings. Attack rolls against the creature have advantage. The creature also automatically fails Strength and Dexterity saving throws. An affected creature can attempt the save again at the end of each of its turns, ending the effect on itself on a success. The effect ends early if the creature takes damage or is otherwise interacted with in any way. \n'b'\n'b' Change Shape . The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon\xe2\x80\x99s choice). In a new form, the dragon retains its alignment, hit points , Hit Dice, ability to speak, proficiencies, Legendary Resistance , lair actions , and Intelligence , Wisdom , and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 20 feet of the dragon must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed. \n'b'\n'b' ABOUT \n'b' Mithral dragons are the most powerful of the metallic dragons (though golds are loath to acknowledge the mithrals\xe2\x80\x99 superiority). They have an uncanny ability to sense the future, and often experience visions of events that are to come; often these visions come as a result of their studying and pondering, as they usually offer their services to deities, religious causes, or other great endeavors. \n'b' As natives of the Astral Sea, mithral dragons are rarely seen on the Material Plane, unless something specific has driven them there. This always has something to do with the cause to which the dragon has devoted itself, and it usually disappears as soon as its purpose is finished. Ancient mithral dragons are said to guard religious sites of primeval origin on the Material Plane. No one knows the contents of these sites, and no one has had the courage to find out. \n'b' Because of their extraplanar origin, mithral dragons are immortal. They age as a normal dragon, but they cannot die of old age and they never reach the Twilight stage of a normal dragon\xe2\x80\x99s development. As a result, mithrals have been known to reach tens of thousands of years old. By that time, the dragon has likely attracted the attention of lesser gods, who then gauge if the dragon is a threat to their existence and act accordingly. \n'b' Mithral dragons only fight when and where they want to. If a dragon isn\xe2\x80\x99t looking for a fight and is attacked, it will attempt to halt its attackers with its Time Stop Breath and flee. That is, unless its attackers are directly trying to oppose the dragon\xe2\x80\x99s goals or its cause, in which case the dragon counterattacks fiercely and without mercy. However, even in these situations, the dragon will only attack if it is advantageous for it to do so. \n'b' If the dragon does fight, it will choose an area with lots of obstructions and difficult terrain , so that it can most effectively utilize its teleportation ability. It uses its foresight to determine the most powerful foes and target them first, using its Time Stop Breath or teleportation to get into advantageous positions. A mithral dragon then prefers to spread its attacks across all of its foes, rather than focus down a single one, (especially if the dragon has the Dimension Strike dragon feat). \n'b' Mithral dragons only speak when they believe what they have to say is of vast importance. Even when they do speak, they don\xe2\x80\x99t think that tiny mortal minds can comprehend the vastness of their calling or the importance of their mission (no matter what their mission happens to be), so their speech tends to be condescending, though not in an overtly insulting manner. \n'b' Mithral dragons prefer their home plane, living in the domains of deities. While in these places, they maintain their loyalty to any deities they serve, no matter whose domain they happen to live in. If an \xe2\x80\x9cenlightened\xe2\x80\x9d mithral dragon can do so, it will try to find places that retain a remnant of Io\xe2\x80\x99s influence so that it can attune to the dead god\xe2\x80\x99s will and exact it. Mithral dragons will lie in wait for centuries or millennia waiting to hear the call of a deity or cause to which they are willing to pledge themselves; when the call comes, the dragon responds with exactness and determination. Trying to talk a mithral dragon out of its cause is like trying to teach a manticore table manners. But the manticore won\xe2\x80\x99t burn you to a crisp with its breath weapon. \n'b' On the Material Plane, mithral dragons don\xe2\x80\x99t favor any particular terrain. That said, if a mithral dragon does make a lair on the Material Plane, it will try to find a place where it can attune to the will of deity, which usually happens best in abandoned temples or other important religious areas. If one of these areas cannot be found, the dragon may settle for a mine where it can attempt to read gemstone deposits, and there glean glimpses of future events.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mithral Dragon, Young \n'b' Family: Dragon - Mithral \n'b' Large dragon , lawful good \n'b' Armor Class 17 (natural armor) Hit Points 147 (14d10 + 70) Speed 35 ft., fly 70 ft.\n'b' STATS STR: 21 (+5) DEX: 14 (+2) CON: 21 (+5) INT: 16 (+3) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +8, Wis +5, Cha +7 Skills Perception +8, Stealth +5 Damage Immunities radiant Senses blindsight 10 ft., darkvision 60 ft., passive Perception 18 Languages Common, Draconic Challenge 7 (2,900 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) piercing damage. \n'b' Breath Weapon (Recharge 5-6) . The dragon uses one of the following breath weapons.\n'b'\n'b'\n'b' Radiant Breath . The dragon exhales a beam of radiant energy in a 50-foot line that is 5 feet wide. Each creature in that area must make a DC 16 Dexterity saving throw, taking 45 (7d12) radiant damage on a failed save, or half as much damage on a successful one. \n'b' Time Stop Breath . The dragon exhales magical energy in a 25-foot cone. Each creature in that area must make a DC 16 Wisdom saving throw. On a failed save, a creature becomes frozen in time for 1 minute. While frozen in time, the creature is incapacitated , can\xe2\x80\x99t move or speak, and is unaware of its surroundings. Attack rolls against the creature have advantage. The creature also automatically fails Strength and Dexterity saving throws. An affected creature can attempt the save again at the end of each of its turns, ending the effect on itself on a success. The effect ends early if the creature takes damage or is otherwise interacted with in any way. \n'b'\n'b' ABOUT \n'b' Mithral dragons are the most powerful of the metallic dragons (though golds are loath to acknowledge the mithrals\xe2\x80\x99 superiority). They have an uncanny ability to sense the future, and often experience visions of events that are to come; often these visions come as a result of their studying and pondering, as they usually offer their services to deities, religious causes, or other great endeavors. \n'b' As natives of the Astral Sea, mithral dragons are rarely seen on the Material Plane, unless something specific has driven them there. This always has something to do with the cause to which the dragon has devoted itself, and it usually disappears as soon as its purpose is finished. Ancient mithral dragons are said to guard religious sites of primeval origin on the Material Plane. No one knows the contents of these sites, and no one has had the courage to find out. \n'b' Because of their extraplanar origin, mithral dragons are immortal. They age as a normal dragon, but they cannot die of old age and they never reach the Twilight stage of a normal dragon\xe2\x80\x99s development. As a result, mithrals have been known to reach tens of thousands of years old. By that time, the dragon has likely attracted the attention of lesser gods, who then gauge if the dragon is a threat to their existence and act accordingly. \n'b' Mithral dragons only fight when and where they want to. If a dragon isn\xe2\x80\x99t looking for a fight and is attacked, it will attempt to halt its attackers with its Time Stop Breath and flee. That is, unless its attackers are directly trying to oppose the dragon\xe2\x80\x99s goals or its cause, in which case the dragon counterattacks fiercely and without mercy. However, even in these situations, the dragon will only attack if it is advantageous for it to do so. \n'b' If the dragon does fight, it will choose an area with lots of obstructions and difficult terrain , so that it can most effectively utilize its teleportation ability. It uses its foresight to determine the most powerful foes and target them first, using its Time Stop Breath or teleportation to get into advantageous positions. A mithral dragon then prefers to spread its attacks across all of its foes, rather than focus down a single one, (especially if the dragon has the Dimension Strike dragon feat). \n'b' Mithral dragons only speak when they believe what they have to say is of vast importance. Even when they do speak, they don\xe2\x80\x99t think that tiny mortal minds can comprehend the vastness of their calling or the importance of their mission (no matter what their mission happens to be), so their speech tends to be condescending, though not in an overtly insulting manner. \n'b' Mithral dragons prefer their home plane, living in the domains of deities. While in these places, they maintain their loyalty to any deities they serve, no matter whose domain they happen to live in. If an \xe2\x80\x9cenlightened\xe2\x80\x9d mithral dragon can do so, it will try to find places that retain a remnant of Io\xe2\x80\x99s influence so that it can attune to the dead god\xe2\x80\x99s will and exact it. Mithral dragons will lie in wait for centuries or millennia waiting to hear the call of a deity or cause to which they are willing to pledge themselves; when the call comes, the dragon responds with exactness and determination. Trying to talk a mithral dragon out of its cause is like trying to teach a manticore table manners. But the manticore won\xe2\x80\x99t burn you to a crisp with its breath weapon. \n'b' On the Material Plane, mithral dragons don\xe2\x80\x99t favor any particular terrain. That said, if a mithral dragon does make a lair on the Material Plane, it will try to find a place where it can attune to the will of deity, which usually happens best in abandoned temples or other important religious areas. If one of these areas cannot be found, the dragon may settle for a mine where it can attempt to read gemstone deposits, and there glean glimpses of future events.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mithral Dragon, Young Adult \n'b' Family: Dragon - Mithral \n'b' Huge dragon , lawful good \n'b' Armor Class 18 (natural armor) Hit Points 216 (16d12 + 112) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 24 (+7) DEX: 14 (+2) CON: 24 (+7) INT: 18 (+4) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +12, Wis +8, Cha +10 Skills History +9, Insight +8, Perception +13, Persuasion +10, Religion +9, Stealth +7 Damage Immunities radiant Senses blindsight 30 ft., darkvision 120 ft., passive Perception 23 Languages Celestial, Common, Draconic Challenge 13 (8,400 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit 18 (2d10 + 7) piercing damage. \n'b' Claw . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 14 (2d6 + 7) slashing damage. \n'b' Teleport . The dragon magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Breath Weapon (Recharge 5-6) . The dragon uses one of the following breath weapons.\n'b'\n'b'\n'b' Radiant Breath . The dragon exhales a beam of radiant energy in a 70-foot line that is 5 feet wide. Each creature in that area must make a DC 20 Dexterity saving throw, taking 58 (9d12) radiant damage on a failed save, or half as much damage on a successful one. \n'b' Time Stop Breath . The dragon exhales magical energy in a 40-foot cone. Each creature in that area must make a DC 20 Wisdom saving throw. On a failed save, a creature becomes frozen in time for 1 minute. While frozen in time, the creature is incapacitated , can\xe2\x80\x99t move or speak, and is unaware of its surroundings. Attack rolls against the creature have advantage. The creature also automatically fails Strength and Dexterity saving throws. An affected creature can attempt the save again at the end of each of its turns, ending the effect on itself on a success. The effect ends early if the creature takes damage or is otherwise interacted with in any way. \n'b'\n'b' ABOUT \n'b' Mithral dragons are the most powerful of the metallic dragons (though golds are loath to acknowledge the mithrals\xe2\x80\x99 superiority). They have an uncanny ability to sense the future, and often experience visions of events that are to come; often these visions come as a result of their studying and pondering, as they usually offer their services to deities, religious causes, or other great endeavors. \n'b' As natives of the Astral Sea, mithral dragons are rarely seen on the Material Plane, unless something specific has driven them there. This always has something to do with the cause to which the dragon has devoted itself, and it usually disappears as soon as its purpose is finished. Ancient mithral dragons are said to guard religious sites of primeval origin on the Material Plane. No one knows the contents of these sites, and no one has had the courage to find out. \n'b' Because of their extraplanar origin, mithral dragons are immortal. They age as a normal dragon, but they cannot die of old age and they never reach the Twilight stage of a normal dragon\xe2\x80\x99s development. As a result, mithrals have been known to reach tens of thousands of years old. By that time, the dragon has likely attracted the attention of lesser gods, who then gauge if the dragon is a threat to their existence and act accordingly. \n'b' Mithral dragons only fight when and where they want to. If a dragon isn\xe2\x80\x99t looking for a fight and is attacked, it will attempt to halt its attackers with its Time Stop Breath and flee. That is, unless its attackers are directly trying to oppose the dragon\xe2\x80\x99s goals or its cause, in which case the dragon counterattacks fiercely and without mercy. However, even in these situations, the dragon will only attack if it is advantageous for it to do so. \n'b' If the dragon does fight, it will choose an area with lots of obstructions and difficult terrain , so that it can most effectively utilize its teleportation ability. It uses its foresight to determine the most powerful foes and target them first, using its Time Stop Breath or teleportation to get into advantageous positions. A mithral dragon then prefers to spread its attacks across all of its foes, rather than focus down a single one, (especially if the dragon has the Dimension Strike dragon feat). \n'b' Mithral dragons only speak when they believe what they have to say is of vast importance. Even when they do speak, they don\xe2\x80\x99t think that tiny mortal minds can comprehend the vastness of their calling or the importance of their mission (no matter what their mission happens to be), so their speech tends to be condescending, though not in an overtly insulting manner. \n'b' Mithral dragons prefer their home plane, living in the domains of deities. While in these places, they maintain their loyalty to any deities they serve, no matter whose domain they happen to live in. If an \xe2\x80\x9cenlightened\xe2\x80\x9d mithral dragon can do so, it will try to find places that retain a remnant of Io\xe2\x80\x99s influence so that it can attune to the dead god\xe2\x80\x99s will and exact it. Mithral dragons will lie in wait for centuries or millennia waiting to hear the call of a deity or cause to which they are willing to pledge themselves; when the call comes, the dragon responds with exactness and determination. Trying to talk a mithral dragon out of its cause is like trying to teach a manticore table manners. But the manticore won\xe2\x80\x99t burn you to a crisp with its breath weapon. \n'b' On the Material Plane, mithral dragons don\xe2\x80\x99t favor any particular terrain. That said, if a mithral dragon does make a lair on the Material Plane, it will try to find a place where it can attune to the will of deity, which usually happens best in abandoned temples or other important religious areas. If one of these areas cannot be found, the dragon may settle for a mine where it can attempt to read gemstone deposits, and there glean glimpses of future events.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mouse Dragon, Copper (Draco Muridae Aeris) \n'b' Family: Dragon - Mouse \n'b' Tiny dragon , chaotic good \n'b' Armor Class 13 (natural armor) Hit Points 18 (4d4 + 8) Speed 20 ft., climb 20 ft., burrow 10 ft.\n'b' STATS STR: 2 (-4) DEX: 15 (+2) CON: 14 (+2) INT: 9 (-1) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Constitution +4, Wisdom +3, Charisma +3 Skills Arcana +1, Nature +1, Perception +5, Stealth +6 Damage Immunities acid Senses darkvision 30 ft., passive Perception 15 Languages understands Common and Draconic but can\xe2\x80\x99t speak Challenge 1 (200 XP) \n'b' Special Traits \n'b' Pack Tactics . The mouse dragon has advantage on an attack roll against a creature if at least one of the dragon\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Treasure Sense . The mouse dragon can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. \n'b' Underfoot . The mouse dragon can attempt to hide even when it is obscured only by a creature that is at least one size larger than it. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 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' Acid Breath (Recharge 5-6) . The dragon exhales acid in a 15-foot line that is 1-foot wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 14 (4d6) acid damage on a failed saving throw, or half as much damage on a successful one.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mouse Dragon, Electrum (Draco Muridae Viridi) \n'b' Family: Dragon - Mouse \n'b' Tiny dragon , chaotic good \n'b' Armor Class 15 (natural armor) Hit Points 31 (7d4 + 14) Speed 20 ft., climb 20 ft., burrow 10 ft.\n'b' STATS STR: 5 (-3) DEX: 14 (+2) CON: 15 (+2) INT: 10 (+0) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Constitution +4, Wisdom +2, Charisma +3 Skills Arcana +2, Nature +2, Perception +4, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 30 ft., passive Perception 14 Languages understands Common and Draconic but can\xe2\x80\x99t speak Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Pack Tactics . The mouse dragon has advantage on an attack roll against a creature if at least one of the dragon\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Treasure Sense . The mouse dragon can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. \n'b' Underfoot . The mouse dragon can attempt to hide even when it is obscured only by a creature that is at least one size larger than it. \n'b' Actions \n'b' Multiattack . The electrum mouse dragon makes one bite attack and two claw attacks. \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 : 6 (1d8 + 2) slashing damage. \n'b' Lightning Breath (Recharge 5-6) . The dragon exhales lightning in a 20-foot line that is 1 foot wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed saving throw, or half as much damage on a successful one.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mouse Dragon, Gold (Draco Muridae Aurum) \n'b' Family: Dragon - Mouse \n'b' Tiny dragon , chaotic good \n'b' Armor Class 14 (natural armor) Hit Points 38 (7d4 + 21) Speed 20 ft., climb 20 ft., burrow 10 ft.\n'b' STATS STR: 6 (-2) DEX: 15 (+2) CON: 16 (+3) INT: 11 (+0) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Constitution +4, Wisdom +3, Charisma +5 Skills Arcana +2, Nature +2, Perception +5, Stealth +6 Damage Immunities fire Senses darkvision 30 ft., passive Perception 15 Languages understands Common and Draconic but can\xe2\x80\x99t speak Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Pack Tactics . The mouse dragon has advantage on an attack roll against a creature if at least one of the dragon\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Treasure Sense . The mouse dragon can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. \n'b' Underfoot . The mouse dragon can attempt to hide even when it is obscured only by a creature that is at least one size larger than it. \n'b' Actions \n'b' Multiattack . The gold mouse dragon makes one bite attack and two claw attacks. \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 : 6 (1d8 + 2) slashing damage. \n'b' Fire Breath (Recharge 5-6) . The dragon exhales fire in a 10-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 27 (5d10) fire damage on a failed saving throw, or half as much damage on a successful one.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mouse Dragon, Platinum (Draco Muridae Platina) \n'b' Family: Dragon - Mouse \n'b' Tiny dragon , chaotic good \n'b' Armor Class 15 (natural armor) Hit Points 44 (8d4 + 24) Speed 20 ft., climb 20 ft., burrow 10 ft.\n'b' STATS STR: 7 (-2) DEX: 16 (+3) CON: 16 (+3) INT: 12 (+1) WIS: 15 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Constitution +6, Wisdom +5, Charisma +5 Skills Arcana +4, Nature +4, Perception +8, Stealth +9 Damage Immunities acid, fire, lightning Senses darkvision 30 ft., passive Perception 18 Languages Common, Draconic Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The platinum mouse dragon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can cast the following spells, requiring no material components.\n'b'\n'b' At will : mage hand , minor illusion , silent image \n'b' 1/day each : enlarge/reduce , invisibility , major image , see invisibility \n'b'\n'b' Pack Tactics . The mouse dragon has advantage on an attack roll against a creature if at least one of the dragon\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Treasure Sense . The mouse dragon can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. \n'b' Underfoot . The mouse dragon can attempt to hide even when it is obscured only by a creature that is at least one size larger than it. \n'b' Actions \n'b' Multiattack . The platinum mouse dragon makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. \n'b' Radiant Breath (Recharge 5-6) . The dragon exhales radiant light in a 20-foot line that is 1 foot wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 38 (7d10) radiant damage on a failed saving throw, or half as much damage on a successful one.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Deva, Justiciar \n'b' Family: Angels \n'b' Medium celestial , lawful good \n'b' Armor Class 18 (natural armor) Hit Points 170 (20d8 + 80) Speed 30 ft., fly 90 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 19 (+4) INT: 18 (+4) WIS: 26 (+8) CHA: 26 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +13, Cha +13 Skills Insight +18, Persuasion +18 Damage Resistances all except radiant Damage Immunities radiant Condition Immunities charmed , frightened Senses darkvision 120 ft., passive Perception 18 Languages all Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Angelic Weapons . The justiciar\xe2\x80\x99s weapons are magical. When the justiciar hits with any weapon, the weapon deals an extra 18 (4d8) radiant damage (included in the attack ). \n'b' Divine Awareness . The justiciar knows if it hears a lie. \n'b' Guardian Wings . Ranged attacks against the justiciar have disadvantage. If a ranged attack misses the justiciar by 5 or more, the attacker takes 14 (4d6) radiant damage. \n'b' Lawful Regeneration . The justiciar regains 15 hit points at the start of each of its turns as long as it has at least 1 hit point. This ability doesn\xe2\x80\x99t function if the justiciar has taken radiant damage since the end of its last turn. \n'b' Magic Resistance . The justiciar has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The justiciar makes three Morningstar attacks. \n'b' Morningstar . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage plus 18 (4d8) radiant damage. If the same creature is hit by two or more Morningstar attacks from the same justiciar in a single turn, that creature is knocked prone .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mouse Dragon, Silver (Draco Muridae Argenti) \n'b' Family: Dragon - Mouse \n'b' Tiny dragon , chaotic good \n'b' Armor Class 13 (natural armor) Hit Points 27 (6d4 + 12) Speed 20 ft., climb 20 ft., burrow 10 ft.\n'b' STATS STR: 5 (-3) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 11 (+0) CHA: 11 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Constitution +4, Wisdom +2, Charisma +3 Skills Arcana +2, Nature +2, Perception +4, Stealth +6 Damage Immunities cold Senses darkvision 30 ft., passive Perception 14 Languages understands Common and Draconic but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' Special Traits \n'b' Pack Tactics . The mouse dragon has advantage on an attack roll against a creature if at least one of the dragon\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Treasure Sense . The mouse dragon can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. \n'b' Underfoot . The mouse dragon can attempt to hide even when it is obscured only by a creature that is at least one size larger than it. \n'b' Actions \n'b' Multiattack . The silver mouse dragon makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 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' Cold Breath (Recharge 5-6) . The dragon exhales an icy blast in a 10- foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed saving throw, or half as much damage on a successful one.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mouse Dragon, Vulgar (Draco Muridae Vulgaris) \n'b' Family: Dragon - Mouse \n'b' Tiny dragon , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 15 (6d4) Speed 20 ft., climb 20 ft., burrow 10 ft.\n'b' STATS STR: 4 (-3) DEX: 13 (+1) CON: 10 (+0) INT: 8 (-1) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +3, Constitution +2, Wisdom +2, Charisma +3 Skills Perception +4, Stealth +5 Senses darkvision 30 ft., passive Perception 14 Languages understands Common and Draconic, but can\xe2\x80\x99t speak Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Pack Tactics . The mouse dragon has advantage on an attack roll against a creature if at least one of the dragon\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Treasure Sense . The mouse dragon can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. \n'b' Underfoot . The mouse dragon can attempt to hide even when it is obscured only by a creature that is at least one size larger than it. \n'b' Actions \n'b' Multiattack . The vulgar mouse dragon makes one bite attack and one claw attack . \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Centaur Chieftain \n'b' The chieftain\xe2\x80\x99s mane and hooves showed signs of long travel, the dust of the trail. But the light in his eyes was bright and the blue-feathered pike he shouldered seemed little more than a toothpick- the creature showed no sign of weariness. \n'b' Large monstrosity , chaotic neutral \n'b' Armor Class 16 (chain shirt, shield) Hit Points 110 (17d8 + 34) Speed 50 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 14 (+2) INT: 9 (-1) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Constitution +5, Wisdom +5 Charisma +5 Skills Athletics +7, Perception +5, Survival +5 Senses passive Perception 15 Languages Centaur , Common, Sylvan Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Chieftain Charge . If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 14 (4d6) piercing damage. \n'b' Actions \n'b' Multiattack . The centaur chieftain makes two attacks: one with its pike and one with its hooves or two with its longbow. \n'b' Pike . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 9 (1d10 + 4) piercing damage. \n'b' Hooves . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Longbow . Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 5 (1d8 + 1) piercing damage. \n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, the centaur chieftain 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 centaur chieftain. A creature can benefit from only one Leadership die at a time. This effect ends if the centaur chieftain is incapacitated. \n'b' Rearing Strike (Recharge 5-6) . The centaur chieftain rears back on its hind legs and makes a powerful stomp with its hooves. Each creature within 15 feet of the chieftain must make a DC 15 Dexterity saving throw, taking 28 (8d6) bludgeoning damage on a failed save, or half as much damage on a successful one. The attack leaves the centaur chieftain vulnerable, reducing its Armor Class by 2 until the start of its next turn. \n'b' About \n'b' Centaurs are not easily ruled . Centaur chieftains attain their status through superior strength, force of will, and a knack for sensing trouble early. All of these characteristics require frequent displays, which govern their brash, domineering approach to diplomacy. \n'b' Generous with Plunder . Centaur chieftains raid caravans, merchant carts, and small villages for fun and to win the devotion of their best warriors. The chieftains give most of the goods to the warriors as raiding is often the best way to buy centaur loyalty. Raids are especially common when a chieftain\xe2\x80\x99s position in a tribe is new or unstable. \n'b' Courting Herds . Humanoids accustomed to monogamous marriages and clear, permanent partnerships are often offended by centaur courting practices. Chieftains invariably retain a small courting-herd of male and female centaurs. The size of these courting-herds is as much a mark of status as anything, though outsiders often assume the herd\xe2\x80\x99s members are all wives or husbands to the chieftain. This assumption is incorrect as the honorable harem positions are more akin to squires, grooms, and ladies-in-waiting in a human or elven court-they dote upon the leader but are not necessarily lovers. The senior members of a courting-herd are often spouses to a centaur chieftain, though how to determine this is a puzzle to outsiders. \n'b' Drunken Raiding . While raiding can be honorable, centaur chieftains of both genders have an enormous appetite for alcohol and many are violent drunkards. This fuels their reputation as brawlers and impetuous raiders, though the chieftains who are less susceptible to bouts of drunkenness are highly regarded as leaders and mercenaries. Some chieftains turn to mercenary work largely to be paid in wine, beer, or other spirits.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Sea, Adult \n'b' Family: Dragon - Sea \n'b' Huge dragon , neutral evil \n'b' Armor Class 19 (natural armor) Hit Points 275 (22d12 + 132) Speed 40 ft., fly 80 ft., swim 60 ft.\n'b' STATS STR: 25 (+7) DEX: 10 (+0) CON: 23 (+6) INT: 17 (+3) WIS: 15 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +12, Wis +8, Cha +10 Skills Perception +14, Stealth +6 Damage Immunities cold Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24 Languages Common, Draconic, Primordial Challenge 18 (20,000 XP) Proficiency Bonus +6 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The dragon can breathe air and water. \n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Siege Monster . The dragon deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon uses its Frightful Presence. It then makes one Bite attack and two Fin attacks. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 18 (2d10 + 7) piercing damage plus 10 (3d6) cold damage. \n'b' Fin . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 14 (2d6 + 7) slashing damage. \n'b' Tail . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 16 (2d8 + 7) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Tidal Breath (Recharge 5-6) . The dragon exhales a crushing wave of frigid seawater in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw. On a failure, the creature takes 33 (6d10) bludgeoning damage and 33 (6d10) cold damage and is pushed up to 30 feet away from the dragon and forced prone . On a success, the creature takes half the damage and isn\xe2\x80\x99t pushed or forced prone . \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack . The dragon makes a Tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be forced prone . The dragon can then move up to half its flying speed, or half its swimming speed if in the water. \n'b'\n'b' ABOUT \n'b' This aquamarine dragon has a shark\xe2\x80\x99s head that tapers off into a sleek eel-like body. Its large fins double as wings. \n'b' Divine Dragons . Sea dragons are the children of the ocean and believe they are semi-divine beings, worthy of worship.\xc2\xa0Given their size and power, they might be right; certainly, they are often companions or steeds to gods of the sea. Despite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna. \n'b' Shipwreck Art . Sea dragons love collecting treasure. They especially prize the sunken, treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon\xe2\x80\x99s lair when they catch stray beams of light.\xc2\xa0Sea dragons take more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods. \n'b' Sunken Memorials . A sea dragon\xe2\x80\x99s lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed. \n'b' Priests . Every sea dragon is devoted to the dragon god of the sea. As a result, many sea dragons use the innate spellcasting variant.\xc2\xa0Sea dragons favor spells that manipulate water or the weather, emulate storms, deal lightning or cold damage, divine the future, or conjure sea creatures to fight alongside the dragon.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Sea, Ancient \n'b' Family: Dragon - Sea \n'b' Gargantuan dragon , neutral evil \n'b' Armor Class 22 (natural armor) Hit Points 481 (26d20 + 208) Speed 40 ft., fly 80 ft., swim 80 ft.\n'b' STATS STR: 29 (+9) DEX: 10 (+0) CON: 27 (+8) INT: 19 (+4) WIS: 17 (+3) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +15, Wis +10, Cha +12 Skills Perception +17, Stealth +7 Damage Immunities cold Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 Languages Common, Draconic, Infernal, Primordial Challenge 22 (41,000 XP) \n'b' Special Traits \n'b' Amphibious . The dragon can breathe air and water. \n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Siege Monster . The dragon deals double damage to objects and structures. \n'b' Actions \n'b' Multiattack . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +16 to hit, reach 15 ft., one target. Hit : 20 (2d10 + 9) piercing damage plus 11 (2d10) cold damage. \n'b' Claw . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 16 (2d6 + 9) slashing damage. \n'b' Tail . Melee Weapon Attack : +16 to hit, reach 20 ft., one target. Hit : 18 (2d8 + 9) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Tidal Breath (Recharge 5-6) . The dragon exhales a crushing wave of frigid seawater in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw. On a failure, the target takes 44 (8d10) bludgeoning damage and 44 (8d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone . On a successful save the creature takes half as much damage and isn\xe2\x80\x99t pushed or knocked prone . \n'b' Legendary Actions \n'b' The dragon can take 3 legendary actions , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone . The dragon can then move up to half its flying speed, or swim speed if in the water.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Sea, Wyrmling \n'b' Family: Dragon - Sea \n'b' Medium dragon , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 52 (8d8 + 16) Speed 30 ft., fly 60 ft., swim 40 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 15 (+2) INT: 13 (+1) WIS: 11 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +2, Con +4, Wis +2, Cha +4 Skills Perception +4, Stealth +2 Damage Immunities cold Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages Common, Draconic, Primordial Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The dragon can breathe air and water. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage. \n'b' Tidal Breath (Recharge 5\xe2\x80\x936) . The dragon exhales a crushing wave of frigid seawater in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw. On a failure, the creature takes 11 (2d10) bludgeoning damage and 11 (2d10) cold damage and is pushed up to 5 feet away from the dragon and forced prone . On a success, the creature takes half the damage and isn\xe2\x80\x99t pushed or forced prone . \n'b'\n'b' ABOUT \n'b' This aquamarine dragon has a shark\xe2\x80\x99s head that tapers off into a sleek eel-like body. Its large fins double as wings. \n'b' Divine Dragons . Sea dragons are the children of the ocean and believe they are semi-divine beings, worthy of worship.\xc2\xa0Given their size and power, they might be right; certainly, they are often companions or steeds to gods of the sea. Despite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna. \n'b' Shipwreck Art . Sea dragons love collecting treasure. They especially prize the sunken, treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon\xe2\x80\x99s lair when they catch stray beams of light.\xc2\xa0Sea dragons take more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods. \n'b' Sunken Memorials . A sea dragon\xe2\x80\x99s lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed. \n'b' Priests . Every sea dragon is devoted to the dragon god of the sea. As a result, many sea dragons use the innate spellcasting variant.\xc2\xa0Sea dragons favor spells that manipulate water or the weather, emulate storms, deal lightning or cold damage, divine the future, or conjure sea creatures to fight alongside the dragon.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Sea, Young \n'b' Family: Dragon - Sea \n'b' Large dragon , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 190 (20d10 + 80) Speed 40 ft., fly 80 ft., swim 50 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 19 (+4) INT: 15 (+2) WIS: 13 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +8, Wis +5, Cha +7 Skills Perception +9, Stealth +4 Damage Immunities cold Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19 Languages Common, Draconic, Primordial Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The dragon can breathe air and water. \n'b' Siege Monster . The dragon deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon makes one Bite attack and two Fin attacks. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) piercing damage plus 7 (2d6) cold damage. \n'b' Fin . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Tidal Breath (Recharge 5\xe2\x80\x936) . The dragon exhales a crushing wave of frigid seawater in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, the creature takes 22 (4d10) bludgeoning damage and 22 (4d10) cold damage and is pushed up to 15 feet away from the dragon and forced prone . On a success, the creature takes half the damage and isn\xe2\x80\x99t pushed or forced prone . \n'b'\n'b' ABOUT \n'b' This aquamarine dragon has a shark\xe2\x80\x99s head that tapers off into a sleek eel-like body. Its large fins double as wings. \n'b' Divine Dragons . Sea dragons are the children of the ocean and believe they are semi-divine beings, worthy of worship.\xc2\xa0Given their size and power, they might be right; certainly, they are often companions or steeds to gods of the sea. Despite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna. \n'b' Shipwreck Art . Sea dragons love collecting treasure. They especially prize the sunken, treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon\xe2\x80\x99s lair when they catch stray beams of light.\xc2\xa0Sea dragons take more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods. \n'b' Sunken Memorials . A sea dragon\xe2\x80\x99s lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed. \n'b' Priests . Every sea dragon is devoted to the dragon god of the sea. As a result, many sea dragons use the innate spellcasting variant.\xc2\xa0Sea dragons favor spells that manipulate water or the weather, emulate storms, deal lightning or cold damage, divine the future, or conjure sea creatures to fight alongside the dragon.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sea Dragon, Adult \n'b' Family: Dragon - Sea \n'b' Huge dragon , chaotic good \n'b' Armor Class 19 (natural armor) Hit Points 279 (18d12+162) Speed 40 ft., fly 100 ft., swim 90 ft.\n'b' STATS STR: 28 (+9) DEX: 8 (+0) CON: 29 (+9) INT: 22 (+6) WIS: 23 (+6) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +15, Con +15 Damage Immunities lightning Skills Perception +15, Persuasion +15 Senses blindsight 60 ft., darkvision 60 ft., passive Perception 25 Languages Aquan, Auran, Celestial, Common, Draconic, Elvish, Sylvan Challenge 20 (25,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The imperial sea dragon can breathe air and water. \n'b' Innate Spellcasting . The imperial sea dragon\xe2\x80\x99s spell casting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : charm person , expeditious retreat , tongues \n'b' 3/day each : haste , hold person , see invisibility \n'b' 1/day each : chain lightning , control water , tsunami \n'b'\n'b' Legendary Resistance (3/Day) . If the imperial sea dragon fails a saving throw, it can choose to succeed instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The imperial sea dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 35 (4d12 + 9) piercing damage. \n'b' Claw . Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 27 (4d8 + 9) slashing damage. \n'b' Tail . Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 27 (4d8 + 9) bludgeoning damage. \n'b' Frightful Presence . Each creature of the imperial sea dragon\xe2\x80\x99s choice that is within 120 feet of the imperial sea dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the imperial sea dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Wave Breath (Recharge 5-6) . The imperial sea dragon exhales a torrent of water in a 60-foot cone. Each creature in that cone must make a DC 19 Dexterity saving throw, taking 33 (6d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures failing their saving throw must make a DC 19 Strength saving throw or be forced\xc2\xa0 prone . \n'b'\n'b' LEGENDARY ACTIONS \n'b' The imperial sea dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The imperial sea dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The imperial sea dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The imperial sea dragon makes a tail attack. \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing initiative ties), the imperial sea dragon takes a lair action to cause one of the following effects; The imperial sea dragon can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' A imperial sea dragon can summon one creature that lives in the sea that is CR 2 or less to a space within 60 feet of it. This creature is loyal to the imperial sea dragon and will do anything to defend it. \n'b' The imperial sea dragon can cause the currents in its lair to push up to 4 creatures 60 feet away from the spaces they started in. These creatures must succeed a DC 19 Strength saving throw to avoid being forcefully moved like this. \n'b' The imperial sea dragon can cause a 10 foot radius area of water to become electrified. Creatures in the area must succeed a DC 19 Dexterity saving throw or take 7 (2d6) lightning damage. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing the imperial sea dragon\xe2\x80\x99s lair is shaped by the its immense power, which creates one or more of the following effects: \n'b'\n'b' Seas within 5 miles of the imperial sea dragon\xe2\x80\x99s lair become strangely serene and without many waves unless the dragon wishes it. \n'b' Poisonous, stagnant, or otherwise foul water within 1 mile of the imperial sea dragon\xe2\x80\x99s lair becomes fresh and safe to drink. \n'b' Sea creatures within 1 mile of the imperial sea dragon \xe2\x80\x98s lair are strangely non-aggressive towards outsiders such as humanoids. \n'b'\n'b' ABOUT \n'b' Infused with the power of waves and storms, sea dragons are draconic protectors of bodies of water, with young sea dragons concerning themselves more with small rivers and lakes and elder sea dragons guarding oceans and their creatures. \n'b' Possessing tempestuous natures, sea dragons wander widely, sometimes claiming thousands of miles of ocean and coastlines as their protectorates. The long, undulating bodies of these serpentine dragons roll and bend with scales the color of the ocean\xe2\x80\x99s waves. \n'b' Dragons are an integral part of the mythology of Asia, though they are quite different from the winged dragons known in the Western mythology. Some are benevolent and others sinister, but while their appearance is different from Western dragons they are equally capable of the savage rapacity and legendary greed of their chromatic cousins and the stern and aloof devotion to goodness of their metallic kin. Like most monsters, imperial dragons have an assigned typical alignment, but they are highly individualistic and much more likely to have an alignment that varies from the typical than would be true for metallic or chromatic dragons. \n'b' Imperial dragons, sometimes termed dragons of the celestial host, in the \xe2\x80\x9cdragon empires\xe2\x80\x9d are serpentine agents of cosmic balance, though some of them are not above sowing chaos and discord for their own gain. Imperial dragons differ in appearance from the more commonly known chromatic and metallic dragons, possessing a long serpentine body. Most lack wings but can fly gracefully through supernatural means. \n'b' All imperial dragons have large antlers, some sweeping back in delicate curves and others thrust forward to gore their foes. \n'b' Like all dragons, imperial dragons can breathe potent torrents of elemental force, and many can cast spells and perform other supernatural feats. Additionally, all can magically transform themselves into a humanoid shape. \n'b' Imperial Entanglements . Imperial dragons are defenders of ancient lands and protectors of cosmic balance. They take a much more active role in humanoid societies than their metallic or chromatic kin, to such a degree that the kingdoms of in lands they are known sometimes refer to themselves as \xe2\x80\x9cdragon empires.\xe2\x80\x9d They are active in times of social upheaval, and may be sought out for their wisdom or aid. Imperial dragons are seen by humanoids as either benevolent guardians or vile threats depending on their type. Some imperial families trace their bloodlines to the semi-divine dragon-emperors of old or still rely on the counsel of living dragons or, in rare cases, ask a dragon to rule as their wise sovereign. \n'b' Mandate of Heaven . More so than any other dragons, imperial dragons are closely tied to the religious beliefs of their native lands. Imperial dragons are often associated with divinity, whether as guardians or emissaries of a god, as the representation of a god, or as a deity themselves. It is said that imperial dragons inhabited their lands in an Age of Dragons, long before other races arose there, and were charged by the gods to safeguard the land in anticipation of humanity\xe2\x80\x99s arrival. Some of the gods themselves may in fact be incredibly powerful dragons transcended into immortality, and each of the five species of imperial dragon is represented as a constellation. \n'b' Adult Dragons . The imperial dragons presented in this book are all adults. As agents of the highest deities, young dragons sometimes wander in mortal lands before they ascend, though many are kept safe in the realms of the divine until they reach maturity and complete their training. Older dragons may likewise \xe2\x80\x9cgraduate\xe2\x80\x9d from their status and join the celestial bureaucracy, while others roam freely to live as they wish. If you wish to extend the lifespans of imperial dragons into youth or old age like other true dragons, you can adjust their abilities up or down in a manner similar to other dragons with equivalent Challenge levels.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Smoke (Small) \n'b' Family: Dragon - Smoke (Draco Fumo Suffoco) \n'b' Small dragon , neutral \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 27 (6d6 + 6) \n'b' Speed 25 ft., fly 60 ft.\n'b' STATS STR: 13 (+1) DEX: 12 (+1) CON: 13 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +3, Constitution +3, Wisdom +3, Charisma +2 \n'b' Skills Nature +2, Perception +5, Stealth +5, Survival +3 \n'b' Damage Immunities fire \n'b' Condition Immunities poisoned \n'b' Senses blindsight 10 ft., darkvision 30 ft., passive Perception 15 \n'b' Languages Common, Draconic \n'b' Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Blending . The smoke dragon has advantage on Dexterity ( Stealth ) checks made to hide within areas of smoke or fog. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) piercing damage. \n'b' Claw . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) slashing damage. \n'b' Smoke Breath (Recharge 5-6) . The smoke dragon exhales a 20-foot cone of thick, black smoke that spreads around corners. The area is heavily obscured and the cloud of smoke remains for 1 minute or until dispersed by a moderate or stronger wind (at least 10 miles per hour). Creatures that enter or begin their turn in the area must succeed on a DC 11 Constitution saving throw or be poisoned . While poisoned , the creature must succeed on a DC 11 Constitution saving throw at the beginning of its turn, or spend its turn coughing and retching, preventing the creature from taking actions or moving. Once a poisoned creature succeeds on three consecutive saving throws, it is no longer poisoned . \n'b' Smoke Form (1/day) . The smoke dragon polymorphs into a Medium cloud of smoke. While in smoke form, the dragon can\xe2\x80\x99t take any actions , speak, or manipulate objects. It is weightless, has a flying speed of 30 feet, can hover, and can enter a hostile creature\xe2\x80\x99s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can\xe2\x80\x99t pass through water. It has advantage on Strength , Dexterity , and Constitution saving throws, it is immune to all nonmagical damage. The transformation last for 1 hour unless the smoke dragon chooses to end it earlier with a bonus action.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Underworld Dragon, Adult \n'b' Family: Dragon - Underworld \n'b' Huge dragon , lawful evil \n'b' Armor Class 19 (natural armor) Hit Points 256 (19d12+133) Speed 40 ft., burrow 60 ft., fly 100 ft.\n'b' STATS STR: 26 (+8) DEX: 6 (-2) CON: 25 (+7) INT: 20 (+5) WIS: 23 (+6) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +14, Con +13, Cha +12 Damage Immunities fire Damage Vulnerabilities cold Skills Perception +12, Stealth +4 Senses blindsight 60 ft., darkvision 60 ft., passive Perception 22 Languages Common, Draconic, Dwarvish, Giant, Ignan, Terran, Undercommon Challenge 19 (22,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Choking Cloud . Any time the imperial underworld dragon casts fog cloud , creatures except for the imperial underworld dragon inside the affected area must hold their breath or begin to suffocate. Spells with verbal components cannot be cast within the affected area. \n'b' Innate Spellcasting . The imperial underworld dragon\xe2\x80\x99s spell casting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : burning hands \n'b' 3/day each : fog cloud , scorching ray \n'b' 1/day each : disintegrate , delayed blast fireball \n'b'\n'b' Legendary Resistance (3/Day) . If the imperial underworld dragon fails a saving throw, it can choose to succeed instead. \n'b' Treasure Scent . An imperial underworld dragon can smell precious metals and gemstones within 120 feet, not requiring a Wisdom ( Perception ) ability check. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The imperial underworld dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 47 (6d12 + 8) piercing damage. \n'b' Claw . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 16 (2d8 + 8) slashing damage. \n'b' Tail . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 26 (4d8 + 8) bludgeoning damage. \n'b' Fire Breath (Recharge 5-6) . The imperial underworld dragon exhales burning flames in a 60-foot line. Each creature in that line must make a DC 19 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The imperial underworld dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The imperial underworld dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The imperial underworld dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The imperial underworld dragon makes a tail attack . \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing initiative ties), the imperial underworld dragon takes a lair action to cause one of the following effects; The imperial underworld dragon can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' An imperial underworld dragon can summon one creature that lives in the caves or underground that is CR 2 or less to a space within 60 feet of it. This creature is loyal to the imperial underworld dragon and will do anything to defend it. \n'b' The imperial underworld dragon can cause one dead humanoid\xe2\x80\x99s corpse to rise again as a fire elemental loyal to the imperial underworld dragon. This fire elemental has 50 maximum hit points and does not have the Multiattack ability. \n'b' The imperial underworld dragon can cause a 20-foot radius to become absolute darkness that even creatures with darkvision cannot see through, except for the imperial underworld dragon. This area lasts for 1 turn. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing the imperial underworld dragon\xe2\x80\x99s lair is shaped by the its dark power, which creates one or more of the following effects: \n'b'\n'b' Cracks in the ground begin to form within 1 mile of the imperial underworld dragon\xe2\x80\x99s lair, spewing lava out of them. \n'b' People within 5 miles of the imperial underworld dragon\xe2\x80\x99s lair become greedier than they would usually be, and the dragon itself becomes aware of items of great value that enter its domain. Creatures that remain within this area for more than 1 week become selfish and vindictive, behaving as if their alignment was lawful evil. This effect ends when a creature leaves the area or the imperial underworld dragon dies. \n'b' The area within 5 miles of the imperial underworld dragon\xe2\x80\x99s lair becomes covered in an oppressive smoky haze that is humid to breathe in. \n'b'\n'b' ABOUT \n'b' Underworld dragons are calculating, greedy creatures that carve great labyrinthine tunnels beneath the world, defending their hidden treasures. Preferring the earth to the heavens, they channel the fires of the world\xe2\x80\x99s core within their twisting, stonelike bodies and through flaming breath hot enough to turn granite into slag. These serpentine dragons have skin the color of deep volcanic rock, enormous claws, and jagged, stonelike horns and scales. \n'b' Dragons are an integral part of the mythology of Asia, though they are quite different from the winged dragons known in the Western mythology. Some are benevolent and others sinister, but while their appearance is different from Western dragons they are equally capable of the savage rapacity and legendary greed of their chromatic cousins and the stern and aloof devotion to goodness of their metallic kin. Like most monsters, imperial dragons have an assigned typical alignment, but they are highly individualistic and much more likely to have an alignment that varies from the typical than would be true for metallic or chromatic dragons. \n'b' Imperial dragons, sometimes termed dragons of the celestial host, in the \xe2\x80\x9cdragon empires\xe2\x80\x9d are serpentine agents of cosmic balance, though some of them are not above sowing chaos and discord for their own gain. Imperial dragons differ in appearance from the more commonly known chromatic and metallic dragons, possessing a long serpentine body. Most lack wings but can fly gracefully through supernatural means. \n'b' All imperial dragons have large antlers, some sweeping back in delicate curves and others thrust forward to gore their foes. \n'b' Like all dragons, imperial dragons can breathe potent torrents of elemental force, and many can cast spells and perform other supernatural feats. Additionally, all can magically transform themselves into a humanoid shape. \n'b' Imperial Entanglements . Imperial dragons are defenders of ancient lands and protectors of cosmic balance. They take a much more active role in humanoid societies than their metallic or chromatic kin, to such a degree that the kingdoms of in lands they are known sometimes refer to themselves as \xe2\x80\x9cdragon empires.\xe2\x80\x9d They are active in times of social upheaval, and may be sought out for their wisdom or aid. Imperial dragons are seen by humanoids as either benevolent guardians or vile threats depending on their type. Some imperial families trace their bloodlines to the semi-divine dragon-emperors of old or still rely on the counsel of living dragons or, in rare cases, ask a dragon to rule as their wise sovereign. \n'b' Mandate of Heaven . More so than any other dragons, imperial dragons are closely tied to the religious beliefs of their native lands. Imperial dragons are often associated with divinity, whether as guardians or emissaries of a god, as the representation of a god, or as a deity themselves. It is said that imperial dragons inhabited their lands in an Age of Dragons, long before other races arose there, and were charged by the gods to safeguard the land in anticipation of humanity\xe2\x80\x99s arrival. Some of the gods themselves may in fact be incredibly powerful dragons transcended into immortality, and each of the five species of imperial dragon is represented as a constellation. \n'b' Adult Dragons . The imperial dragons presented in this book are all adults. As agents of the highest deities, young dragons sometimes wander in mortal lands before they ascend, though many are kept safe in the realms of the divine until they reach maturity and complete their training. Older dragons may likewise \xe2\x80\x9cgraduate\xe2\x80\x9d from their status and join the celestial bureaucracy, while others roam freely to live as they wish. If you wish to extend the lifespans of imperial dragons into youth or old age like other true dragons, you can adjust their abilities up or down in a manner similar to other dragons with equivalent Challenge levels.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Void, Adult \n'b' Family: Dragon - Void \n'b' Huge dragon , chaotic neutral \n'b' Armor Class 19 (natural armor) Hit Points 229 (17d12 + 119) Speed 40 ft., fly 80 ft. (hover)\n'b' STATS STR: 24 (+7) DEX: 10 (+0) CON: 25 (+7) INT: 16 (+3) WIS: 13 (+1) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +12, Wis +6, Cha +10 Skills Arcana +13, History +13, Perception +11, Stealth +5 Damage Immunities cold Condition Immunities charmed , frightened Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21 Languages Common, Draconic, Void Speech Challenge 16 (15,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Chill of the Void . Creatures with resistance to cold damage don\xe2\x80\x99t have resistance to the cold damage dealt by the Void dragon . A creature with immunity to cold damage is still immune to the dragon\xe2\x80\x99s cold damage. \n'b' Expert Void Traveler . The Void dragon doesn\xe2\x80\x99t require air, food, drink, sleep, or ambient pressure. While traveling in the Void, the dragon magically glides on solar winds, covering immense distances in short times. \n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon uses its Aura of Madness. It then makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 18 (2d10 + 7) piercing damage plus 10 (3d6) cold damage. \n'b' Claw . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 14 (2d6 + 7) slashing damage. \n'b' Tail . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 16 (2d8 + 7) bludgeoning damage. \n'b' Aura of Madness . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or suffer short-term madness for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Aura of Madness for the next 24 hours. \n'b' Breath Weapons (Recharge 5-6) . The dragon uses one of the following breath weapons.\n'b'\n'b'\n'b' Gravitic Breath . The dragon exhales localized gravity in a 60?foot cube, originating from the dragon. When a creature ends a fall in the cube, it takes 1d10 bludgeoning damage for every 10 feet it fell, to a maximum of 20d10. A creature that enters the cube for the first time on a turn or starts its turn there must make a DC 20 Dexterity saving throw. On a failure, the creature is restrained . On a success, the creature\xe2\x80\x99s speed is halved as long as it remains in the cube. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cube lasts until the dragon\xe2\x80\x99s breath weapon recharges. \n'b' Stellar Breath . The dragon exhales star fire in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 31 (9d6) fire damage and 31 (9d6) radiant damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Void Twist . The dragon adds 5 to its AC against one attack that would hit it, as it twists reality to open a small rift in space to protect itself. To do so, the dragon must be able to see the attacker. If the attack misses by 5 or more, the dragon can choose to open a second, connected rift next to another creature it can see within 30 feet of it to direct the attack at that creature instead, using the original attack roll result against the new target\xe2\x80\x99s AC. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack . The dragon makes a Tail attack . \n'b' Void Slip (Costs 2 Actions) . The dragon twists the fabric of space around it, disappearing and reappearing in an unoccupied space it can see within 120 feet of it. Each creature within 10 feet of the dragon must succeed on a DC 20 Constitution saving throw or take 14 (4d6) cold damage and be forced prone . \n'b'\n'b' ABOUT \n'b' A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon\xe2\x80\x99s body. \n'b' Children of the Stars . Void dragons drift through the empty spaces beyond the boundaries of the mortal world and wander between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves. \n'b' Witnesses to the Void . Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the Void itself. They carry a piece of that nothing with them, and it flows out of them to break the minds of lesser beings when the dragons fly into a rage. \n'b' Voracious Scholars . Despite their removed existence and strange quirks, Void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Eye of the Gods \n'b' Family: Angels \n'b' Small celestial , any alignment (as its creator deity) \n'b' Armor Class \xc2\xa014 Hit Points \xc2\xa036 (8d6 + 8) Speed \xc2\xa00 ft., fly 50 ft. (hover)\n'b' STATS STR: 8 (-1) DEX: 18 (+4) CON: 12 (+1) INT: 13 (+1) WIS: 20 (+5) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills \xc2\xa0Perception +9 Damage Resistances \xc2\xa0fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities \xc2\xa0necrotic, poison Condition Immunities \xc2\xa0charmed, exhaustion, poisoned Senses \xc2\xa0truesight 120 ft., passive Perception 19 Languages \xc2\xa0all, telepathy 60 ft. \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blazing Nimbus .\xc2\xa0A hostile creature that touches the eye of the gods or hits it with a melee attack while within 5 feet of it takes 3 (1d6) radiant (good or neutral eyes) or necrotic (evil eyes) damage. \n'b' Corona of Truth .\xc2\xa0Allies within 10 feet of the eye of the gods have truesight of 20 feet. \n'b' Divine Conduit .\xc2\xa0The deity that created the eye of the gods can see everything the eye sees and can instantly recall the eye to its side at any time. \n'b' Ethereal Jaunt .\xc2\xa0As a bonus action, the eye of the gods can magically shift from the Material Plane to the Ethereal Plane, or vice versa. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam .\xc2\xa0 Melee Weapon Attack :\xc2\xa0+6 to hit, reach 5 ft., one target.\xc2\xa0 Hit :\xc2\xa07 (1d6 + 4) radiant (good or neutral eyes) or necrotic (evil eyes) damage. \n'b' Divine Inspiration (Recharge 5-6) .\xc2\xa0The eye of the gods inspires all allies within 10 feet. For 1 minute, all inspired creatures have advantage on saving throws against being frightened. \n'b'\n'b' ABOUT \n'b' Wings of roiling golden flame surround a single, burning eye that is larger than a human head. Its gaze never settles on one object for long, and it seems to be drinking in every detail of its surroundings. \n'b' The omniscience of the gods is a matter of some liturgical debate. Only a scant few gods-typically deities of knowledge and secrets-truly possess the power to know all things. Other divine beings must rely on their mortal followers to relay the secrets of the mortal world unto them through prayer and confession. When secondhand knowledge of the mortal world is insufficient or when gods engage in divine espionage, they create an angel with one function: to see all. \n'b' Divine Form .\xc2\xa0Eyes of the gods typically take the form of a blazing eye the size of a human child. Two radiant wings extend from behind its angelic form, though it need not beat them to fly. Despite awe-inspiring appearance, not all gods wish to make their holy observers so conspicuous. Gods of shadow and trickery often make their eyes burn with flames pale as the moon or black as the space between the stars. \n'b' Dutiful Servant .\xc2\xa0Most eyes of the gods are little more than celestial automata, following their creator\xe2\x80\x99s commands-or the commands of their deity\xe2\x80\x99s high priest-without question. Obedient eyes tend to watch cities silently from within church spires or inspire crusading warriors from the back lines. However, some eyes of the gods take a more active role in creating history. Such eyes might goad a paladin into accepting a grand quest so it can tag along as a chronicler, or encourage a brash and unstable ruler into declaring a world-shaking war. Lawful deities tend to recall these unpredictable servants to unmake them for their disobedience, but more capricious gods relish such willfulness. \n'b' Immortal Nature .\xc2\xa0The eye of the gods angel doesn\xe2\x80\x99t require food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Void, Ancient \n'b' Family: Dragon - Void \n'b' Gargantuan dragon , chaotic neutral \n'b' Armor Class 22 (natural armor) Hit Points 429 (22d20 + 198) Speed 40 ft., fly 80 ft. (hover)\n'b' STATS STR: 28 (+9) DEX: 10 (+0) CON: 29 (+9) INT: 18 (+4) WIS: 15 (+2) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +16, Wis +9, Cha +13 Skills Arcana +18, History +18, Perception +16, Stealth +7 Damage Immunities cold Condition Immunities charmed , frightened Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26 Languages Common, Draconic, Void Speech Challenge 24 (62,000 XP) Proficiency Bonus +7 \n'b' SPECIAL TRAITS \n'b'\n'b' Chill of the Void . Creatures with resistance to cold damage don\xe2\x80\x99t have resistance to the cold damage dealt by the Void dragon. A creature with immunity to cold damage is still immune to the dragon\xe2\x80\x99s cold damage. \n'b' Collapsing Star . When the void dragon dies, it explodes in a swath of celestial destruction. Each creature within 1,000 feet of the dragon must make a DC 21 Constitution saving throw, taking 55 (10d10) bludgeoning damage and 55 (10d10) cold damage on a failed save, or half as much damage on a successful one. Objects in the area that aren\xe2\x80\x99t being worn or carried take half the bludgeoning damage. A creature that fails the saving throw by 5 or more is ejected to a random location on a random plane of existence or 5d100 miles away from its current location in a random direction (GM\xe2\x80\x99s choice). \n'b' Expert Void Traveler . The Void dragon doesn\xe2\x80\x99t require air, food, drink, sleep, or ambient pressure. While traveling in the Void, the dragon magically glides on solar winds, covering immense distances in short times. \n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon uses its Aura of Madness. It then makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +16 to hit, reach 15 ft., one target. Hit : 20 (2d10 + 9) piercing damage plus 14 (4d6) cold damage. \n'b' Claw . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 16 (2d6 + 9) slashing damage. \n'b' Tail . Melee Weapon Attack : +16 to hit, reach 20 ft., one target. Hit : 18 (2d8 + 9) bludgeoning damage. \n'b' Aura of Madness . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or suffer short-term madness for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Aura of Madness for the next 24 hours. \n'b' Breath Weapons (Recharge 5\xe2\x80\x936) . The dragon uses one of the following breath weapons.\n'b'\n'b'\n'b' Gravitic Breath . The dragon exhales localized gravity in a 90?foot cube, originating from the dragon. When a creature ends a fall in the cube, it takes 1d10 bludgeoning damage for every 10 feet it fell, to a maximum of 20d10. A creature that enters the cube for the first time on a turn or starts its turn there must make a DC 24 Dexterity saving throw. On a failure, the creature is restrained . On a success, the creature\xe2\x80\x99s speed is halved as long as it remains in the cube. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cube lasts for 1 minute. \n'b' Stellar Breath . The dragon exhales star fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 42 (12d6) fire damage and 42 (12d6) radiant damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Void Twist . The dragon adds 7 to its AC against one attack that would hit it, as it twists reality to open a small rift in space to protect itself. To do so, the dragon must be able to see the attacker. If the attack misses by 5 or more, the dragon can choose to open a second, connected rift next to another creature it can see within 30 feet of it to direct the attack at that creature instead, using the original attack roll result against the new target\xe2\x80\x99s AC. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack . The dragon makes a Tail attack . \n'b' Void Slip (Costs 2 Actions) . The dragon twists the fabric of space around it, disappearing and reappearing in an unoccupied space it can see within 120 feet of it. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 17 (5d6) cold damage and be forced prone . \n'b'\n'b' LAIR \n'b' Void dragons make their lairs deep in the freezing, airless space between the stars. When a Void dragon claims a home elsewhere, it prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. When encountered in its lair, an adult Void dragon has a challenge rating of 17 (18,000 XP), and an ancient Void dragon has a challenge rating of 25 (75,000 XP). \n'b' On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Orb of the Void . The Void briefly overlaps the dragon\xe2\x80\x99s lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The sphere spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies. \n'b' Spatial Anomaly . The lair\xe2\x80\x99s connection to the Void briefly rips the fabric of space, forcing two creatures the dragon can see within 120 feet of it to suddenly exist at the same point in space and time. The laws of reality repel the creatures back to their original positions as reality resets. The targets aren\xe2\x80\x99t actually moved, but reality\xe2\x80\x99s reset forces each target to make a DC 15 Strength saving throw. On a failure, the creature takes 16 (3d10) force damage and is forced prone . On a success, the creature takes half the damage and isn\xe2\x80\x99t forced prone . \n'b' Zero Gravity . Gravity stops working in a 50-foot radius, 100-foot-high cylinder centered on a point the dragon can see within 120 feet of it. Each creature in that cylinder drifts 10 feet away from the ground and must succeed on a DC 15 Strength saving throw or be restrained . A flying creature automatically succeeds on the saving throw, but its speed is halved unless it can hover or flies magically. This effect lasts until initiative count 20 on the next round. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing a legendary Void dragon\xe2\x80\x99s lair is warped by the dragon\xe2\x80\x99s magic, which creates one or more of the following effects: \n'b'\n'b' Dark of the Void . Nonmagical illumination, including sunlight, can\xe2\x80\x99t create bright light within 6 miles of the lair. \n'b' Torn Veil . Within 3 miles of the lair, disembodied voices whisper in the night. Celestials, Fey, and Fiends with a challenge rating of 2 or lower can choose to slip into the Material Plane from their native planes or vice versa. \n'b' Uncovered Knowledge . Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge. If the dragon dies, these effects fade over the course of 1d10 days. \n'b'\n'b' ABOUT \n'b' A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon\xe2\x80\x99s body. \n'b' Children of the Stars . Void dragons drift through the empty spaces beyond the boundaries of the mortal world and wander between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves. \n'b' Witnesses to the Void . Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the Void itself. They carry a piece of that nothing with them, and it flows out of them to break the minds of lesser beings when the dragons fly into a rage. \n'b' Voracious Scholars . Despite their removed existence and strange quirks, Void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Centaur Mage \n'b' Large fey , neutral good \n'b' Armor Class 12 Hit Points 60 (8d10 + 16) Speed 50 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 16 (+3) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +6, History +6, Perception +4, Survival +4 Senses passive Perception 14 Languages Sylvan, Elvish Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The centaur mage\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The centaur mage can innately cast the following spells, requiring no components.\n'b'\n'b' Cantrips (at will) : blade ward, prestidigitation , shocking grasp \n'b' 2/day : blur , charm person , hold person , scorching ray , shield , sleep \n'b' 1/day : counterspell , fear \n'b'\n'b' Magic Resistance . The centaur mage has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Hooves . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage. \n'b' Staff . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage. \n'b' About \n'b' The most unusual of the centaurs is the centaur mage. These fey have a number of spells at their disposal. Armored centaurs and centaur mages give the good fey a powerful force to fend off their dark foes. As with the armored centaurs, they are sworn enemies of the huntaurs. \n'b' Summer Court . Centaur mages belong to the Summer Court, a division of the Seelie Court. Although their usual leader is the Oak Lord, ultimately these centaurs serve Titania and Oberon. A number of female centaur mages have fallen in love with the fey king. \n'b' Arcane Focus . The centaur mage\xe2\x80\x99s staff is their arcane focus. If it is destroyed or taken away, they lose any ability to cast spells.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Void, Wyrmling \n'b' Family: Dragon - Void \n'b' Medium dragon , chaotic neutral \n'b' Armor Class 17 (natural armor) Hit Points 45 (6d8 + 18) Speed 30 ft., fly 60 ft. (hover)\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 17 (+3) INT: 12 (+1) WIS: 9 (-1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +2, Con +5, Wis +1, Cha +5 Skills Perception +3, Stealth +2 Damage Immunities cold Condition Immunities charmed , frightened Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 Languages Common, Draconic, Void Speech Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Chill of the Void . Creatures with resistance to cold damage don\xe2\x80\x99t have resistance to the cold damage dealt by the Void dragon . A creature with immunity to cold damage is still immune to the dragon\xe2\x80\x99s cold damage. \n'b' Expert Void Traveler . The Void dragon doesn\xe2\x80\x99t require air, food, drink, sleep, or ambient pressure. While traveling in the Void, the dragon magically glides on solar winds, covering immense distances in short times. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage. \n'b' Breath Weapons (Recharge 5\xe2\x80\x936) . The dragon uses one of the following breath weapons. \n'b'\n'b' Gravitic Breath . The dragon exhales localized gravity in a 15?foot cube, originating from the dragon. When a creature ends a fall in the cube, it takes 1d10 bludgeoning damage for every 10 feet it fell, to a maximum of 20d10. A creature that enters the cube for the first time on a turn or starts its turn there must make a DC 13 Dexterity saving throw. On a failure, the creature is restrained . On a success, the creature\xe2\x80\x99s speed is halved as long as it remains in the cube. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cube lasts until the start of the dragon\xe2\x80\x99s next turn. \n'b' Stellar Breath . The dragon exhales star fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage and 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Void Twist . The dragon adds 2 to its AC against one attack that would hit it, as it twists reality to open a small rift in space to protect itself. To do so, the dragon must be able to see the attacker. \n'b'\n'b' ABOUT \n'b' A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon\xe2\x80\x99s body. \n'b' Children of the Stars . Void dragons drift through the empty spaces beyond the boundaries of the mortal world and wander between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves. \n'b' Witnesses to the Void . Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the Void itself. They carry a piece of that nothing with them, and it flows out of them to break the minds of lesser beings when the dragons fly into a rage. \n'b' Voracious Scholars . Despite their removed existence and strange quirks, Void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Void, Young \n'b' Family: Dragon - Void \n'b' Large dragon , chaotic neutral \n'b' Armor Class 18 (natural armor) Hit Points 157 (15d10 + 75) Speed 40 ft., fly 80 ft. (hover)\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 21 (+5) INT: 14 (+2) WIS: 11 (+0) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +9, Wis +4, Cha +8 Skills Arcana +10, History +10, Perception +8, Stealth +4 Damage Immunities cold Condition Immunities charmed , frightened Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18 Languages Common, Draconic, Void Speech Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Chill of the Void . Creatures with resistance to cold damage don\xe2\x80\x99t have resistance to the cold damage dealt by the Void dragon . A creature with immunity to cold damage is still immune to the dragon\xe2\x80\x99s cold damage. \n'b' Expert Void Traveler . The void dragon doesn\xe2\x80\x99t require air, food, drink, sleep, or ambient pressure. While traveling in the Void, the dragon magically glides on solar winds, covering immense distances in short times. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) piercing damage plus 7 (2d6) cold damage. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Breath Weapons (Recharge 5\xe2\x80\x936) . The dragon uses one of the following breath weapons.\n'b'\n'b'\n'b' Gravitic Breath . The dragon exhales localized gravity in a 30-foot cube, originating from the dragon. When a creature ends a fall in the cube, it takes 1d10 bludgeoning damage for every 10 feet it fell, to a maximum of 20d10. A creature that enters the cube for the first time on a turn or starts its turn there must make a DC 17 Dexterity saving throw. On a failure, the creature is restrained . On a success, the creature\xe2\x80\x99s speed is halved as long as it remains in the cube. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cube lasts until the dragon\xe2\x80\x99s breath weapon recharges. \n'b' Stellar Breath . The dragon exhales star fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 21 (6d6) fire damage and 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Void Twist . The dragon adds 4 to its AC against one attack that would hit it, as it twists reality to open a small rift in space to protect itself. To do so, the dragon must be able to see the attacker. \n'b'\n'b' ABOUT \n'b' A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon\xe2\x80\x99s body. \n'b' Children of the Stars . Void dragons drift through the empty spaces beyond the boundaries of the mortal world and wander between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves. \n'b' Witnesses to the Void . Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the Void itself. They carry a piece of that nothing with them, and it flows out of them to break the minds of lesser beings when the dragons fly into a rage. \n'b' Voracious Scholars . Despite their removed existence and strange quirks, Void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Wasteland (Adult) \n'b' Family: Dragon - Wasteland \n'b' Rust-colored wings darken the sky, and a gout of bright energy erupts from the creature\xe2\x80\x99s jaws. \n'b' Huge dragon , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 225 (18d12 + 108) Speed 40 ft., burrow 30 ft., climb 40 ft., fly 70 ft.\n'b' STATS STR: 26 (+8) DEX: 10 (+0) CON: 21 (+5) INT: 14 (+2) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Constitution +11 Skills Perception +6, Stealth +5 Damage Immunities force Senses blindsight 60 ft., darkvision 120 ft., passive Perception 16 Languages Common, Draconic Challenge 17 (18,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 19 (2d10 + 8) piercing damage. \n'b' Claw . Melee Weapon Attack : +12 to hit, reach 5 ft, one target. Hit : 15 (2d6 + 8) slashing damage. \n'b' Tail . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Warped Energy Breath (Recharge 5-6) . The dragon blasts warped arcane energy in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 49 (11d8) force damage on a failed save, or half as much damage on a successful one. \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed. \n'b' Legendary Actions \n'b' The dragon can take 3 legendary actions , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b'\n'b' About \n'b' Dark-tempered beasts who rule the magic-blasted wastes with a merciless territoriality, wasteland dragons prowl among the ruins of dead cities and dust-blown, haunted and barren lands that once were verdant. \n'b' Territorial for a Reason . They consider all other dragons to be enemies, but no creatures are so hated by wasteland dragons as spellcasters and any who employ magic. They blame spellcasters-somewhat correctly-for the state of the lands they roam and, indeed, for their own current form. \n'b' Though these dragons breed true, they were once of different breeds altogether before they were warped by an unfettered magical catastrophe and the foul energies brought through to this world from the Void. Their once-brilliant scales have dimmed to the color of rust and soil; their crests and horns have gone grey and withered; the lands they rule now host horrors which even they must fear; and their natural defenses have been warped and supplanted by the very energies which wrought so much destruction. Dragons have long memories, and these atrocities, as far as they are concerned, could have happened yesterday. Thus they attack, without warning or mercy, any who trespass, showing spellcasters particular cruelty. \n'b' Predatory Zeal by Necessity . Dedicated carnivores, wasteland dragons prefer to eat recent arrivals to their land. Beyond the practical consideration that they would likely kill the newcomers in any case, creatures corrupted by the wastes can be hazardous in unpredictable ways; poison, infections, and infestations can occur, and the taste of wastelands creatures is incredibly foul. When they are unable to find travelers or migratory animals, wasteland dragons hunt the livestock of settlements, confident that few would dare pursue them to their horrifying homelands afterward. \n'b' Deadly Hoards . The hoard of a wasteland dragon might contain a good deal of very old coins and treasures in the conventional sense, but they also possess dangers of their own. These dragons often bring home curious devices, arcane tomes, and relics of the dead places in which they live, some likely infused with forbidden magic. Though the dragons have little use for such things other than to add to a collection, a plundered hoard could spell disaster for the world outside.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Wasteland (Ancient) \n'b' Family: Dragon - Wasteland \n'b' Gargantuan dragon , chaotic evil \n'b' Armor Class 22 (natural armor) Hit Points 333 (18d20 + 144) Speed 40 ft., burrow 30 ft., climb 40 ft., fly 80 ft.\n'b' STATS STR: 28 (+9) DEX: 10 (+0) CON: 26 (+8) INT: 16 (+3) WIS: 15 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Constitution +15, Wisdom +9, Charisma +11 Skills Perception +9, Stealth +7 Damage Immunities force Senses blindsight 60 ft., darkvision 120 ft., passive Perception 19 Languages Common, Draconic Challenge 23 (50,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 20 (2d10 + 9) piercing damage. \n'b' Claw . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 16 (2d6 + 9) slashing damage. \n'b' Tail . Melee Weapon Attack : +16 to hit, reach 15 ft., one target. Hit : 18 (2d8 + 9) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Warped Energy Breath (Recharge 5-6) . The dragon blasts warped arcane energy in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 90 (20d8) force damage on a failed save, or half as much damage on a successful one. \n'b' Legendary Actions \n'b' The dragon can take 3 legendary actions , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed. \n'b'\n'b' About \n'b' Rust-colored wings darken the sky, and a gout of bright energy erupts from the creature\xe2\x80\x99s jaws. \n'b' Dark-tempered beasts who rule the magic-blasted wastes with a merciless territoriality, wasteland dragons prowl among the ruins of dead cities and dust-blown, haunted and barren lands that once were verdant. \n'b' Territorial for a Reason . They consider all other dragons to be enemies, but no creatures are so hated by wasteland dragons as spellcasters and any who employ magic. They blame spellcasters-somewhat correctly-for the state of the lands they roam and, indeed, for their own current form. \n'b' Though these dragons breed true, they were once of different breeds altogether before they were warped by an unfettered magical catastrophe and the foul energies brought through to this world from the Void. Their once-brilliant scales have dimmed to the color of rust and soil; their crests and horns have gone grey and withered; the lands they rule now host horrors which even they must fear; and their natural defenses have been warped and supplanted by the very energies which wrought so much destruction. Dragons have long memories, and these atrocities, as far as they are concerned, could have happened yesterday. Thus they attack, without warning or mercy, any who trespass, showing spellcasters particular cruelty. \n'b' Predatory Zeal by Necessity . Dedicated carnivores, wasteland dragons prefer to eat recent arrivals to their land. Beyond the practical consideration that they would likely kill the newcomers in any case, creatures corrupted by the wastes can be hazardous in unpredictable ways; poison, infections, and infestations can occur, and the taste of wastelands creatures is incredibly foul. When they are unable to find travelers or migratory animals, wasteland dragons hunt the livestock of settlements, confident that few would dare pursue them to their horrifying homelands afterward. \n'b' Deadly Hoards . The hoard of a wasteland dragon might contain a good deal of very old coins and treasures in the conventional sense, but they also possess dangers of their own. These dragons often bring home curious devices, arcane tomes, and relics of the dead places in which they live, some likely infused with forbidden magic. Though the dragons have little use for such things other than to add to a collection, a plundered hoard could spell disaster for the world outside.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Wasteland (Wyrmling) \n'b' Family: Dragon - Wasteland \n'b' Medium dragon , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 60 (8d8 + 24) Speed 30 ft., burrow 15 ft., climb 30 ft., fly 50 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 17 (+3) INT: 12 (+1) WIS: 11 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +2, Constitution +5, Wisdom +2, Charisma +3 Skills Perception +2, Stealth +2 Damage Immunities force Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12 Languages Draconic Challenge 3 (700 XP) \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) piercing damage. \n'b' Warped Energy Breath (Recharge 6) . The dragon blasts warped arcane energy in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) force damage on a failed save, or half as much damage on a successful one. \n'b' A Wasteland Dragon\xe2\x80\x99s Lair \n'b' Wasteland dragons make their homes among the ruins of dead civilizations, often inside surviving structures vast enough to contain them and protect them from the elements. Old cisterns of sufficient size, auditoriums, or the audience chambers of forgotten nobles all make suitable lairs for a wasteland dragon. \n'b' They are not above making their home in a cave, but it will likely be in close proximity to a ruined settlement of some size; wasteland dragons grow bored easily, and rummaging through Dragon, Wasteland ruins, either for curiosities or interlopers, takes up a good deal of their time. \n'b' A legendary wasteland dragon infuses its surroundings with traces of the magic it seeks to deny the outside world. It might hear the thoughts of trespassers as though they were carried on a breeze. Magic items and spells may behave unpredictably, becoming more powerful, functioning in a new way, or failing to function at all. Prolonged exposure to the environment near a wasteland dragon\xe2\x80\x99s lair may lead to mutations and even madness, though the latter often passes once the sufferer is taken from the area. \n'b' Clever creatures, wasteland dragons often make some use of the arcane items they find, seeing no hypocrisy in doing so; after all, they are hardly as foolish as humans! The approach to the creature\xe2\x80\x99s lair might be protected by strange energy fields, or weakened barriers between this world and another, or by creatures of the wastes who are smart enough to otherwise avoid annoying the dragon. The dragon confronted in its lair might forego its general inclination to attack immediately in favor of luring the intruders into such traps. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can\xe2\x80\x99t use the same effect two rounds in a row: \n'b' A random encounter occurs from the Badlands Terrain Table, as creatures who were given shelter and protection by the dragon in exchange for their services earn their keep and attack the PCs. \n'b' An object the dragon can see within 120 feet of it flashes with arcane energy and bursts. Each creature within 20 feet of the object must succeed on a DC 14 Dexterity check or take 10 (3d6) piercing damage and become blinded for 1 minute. A creature can take an action to rub its eyes and end the blindness at the beginning of its next turn. \n'b' Creatures within 30 feet of the dragon receive a momentary, jumbled telepathic communication from one of the many warped and alien beings of the wastes. Each creature in that area must succeed on a DC 14 Wisdom saving throw or be incapacitated until the end of its next turn. \n'b' Regional Effects \n'b' The region containing a legendary wasteland dragon\xe2\x80\x99s lair is further warped by the dragon\xe2\x80\x99s magic, which creates one or more of the following effects: \n'b' Ghostly figures fighting battles from long ago appear with some frequency within 5 miles of the dragon\xe2\x80\x99s lair. \n'b' Dust goblins and other creatures native to the wastes within 3 miles of the dragon\xe2\x80\x99s lair report trespassers to it as soon as possible. \n'b' Long-hidden entrances to buried structures open themselves within 1 mile of the dragon\xe2\x80\x99s lair. \n'b'\n'b' About \n'b' Rust-colored wings darken the sky, and a gout of bright energy erupts from the creature\xe2\x80\x99s jaws. \n'b' Dark-tempered beasts who rule the magic-blasted wastes with a merciless territoriality, wasteland dragons prowl among the ruins of dead cities and dust-blown, haunted and barren lands that once were verdant. \n'b' Territorial for a Reason . They consider all other dragons to be enemies, but no creatures are so hated by wasteland dragons as spellcasters and any who employ magic. They blame spellcasters-somewhat correctly-for the state of the lands they roam and, indeed, for their own current form. \n'b' Though these dragons breed true, they were once of different breeds altogether before they were warped by an unfettered magical catastrophe and the foul energies brought through to this world from the Void. Their once-brilliant scales have dimmed to the color of rust and soil; their crests and horns have gone grey and withered; the lands they rule now host horrors which even they must fear; and their natural defenses have been warped and supplanted by the very energies which wrought so much destruction. Dragons have long memories, and these atrocities, as far as they are concerned, could have happened yesterday. Thus they attack, without warning or mercy, any who trespass, showing spellcasters particular cruelty. \n'b' Predatory Zeal by Necessity . Dedicated carnivores, wasteland dragons prefer to eat recent arrivals to their land. Beyond the practical consideration that they would likely kill the newcomers in any case, creatures corrupted by the wastes can be hazardous in unpredictable ways; poison, infections, and infestations can occur, and the taste of wastelands creatures is incredibly foul. When they are unable to find travelers or migratory animals, wasteland dragons hunt the livestock of settlements, confident that few would dare pursue them to their horrifying homelands afterward. \n'b' Deadly Hoards . The hoard of a wasteland dragon might contain a good deal of very old coins and treasures in the conventional sense, but they also possess dangers of their own. These dragons often bring home curious devices, arcane tomes, and relics of the dead places in which they live, some likely infused with forbidden magic. Though the dragons have little use for such things other than to add to a collection, a plundered hoard could spell disaster for the world outside.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Wasteland (Young) \n'b' Family: Dragon - Wasteland \n'b' Large dragon , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 178 (17d10 + 85) Speed 40 ft., burrow 20 ft., climb 40 ft., fly 70 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 21 (+5) INT: 12 (+1) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Constitution +9, Wisdom +4, Charisma +5 Skills Perception +4, Stealth +4 Damage Immunities force Senses blindsight 30 ft., darkvision 120 ft., passive Perception 14 Languages Common, Draconic Challenge 9 (5,000 XP) \n'b' Actions \n'b'\n'b' Multiattack . The dragon makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Warped Energy Breath (Recharge 6) . The dragon blasts warped arcane energy in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 49 (11d8) force damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' Rust-colored wings darken the sky, and a gout of bright energy erupts from the creature\xe2\x80\x99s jaws. \n'b' Dark-tempered beasts who rule the magic-blasted wastes with a merciless territoriality, wasteland dragons prowl among the ruins of dead cities and dust-blown, haunted and barren lands that once were verdant. \n'b' Territorial for a Reason . They consider all other dragons to be enemies, but no creatures are so hated by wasteland dragons as spellcasters and any who employ magic. They blame spellcasters-somewhat correctly-for the state of the lands they roam and, indeed, for their own current form. \n'b' Though these dragons breed true, they were once of different breeds altogether before they were warped by an unfettered magical catastrophe and the foul energies brought through to this world from the Void. Their once-brilliant scales have dimmed to the color of rust and soil; their crests and horns have gone grey and withered; the lands they rule now host horrors which even they must fear; and their natural defenses have been warped and supplanted by the very energies which wrought so much destruction. Dragons have long memories, and these atrocities, as far as they are concerned, could have happened yesterday. Thus they attack, without warning or mercy, any who trespass, showing spellcasters particular cruelty. \n'b' Predatory Zeal by Necessity . Dedicated carnivores, wasteland dragons prefer to eat recent arrivals to their land. Beyond the practical consideration that they would likely kill the newcomers in any case, creatures corrupted by the wastes can be hazardous in unpredictable ways; poison, infections, and infestations can occur, and the taste of wastelands creatures is incredibly foul. When they are unable to find travelers or migratory animals, wasteland dragons hunt the livestock of settlements, confident that few would dare pursue them to their horrifying homelands afterward. \n'b' Deadly Hoards . The hoard of a wasteland dragon might contain a good deal of very old coins and treasures in the conventional sense, but they also possess dangers of their own. These dragons often bring home curious devices, arcane tomes, and relics of the dead places in which they live, some likely infused with forbidden magic. Though the dragons have little use for such things other than to add to a collection, a plundered hoard could spell disaster for the world outside.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Wind, Adult \n'b' Family: Dragon - Wind \n'b' Huge dragon , chaotic neutral \n'b' Armor Class 17 (natural armor) Hit Points 187 (15d12 + 90) Speed 30 ft., fly 90 ft. (hover)\n'b' STATS STR: 24 (+7) DEX: 16 (+3) CON: 22 (+6) INT: 16 (+3) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con +11, Wis +7, Cha +9 Skills Acrobatics +13, Intimidation +9, Perception +12, Stealth +8 Damage Resistances cold Damage Immunities lightning Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22 Languages Common, Draconic, Primordial Challenge 16 (15,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Freedom of Movement . The dragon ignores difficult terrain , and magical effects can\xe2\x80\x99t reduce its speed or cause it to be restrained . It can spend 5 feet of movement to escape from nonmagical restraints or being grappled . \n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Storm Sight . The dragon can see through areas obscured by fog, mist, clouds, or precipitation. \n'b' Whirling Winds . Gale force winds rage around the dragon\xe2\x80\x99s body. Ranged weapon attack rolls against the dragon have disadvantage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The wind dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 18 (2d10 + 7) piercing damage. \n'b' Claw . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 14 (2d6 + 7) slashing damage. \n'b' Tail . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 16 (2d8 + 7) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Tempest Breath (Recharge 5\xe2\x80\x936) . The dragon exhales a blast of stormy wind in a 60-foot cone. Each creature in that area must make a DC 19 Strength saving throw. On a failure, a creature takes 27 (6d8) bludgeoning damage and 27 (6d8) lightning damage and is pushed up to 30 feet away from the dragon and forced prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t pushed or forced prone . Unprotected flames, such as torches, in the area are extinguished, and protected flames, such as those in lanterns, have a 75 percent chance of being extinguished. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack . The dragon makes a Tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be forced prone . The dragon can then fly up to half its flying speed. \n'b'\n'b' ABOUT \n'b' Howling wind encircles the dragon, filling and pushing its wings without the need for them to beat. \n'b' Wind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe-inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter. \n'b' Braggarts and Bullies . Wind dragons number among the greatest bullies and worst tyrants of mortal creatures. The sometimes-foolhardy creatures take offense at any perceived challenge and pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance\xe2\x80\x94they perceive mortals in that territory as possessions. Vassals receive only dubious protection in exchange for their loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it\xe2\x80\x99s unlikely to go to any length to prevent the loss of that life in the first place. \n'b' Lords of the Far Horizons . Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust and roam far from their thrones. They return eventually, ready to subjugate new generations and press a tyrannical claw on the neck of anyone who questions their right to rule. \n'b' Perpetual Infighting . These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus, their numbers never grow large, and the weakest among them are frequently culled. \n'b' Portable Hoards . Wind dragons\xe2\x80\x99 hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a small number of notable trophies or unique historic items\xe2\x80\x94often quite portable.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Wind, Ancient \n'b' Family: Dragon - Wind \n'b' Gargantuan dragon , chaotic neutral \n'b' Armor Class 20 (natural armor) Hit Points 351 (19d20 +152) Speed 30 ft., fly 120 ft. (hover)\n'b' STATS STR: 28 (+9) DEX: 16 (+3) CON: 26 (+8) INT: 18 (+4) WIS: 17 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +10, Con +15, Wis +10, Cha +12 Skills Acrobatics +17, Intimidation +12, Perception +17, Stealth +10 Damage Resistances cold Damage Immunities lightning Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 Languages Common, Draconic, Primordial Challenge 21 (33,000 XP) Proficiency Bonus +7 \n'b' SPECIAL TRAITS \n'b'\n'b' Freedom of Movement . The dragon ignores difficult terrain , and magical effects can\xe2\x80\x99t reduce its speed or cause it to be restrained . It can spend 5 feet of movement to escape from nonmagical restraints or being grappled . \n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Storm Sight . The dragon can see through areas obscured by fog, mist, clouds, or precipitation. \n'b' Whirling Winds . Gale force winds rage around the dragon\xe2\x80\x99s body. Arrows, bolts, and other ordinary projectiles launched at the dragon are deflected upward and automatically miss. Boulders hurled by giants or siege engines, and similar projectiles, are unaffected. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The wind dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +16 to hit, reach 15 ft., one target. Hit : 20 (2d10 + 9) piercing damage. \n'b' Claw . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 16 (2d6 + 9) slashing damage. \n'b' Tail . Melee Weapon Attack : +16 to hit, reach 20 ft., one target. Hit : 18 (2d8 + 9) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Tempest Breath (Recharge 5\xe2\x80\x936) . The dragon exhales a blast of stormy wind in a 90-foot cone. Each creature in that area must make a DC 23 Strength saving throw. On a failure, a creature takes 36 (8d8) bludgeoning damage and 36 (8d8) lightning damage and is pushed up to 45 feet away from the dragon and forced prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t pushed or forced prone . Nonmagical flames in the area are extinguished. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack . The dragon makes a Tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be forced prone . The dragon can then fly up to half its flying speed. \n'b'\n'b' LAIR \n'b' Wind dragons make their lairs where they can overlook and dominate their claims, but the location must be remote enough that inhabitants can\xe2\x80\x99t pester them with requests for protection or justice. As they have little to fear from the elements, a shallow cave high on an exposed mountain face is ideal. Wind dragons enjoy heights dotted with rock spires and tall, sheer cliffs. They perch in the howling wind and catch updrafts and downdrafts sweeping through canyons and tearing across crags. \n'b' On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Air Blast . A torrent of wind blasts outward in a 60-foot-radius sphere centered on a point the dragon can see within 120 feet of it. Each creature in that area must succeed on a DC 15 Strength saving throw or be forced prone and stunned until the end of its next turn. Flying creatures, other than wind dragons, have disadvantage on the saving throw. \n'b' Blinding Wind . Sand and dust swirls up from the ground in a cylinder that is 30 feet tall with a 20-foot radius, centered on a point the dragon can see within 120 feet of it. The area within the cylinder is difficult terrain . A creature that enters the cylinder for the first time on a turn or starts its turn there must succeed on a DC 15 Dexterity saving throw or be blinded until the end of its next turn. The cylinder of sand and dust lasts until the dragon uses this lair action again or until the dragon dies. \n'b' Gale Force Smash . A blast of wind slams into a surface of the lair and sends fragments of ice and stone flying out from a point on the ground, wall, or ceiling the dragon can see within 120 feet of it. Each creature within 15 feet of that point must make a DC 15 Dexterity saving throw, taking 18 (4d8) bludgeoning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Howling wind encircles the dragon, filling and pushing its wings without the need for them to beat. \n'b' Wind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe-inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter. \n'b' Braggarts and Bullies . Wind dragons number among the greatest bullies and worst tyrants of mortal creatures. The sometimes-foolhardy creatures take offense at any perceived challenge and pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance\xe2\x80\x94they perceive mortals in that territory as possessions. Vassals receive only dubious protection in exchange for their loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it\xe2\x80\x99s unlikely to go to any length to prevent the loss of that life in the first place. \n'b' Lords of the Far Horizons . Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust and roam far from their thrones. They return eventually, ready to subjugate new generations and press a tyrannical claw on the neck of anyone who questions their right to rule. \n'b' Perpetual Infighting . These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus, their numbers never grow large, and the weakest among them are frequently culled. \n'b' Portable Hoards . Wind dragons\xe2\x80\x99 hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a small number of notable trophies or unique historic items\xe2\x80\x94often quite portable.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Wind, Wyrmling \n'b' Family: Dragon - Wind \n'b' Medium dragon , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 32 (5d8 + 10) Speed 20 ft., fly 80 ft. (hover)\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 11 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +4, Wis +2, Cha +4 Skills Acrobatics +7, Perception +4, Stealth +5 Damage Resistances cold Damage Immunities lightning Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages Draconic, Primordial Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Elusive . The dragon has advantage on ability checks and saving throws made to avoid or escape an effect that would reduce its speed or grapple or restrain it. \n'b' Storm Sight . The dragon can see through areas obscured by fog, mist, clouds, or precipitation. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) piercing damage. \n'b' Tempest Breath (Recharge 5\xe2\x80\x936) . The dragon exhales a blast of stormy wind in a 15-foot cone. Each creature in that area must make a DC 12 Strength saving throw. On a failure, a creature takes 9 (2d8) bludgeoning damage and is pushed up to 5 feet away from the dragon. On a success, a creature takes half the damage and isn\xe2\x80\x99t pushed. Unprotected flames, such as torches, in the area are extinguished, and protected flames, such as those in lanterns, have a 50 percent chance of being extinguished. \n'b'\n'b' ABOUT \n'b' Howling wind encircles the dragon, filling and pushing its wings without the need for them to beat. \n'b' Wind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe-inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter. \n'b' Braggarts and Bullies . Wind dragons number among the greatest bullies and worst tyrants of mortal creatures. The sometimes-foolhardy creatures take offense at any perceived challenge and pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance\xe2\x80\x94they perceive mortals in that territory as possessions. Vassals receive only dubious protection in exchange for their loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it\xe2\x80\x99s unlikely to go to any length to prevent the loss of that life in the first place. \n'b' Lords of the Far Horizons . Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust and roam far from their thrones. They return eventually, ready to subjugate new generations and press a tyrannical claw on the neck of anyone who questions their right to rule. \n'b' Perpetual Infighting . These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus, their numbers never grow large, and the weakest among them are frequently culled. \n'b' Portable Hoards . Wind dragons\xe2\x80\x99 hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a small number of notable trophies or unique historic items\xe2\x80\x94often quite portable.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fallen Angel \n'b' Family: Angels \n'b' Large fiend (fallen angel), neutral evil \n'b' Armor Class 20 (natural armor) Hit Points 225 (18d10+126) Speed 60 ft., fly 120 ft.\n'b' STATS STR: 25 (+7) DEX: 22 (+6) CON: 25 (+7) INT: 20 (+5) WIS: 23 (+6) CHA: 26 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +20, Perception +13, Stealth +20 Damage Resistances bludgeoning, piercing, slashing Damage Immunities cold, fire, necrotic, poison Condition Immunities charmed , diseased, exhaustion , frightened , poisoned Senses darkvision 300 ft., truesight 120 ft., passive Perception 23 Languages all, telepathy 120 ft. \n'b' Challenge 24 (62,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Corrupted Weapons . The fallen angel\xe2\x80\x99s weapon attacks are magical and when its weapons deal an extra 5d12 necrotic damage (included in the attack ). \n'b' Dark Sight . Magical darkness doesn\xe2\x80\x99t impede the fallen angel\xe2\x80\x99s darkvision . \n'b' Flyby . The fallen angel doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Improved Critical . The fallen angel\xe2\x80\x99s weapon attacks score a critical hit on a roll of 19 or 20. \n'b' Infernal Tongue . It is impossible to tell when the fallen angel is lying. Additionally, no matter what they say, magic that would determine if the fallen angel is telling the truth indicates that they are being truthful, and magic cannot reveal their alignment. \n'b' Innate Spellcasting . The fallen angel\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : animate dead , bestow curse , black tentacles , charm monster, create undead , detect evil and good , detect magic , hellish rebuke (as a 3rd-level spell), invisibility , planar ally , suggestion , wall of fire \n'b' 5/day each : death ward , disintegrate , dispel evil and good , dispel magic , dominate monster , eyebite , greater invisibility , finger of death , harm , mass suggestion , plane shift , teleport \n'b' 1/day each : gate , incendiary cloud , time stop , weird \n'b'\n'b' Legendary Resistance (3/Day) . If the fallen angel fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The fallen angel has advantage on saving throws against spells and other magical effects. \n'b' Regeneration . The fallen angel regains 20 hit points at the start of its turn. If it takes radiant damage, this trait doesn\xe2\x80\x99t function at the start of the fallen angel\xe2\x80\x99s next turn. The fallen angel dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Shadow Stealth . While in dim light or darkness , the fallen angel can take the Hide action as a bonus action. \n'b' Frightful Presence . Each creature of Fenrir\xe2\x80\x99s choice within 120 feet of him and aware of him must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Fenrir is within line of sight, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to Fenrir\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Swallow . Fenrir makes one bite attack against a Huge or smaller creature he is grappling. If the attack hits, the target takes the bite\xe2\x80\x99s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained , it has total cover against attacks and other effects outside Fenrir, and it takes 54 (12d8) bludgeoning damage at the start of each of Fenrir\xe2\x80\x99s turns. If Fenrir takes 50 damage or more on a single turn from a creature inside it, he must succeed on a DC 10 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Fenrir. If Fenrir dies, a swallowed creature is no longer restrained by him and can escape from the corpse by using 30 feet of movement, exiting prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fallen angel uses his Frightful Presence. It then makes three melee attacks , or it makes one melee attack and either uses Soulsucking Touch or casts a spell. \n'b' Blasphemous Spear . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 21 (4d6+7) piercing damage plus 32 (5d12) necrotic damage. In addition, on a critical hit, the target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the fallen angel regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. If a humanoid is slain in this way, a fiend (with a CR equal to its CR + 1 or its level) rises from the corpse 1d4 minutes later. If a deva, planetar, or solar is slain in this way, a new fallen angel rises from the corpse 1d4 hours later. \n'b' Frightful Presence . Each creature of the fallen angel\xe2\x80\x99s choice that is within 120 feet of it and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the fallen angel\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Soulsucking Touch . The fallen angel reaches out at a creature within 50 feet that it can see, drawing away its life force. The target makes a DC 23 Charisma saving throw or reduces its Intelligence , Wisdom , and Charisma scores by 1d6 (roll separately for each). On a failure by 5 or more, the target rolls d8s instead. The target dies if this reduces an ability score to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a humanoid is slain in this way, a fiend (with a CR equal to its CR + 2 or its level) rises from the corpse 1d4 rounds later. \n'b' Change Shape . The fallen angel magically polymorphs into an aberration, beast, dragon, fiend, humanoid, or monstrosity that has a challenge rating no higher than its own, or back into its true form. The fallen angel reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (its choice). In a new form, the fallen angel retains its alignment, hit points , Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions , and Intelligence , Wisdom , and Charisma scores, as well as this action. The fallen angel\xe2\x80\x99s statistics and capabilities are otherwise replaced by those of the new form (including class features and legendary actions), except any lair actions of that form. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Fenrir 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. Fenrir regains spent legendary actions at the start of his turn. \n'b'\n'b' Move . Fenrir moves up to half his speed. \n'b' Spit . Fenrir regurgitates one swallowed creature. The creature exits prone in a square 30 feet away from Fenrir, taking 13 (3d8) bludgeoning damage. \n'b' Chomp (Costs 2 Actions) . Fenrir makes one bite attack or uses Swallow. \n'b' Destructive Roll (Costs 2 Actions) . Fenrir flings himself at the ground and rolls, crushing everything in an area 30 feet by 30 feet. Each creature in the area must make a DC 28 Dexterity saving throw. A target takes 52 (8d12) bludgeoning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Fallen angels are either ripped away from or cast down from the Celestial Planes, though this is not a common occurrence as earning reprisal from the high host requires acts of evil of the greatest and most despicable magnitude. Very few disgraced celestials take their punishment lightly, raging against the heavens denied them and harboring a deep hatred for those that still remain there. These abased creatures ravenously claw their way back up from the realms infernal, grasping upon whatever they can to tether themselves to the Material Plane as a stepping stone for the dimensions above. \n'b' The love and respect that a fallen angel once had for the sanctity of life becomes twisted and malformed, and they are willing to strike alliances and compacts with fiends, aberrations, and any other entity that might be able to serve them, even mimicking the celestial entrapments of their former station to bewitch and fool mortals into false worship. The souls of all its followers are made forfeit by ritual or misguided sacrifice, or forever tainted by the acquisition and handling of dark artifacts from which their master can draw a sliver of power. \n'b' A fallen angel\xe2\x80\x99s most common goal is to retake their lofty place in the realms celestial-often at the expense of other, lesser creatures and with a characteristic disregard for the suffering left in their wake. It is a doomed endeavor to slam upon the dimensional gates of the Celestial Planes but many have attempted regardless, either beaten back or destroyed for the perfidy of such an attempt. Some have tried to sneak their way beyond the pale, cloaked in the souls of supplicant mortals, though none yet have managed a ruse able to fool the celestial host for more than a few moments. Most lose patience and simply revel in the freedoms granted by their unchecked power, constantly searching for even the briefest sensations to distract them from their plight.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Centaur, Armored \n'b' Large fey , neutral good \n'b' Armor Class 17 (studded leather, shield) Hit Points 68 (8d10 + 24) Speed 50 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 16 (+3) INT: 9 (-1) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7, Perception +4, Survival +4 Senses passive Perception 14 Languages Sylvan, Elvish Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Charge . If the armored centaur moves at least 30 feet straight toward a target then hits it with a longsword attack on the same turn, the target takes an extra 4 (1d8) slashing damage. \n'b' Actions \n'b' Multiattack . The armored centaur makes two attacks: one with its hooves and one with its sword. \n'b' Hooves . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Longsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage. \n'b' Reactions \n'b' Parry . The armored centaur adds 2 to its AC against one melee attack that would hit it. To do so, the armored centaur must see the attacker and be wielding a melee weapon. \n'b' About \n'b' You hear the clash of swords and the sound of hooves echo through the woods. The armored centaur is the warrior version of the centaur. They are led by the Oak Lord, head of the Summer Court. This tough warrior fey can attack with its sword and its hooves. All centaurs are sworn enemies of their evil cousins, the huntaurs. \n'b' Centaur Soldier . Unlike other centaurs, the armored versions aren\xe2\x80\x99t wanderers. Most of these centaurs are part of the Seelie Court and form a significant part of the warrior ranks. \n'b' Useful Mounts . Armored centaurs are willing to be mounts for good-aligned creatures, including their elven allies. \n'b' Sword Masters . These fey are adept at sword fighting and can even use their melee weapons to block attacks.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Wind, Young \n'b' Family: Dragon - Wind \n'b' Large dragon , chaotic neutral \n'b' Armor Class 16 (natural armor) Hit Points 123 (13d10 + 52) Speed 30 ft., fly 90 ft. (hover)\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 18 (+4) INT: 14 (+2) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +7, Wis +4, Cha +6 Skills Acrobatics +9, Intimidation +6, Perception +7, Stealth +6 Damage Resistances cold Damage Immunities lightning Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17 Languages Common, Draconic, Primordial Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Elusive . The dragon has advantage on ability checks and saving throws made to avoid or escape an effect that would reduce its speed or grapple or restrain it. \n'b' Storm Sight . The dragon can see through areas obscured by fog, mist, clouds, or precipitation. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Tempest Breath (Recharge 5\xe2\x80\x936) . The dragon exhales a blast of stormy wind in a 30-foot cone. Each creature in that area must make a DC 15 Strength saving throw. On a failure, a creature takes 27 (6d8) bludgeoning damage and is pushed up to 15 feet away from the dragon and forced prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t pushed or forced prone . Unprotected flames, such as torches, in the area are extinguished, and protected flames, such as those in lanterns, have a 50 percent chance of being extinguished. \n'b'\n'b' ABOUT \n'b' Howling wind encircles the dragon, filling and pushing its wings without the need for them to beat. \n'b' Wind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe-inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter. \n'b' Braggarts and Bullies . Wind dragons number among the greatest bullies and worst tyrants of mortal creatures. The sometimes-foolhardy creatures take offense at any perceived challenge and pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance\xe2\x80\x94they perceive mortals in that territory as possessions. Vassals receive only dubious protection in exchange for their loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it\xe2\x80\x99s unlikely to go to any length to prevent the loss of that life in the first place. \n'b' Lords of the Far Horizons . Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust and roam far from their thrones. They return eventually, ready to subjugate new generations and press a tyrannical claw on the neck of anyone who questions their right to rule. \n'b' Perpetual Infighting . These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus, their numbers never grow large, and the weakest among them are frequently culled. \n'b' Portable Hoards . Wind dragons\xe2\x80\x99 hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a small number of notable trophies or unique historic items\xe2\x80\x94often quite portable.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Wrath (Huge) \n'b' Family: Dragon - Wrath \n'b' Huge dragon , any good alignment \n'b' Armor Class 19 (natural armor) Hit Points 356 (31d12 + 155) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 23 (+6) DEX: 12 (+1) CON: 21 (+5) INT: 18 (+4) WIS: 21 (+5) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Constitution +11, Wisdom +11, Charisma +9 Skills Insight +11, Persuasion +9, Perception +17, Religion +10, Stealth +7 Damage Immunities fire, poison Condition Immunities poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 Languages Celestial, Common, Draconic, Giant, Terran Challenge 19 (22,000 XP) \n'b' Special Traits \n'b' Divine Aura . Each time an aberration, fiend, or undead attempts to make a melee or ranged attack against the wrath dragon from within 10 feet of the dragon, the creature must succeed on a DC 19 Wisdom saving throw or be forced to target another creature within range or lose the action. Once a creature succeeds on this saving throw, it is immune to it for 24 hours. \n'b' Legendary Resistance (3/day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Spellcasting . The wrath dragon is a 15th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). It has the following cleric spells prepared.\n'b'\n'b' Cantrips (at will) : guidance , mending , resistance , sacred flame , thaumaturgy \n'b' 1st level (4 slots) : bane , bless , cure wounds , detect magic , guiding bolt \n'b' 2nd level (3 slots) : aid , find traps , hold person , lesser restoration , silence , spiritual weapon \n'b' 3rd level (3 slots) : beacon of hope , dispel magic , revivify \n'b' 4th level (3 slots) : banishment , death ward , freedom of movement , guardian of faith \n'b' 5th level (2 slots) : commune, dispel evil and good , greater restoration , mass cure wound, raise dead \n'b' 6th level (1 slot) : heal \n'b' 7th level (1 slot) : divine word \n'b' 8th level (1 slot) : holy aura \n'b'\n'b' Actions \n'b' Multiattack . The wrath dragon makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage plus 9 (2d8) radiant damage. \n'b' Claw . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage plus 9 (2d8) radiant damage. \n'b' Tail . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) radiant damage. \n'b' Divine Breath (Recharge 5-6) . The wrath dragon releases a blast of divine fire in a 60-foot cone. Creatures within the area must make a DC 19 Dexterity saving throw, taking 28 (8d6) fire damage and 28 (8d6) radiant damage on a failed saving throw, or half as much damage on a successful saving throw. \n'b' Beckon Deva (1/day) . The wrath dragon summons a deva from the deity that it serve. The summoned deva appears in an unoccupied space within 60 feet of the wrath dragon. It remains for 1 minute, until it or the wrath dragon is slain, or until the wrath dragon takes an action to dismiss it. \n'b' Legendary Actions \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed. \n'b' Preserve Life (Costs 3 Actions) . The wrath dragon causes up to 6 creatures within 30 feet of it to regain 14 (2d6 + 7) hit points each.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon Crab \n'b' Gargantuan monstrosity , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 210 (12d20 + 84) Speed 40 ft., swim 50 ft.\n'b' STATS STR: 21 (+5) DEX: 13 (+1) CON: 25 (+7) INT: 17 (+3) WIS: 16 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +12, Wisdom +8, Charisma +5 Skills Deception +5, Nature +8, Perception +8, Stealth +6, Survival +8 Damage Resistances bludgeoning from nonmagical weapons Damage Immunities piercing and slashing from nonmagical weapons Senses darkvision 120 ft., passive Perception 18 Languages Common and any four others Challenge 16 (15,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/day) . If the dragon crab fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The dragon crab has advantage on saving throws against spells and other magical effects. \n'b' Spellcasting . The dragon crab is a 12th level spellcaster. Its casting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The dragon crab can cast the following spells:\n'b'\n'b' Cantrips (at will) : druidcraft, guidance , poison spray, resistance \n'b' 1st level (4 slots) : detect magic , entangle , speak with animals , thunderwave \n'b' 2nd level (3 slots) : heat metal , hold person , spike growth \n'b' 3rd level (3 slots) : cure wounds , dispel magic , protection from energy \n'b' 4th level (3 slots) : blight , confusion , hallucinatory terrain \n'b' 5th level (2 slots) : conjure elemental , contagion \n'b' 6th level (1 slot) : wall of thorns \n'b'\n'b' Actions \n'b' Multiattack . The dragon crab makes six attacks: two with its pincers and four with its legs. It can use Crush instead of a pincer attack . \n'b' Pincer . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). The dragon crab has two pincers, each of which can grapple only one target. \n'b' Kick . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) piercing damage. \n'b' Crush . Melee Weapon Attack : +10 to hit, reach 5 ft., one target grappled by the dragon crab. Hit : 16 (2d10 + 5) bludgeoning damage. \n'b' Legendary Actions \n'b' The dragon crab can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon crab regains spent legendary actions at the start of its turn. \n'b' Detect . The dragon crab makes a Wisdom ( Perception ) check. \n'b' Gleam . The dragon crab reflects light into the eyes of one target it can see within 60 feet. The target must succeed on a DC 18 Dexterity saving throw or be blinded until the end of the dragon crab\xe2\x80\x99s next turn. \n'b' Pincer (Costs 2 Actions) . The dragon crab performs two pincer attacks or uses Crush on up to two creatures it already has grappled . \n'b' Cast a Spell (Costs 3 Actions) . The dragon crab casts a spell from its list of prepared spells, using a spell slot as normal. \n'b' Lair Actions \n'b' Dragon crabs lair in natural caves and grottoes in the ocean\xe2\x80\x99s bed. The largest chamber of the lair will be crowded with the crab\xe2\x80\x99s shimmering treasure hoard and crude cages containing dismembered corpses of victims who met their fates at the claws of the gigantic, sadistic enemy. \n'b' A bioluminescent algae cultivated by the crab grows upon some walls and ceilings, emitting a pleasant, polychromatic glow, and pockets of breathable air, the result of tidal forces and underwater currents, can be found within the network of natural caverns that comprise the lair. \n'b' On Initiative count 20 (losing initiative ties), the dragon crab can take a lair action to cause one of the following effects; it can\xe2\x80\x99t use the same effect two rounds in a row: \n'b' Riptide . Pools of water within 120 feet of the dragon crab that it can see surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone . \n'b' Pooling Shadow . Magical darkness spreads from a chosen point within 60 feet of the dragon crab, filling a 15-foot radius sphere until the dragon crab dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can\xe2\x80\x99t see through this darkness, and nonmagical light can\xe2\x80\x99t illuminate it. If any of the effect\xe2\x80\x99s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. \n'b' Treacherous Hoards . A heap of the dragon crab\xe2\x80\x99s treasure hoard collapses over one target within 120 feet that the dragon crab can see. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. The creature can take an action to make a DC 15 Strength check, ending the buried state on a success. \n'b' Regional Effects \n'b' The region containing a dragon crab\xe2\x80\x99s lair is warped by the creature\xe2\x80\x99s cursed presence, creating the following magical effects: Subservient Seas. The dragon crab can influence the behavior of aquatic creatures within 6 miles of the lair that have an intelligence score of 3 or lower, charming them, usually to lure them into the lair as food although they can be directed to swarm and attack creatures. If the dragon crab unbalances the local ecosystem through use of this power, the ability ceases to function for 1d20 months, until balance is restored. Most dragon crabs use this ability very sparingly. \n'b' Eldritch Tides . Surface waters in a 4-mile radius above the dragon crab\xe2\x80\x99s lairs are prone to strange currents, unpredictable winds, and even some whirlpools. The dragon crab has no control over these and they cannot be used to its direct tactical advantage, but they increase the difficulty of seagoing navigation by 5 for any vessels or swimming creatures that attempt to traverse them. Local sea life has adapted to these strange currents; anything born within the 4-mile radius of the effect suffers no penalties in navigating it. \n'b' About \n'b' The pile of treasure shifts and slides away, revealing the form of an impossibly huge crab, its thick carapace studded with gold and gems. If the histories are accurate, a determined wizard decided to make himself an underwater army of gargantuan crabs to guard his island lair. \n'b' He succeeded in all but one respect. In granting the crabs the intelligence to understand and execute his orders, he accidentally made them both evil in outlook and far too intelligent to control. Communing with the sea in which they dwelt, the crabs taught one another to call forth the magics of nature itself and overthrew their creator, destroying his lair and scattering themselves throughout the sea. His later-discovered journals, history claims, reveal he originally created 3 dozen such crabs. Though they are unable to reproduce, rumor holds that nearly all have survived to this day, hidden in the deepest of underwater caverns, ruling the seas around them. \n'b' Dragon crabs tend to be greedy, both in carnivorous appetite and for treasure. Like some dragons, they often amass vast piles of gems, coins, and any other wealth that can survive at the bottom of the sea. Some also collect shipwrecks to decorate their lairs. Dragon crabs enjoy the pain of living creatures, especially intelligent ones, and often make a hobby of devising clever means to lure humanoids to their lairs to make them suffer for entertainment. Most dragon crabs harbor a strong dislike of wizards. \n'b' Though not universal, many dragon crabs line their shells with gaudy precious metals and stones, both for aesthetic reasons and to disguise themselves as piles of sunken treasure. Such crabs then bury themselves in loose sand and wait for unsuspecting adventurers to swim close and be ambushed. When not gem-encrusted, dragon crab shells are deep orange and grey, with patches of pale blue on the legs. They are about 60 feet in diameter, with pincers each as large as an elephant.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon Eel \n'b' Huge dragon , neutral \n'b' Armor Class 18 (natural armor) Hit Points 195 (17d12 + 85) Speed 20 ft., swim 60 ft.\n'b' STATS STR: 26 (+8) DEX: 12 (+1) CON: 20 (+5) INT: 14 (+2) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +12, Dex +5, Int +6, Wis +5, Cha +6 Skills Acrobatics +5, Athletics +12, Insight +5, Perception +5 Damage Immunities lightning Condition Immunities paralyzed , prone Senses darkvision 60 ft., passive Perception 15 Languages Common, Draconic, Primordial Challenge 12 (8,400 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Limited Amphibiousness . The dragon eel can breathe air and water, but it needs to be submerged at least once every 6 hours to avoid suffocating. \n'b' Shocking Hide . A creature that touches the dragon eel or hits it with a melee attack while within 5 feet of it takes 5 (1d10) lightning damage. \n'b' Storm Glide . During storms with ample rain or lightning, the dragon eel gains a flying speed equal to its swimming speed. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon eel makes one Bite attack and one Tail Slap attack . \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 26 (4d8 + 8) piercing damage plus 5 (1d10) lightning damage, and the target must succeed on a DC 18 Constitution saving throw or become 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' Tail Slap . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 30 (5d8 + 8) bludgeoning damage plus 5 (1d10) lightning damage, and the target must succeed on a DC 18 Strength saving throw or be pushed up to 10 feet away from the eel. The dragon eel can choose to not push a target. \n'b' Lightning Breath (Recharge 6) . The dragon eel exhales lightning in a 60-foot line that is 5 feet wide. Each target in that line must make a DC 18 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' This slender aquatic creature sports a powerful single finned tail and wicked jaws like a matched pair of serrated blades. \n'b' Dragon eels are wingless, slender, underwater dragons that vary widely in color from browns and blacks to brilliant iridescent hues in mottled patterns. Though not true dragons or drakes, they are no less fearsome and powerful. \n'b' Fond of Servants . While most dragon eels are solitary and irascible, on rare instances some form pairs or small bands\xe2\x80\x94and some gather humanoid servants. \n'b' Magnetic and Lightning. Dragon eels make their natural homes in twisting underwater cave systems and prefer magnetically-aligned, metallic cavern formations navigable with their refined electric sight. Some dragon eels use their constant electric auras combined with acquired alchemical reagents to electroplate portions of their golden hoard onto the walls of their dwellings. \n'b' Pirate Fleets and Dominions. Dragon eels claim large swaths of shoreline as their demesne. \n'b' Although neither particularly cruel nor righteous, a dragon eel often lords over awed tribes, allowing locals to revere it as a mighty spirit. Some dragon eels use such tribes as the core of a pirate fleet or raiding parties carried on their backs. Their ability to swim through air during storms adds to their reputation as terrible thunder spirits. \n'b' Bribable . Their deceptive moniker sometimes lulls foolish sailors into a false confidence when they expect to face a simple if dangerous eel beast, but instead find themselves dealing with intelligent draconic kings of the coastal shallows. Wise sailors traveling through known dragon eel territory bring tithes and offerings to placate them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon Hatchling, Red Dragon \n'b' Small dragon , neutral \n'b' Armor Class 13 Hit Points 9 (2d6 + 2) Speed 15 ft., fly 60 ft.\n'b' STATS STR: 6 (-2) DEX: 15 (+2) CON: 13 (+1) INT: 10 (0) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 Languages understands Common and Draconic but can\xe2\x80\x99t speak Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The dragon hatchling has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Fire Breath (recharge 4-6) . The dragon hatchling breathes fire in a 10-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Red dragon hatchlings are small four-legged wyrms with long tails and long necks. A pair of black batlike wings sprout from their shoulders, spanning from head to tail when folded. Their black claws and horns are razor sharp, and their catlike eyes glitter with a devious cunning. Each of their ruby-red scales is hard as stone, and a bite from their tiny jaws can already break bones with ease. Born from eggs warmed by volcanic lava and dragon\xe2\x80\x99s fire, they radiate heat at all times, and take little notice of all but the most extreme temperatures. Hatchlings are typically raised by their mother or father for many years, until they have grown and learned what they need to know to strike out and claim their own territory. Abandoned hatchlings are therefore eager to learn. While they typically become savage loners they can, when found early and fed well, adopt surrogate parents whose strength they respect. They are, however, proud and fierce at the best of times, and can be difficult to manage, often inclined to treat their adoptive brood members as servants rather than equals. \n'b' Tiny Tyrants . From their very first year, red hatchlings are keenly intelligent, and soak in the world around them with sharp senses. They are remarkably quick to pick up whatever languages are spoken around them, and can usually communicate fluently within a few months of hatching. As such, they will be molded somewhat by the character of those who care for them while growing. Even so, chromatic dragons \xe2\x80\x93 especially reds \xe2\x80\x93 are proud and supremely confident, even arrogant, by nature. \n'b' Enamored with their own power and strength, they respect such strength in others, and disdain weakness. Though clever, red hatchlings tend to be overconfident for their size, and consider themselves greater than all other creatures. This attitude spurs them to take on whatever prey they can find until they learn their limits; limits they are slow to accept. \n'b' Such arrogance can lead hatchlings to catastrophe without proper guidance. \n'b' Fire and Fang . Red dragonfire is regarded with awe throughout the realms, and hatchlings are just discovering this budding power. Even the youngest hatchlings can unleash brief blasts of searing flame when threatened or hunting, but it taxes them much more than such conflagrations will in years to come. \n'b' Hatchlings are born with strong, fully-developed wings, and their flight is swift and agile. They revel in their flight, often weaving and diving playfully through the air. They use this agility to hunt small (or even large) game from the air, and to scout for gold, jewels, or other valuables, intuitively understanding that these objects aggrandize their possessor. They stash these valuables in hidden and jealously-guarded caches, and possess no qualms about stealing since they are naturally more deserving of all good things.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon Kobold Acolyte \n'b' Small humanoid (kobold), neutral evil \n'b' Armor Class 11 Hit Points 5 (2d6 ? 2) Speed 30 ft.\n'b' STATS STR: 7 (-2) DEX: 12 (+1) CON: 9 (-1) INT: 8 (-1) WIS: 7 (-2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 120 ft., passive Perception 8 Languages Common, Draconic Challenge 1/8 (25 XP) \n'b' Special Traits \n'b' Sunlight Sensitivity . While in sunlight, the dragon kobold acolyte has disadvantage on attack rolls and Wisdom ( Perception ) checks that rely on sight if it, the target of its attack , or what it is trying to perceive is in direct sunlight. \n'b' Actions \n'b' Multiattack . The dragon kobold acolyte makes two attacks with its claws. \n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) slashing damage. \n'b' About \n'b' Acolytes are the put-upon dogsbodies of the priest caste, each vying to improve their position, most of them fruitlessly. \n'b' What is the nature of the gods? The question has plagued philosophers through the ages. Such philosophers may envy the kobold , for whom the answer is simple. Perhaps they should pity them as well, for the answer is also capricious, vain, and wrathful. \n'b' Dragons seem an obvious focus for worship, being among the most powerful living creatures that walk the earth, and indeed it is known for cults of dragon-worship to spring up among the more civilized peoples from time to time. \n'b' However, none of these can match the fanatical fervor of the kobold ; a devotion even dragonfire cannot burn away. \n'b' Most beings, faced with a god that openly despises them, tells them so at regular intervals, and frequently devours some of their number would find a new one, but kobolds see this only as proof of the dragon\xe2\x80\x99s superiority, and work hard to win back a favor which never existed in the first place.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon Kobold Mutant \n'b' Small humanoid (kobold), neutral evil \n'b' Armor Class 14 (leather armor) Hit Points 24 (7d6) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 11 (+0) INT: 9 (-1) WIS: 8 (-1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 120 ft., passive Perception 9 Languages Common, Draconic Challenge 2 (450 XP) \n'b' Special Traits \n'b' Sunlight Sensitivity . While in sunlight, the dragon kobold mutant has disadvantage on attack rolls and Wisdom ( Perception ) checks that rely on sight if it, the target of its attack , or what it is trying to perceive is in direct sunlight. \n'b' Actions \n'b' Claws . Melee Weapon Attack : +5 to hit. Reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Dagger . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 +3) piercing damage. \n'b' Flask of Alchemist Fire . Ranged Weapon Attack : +5 to hit, range 20 ft., one target. Hit : 2 (1d4) fire damage. The target takes this damage again at the start of each of its turns. As an action, the creature can make a DC 10 Dexterity check, extinguishing the flames on a success. \n'b' Firebreath Potion . After drinking this potion, as a bonus action the mutant kobold can exhale fire at a target within 30 feet. The target must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a successful one. The effect ends after the mutant kobold exhales the fire three times or after 1 hour has passed. \n'b' Icebreath Potion . After drinking this potion, as a bonus action the mutant kobold can exhale ice at a target within 30 feet. The target must make a DC 13 Dexterity saving throw, taking 14 (4d6) cold damage on a failed save, or half as much on a successful one. The effect ends after the mutant kobold exhales the ice three times or after 1 hour has passed. \n'b' About \n'b' The beneficiaries, or victims, of crude experimentation, mutant kobolds use alchemical mixtures to emulate a dragon\xe2\x80\x99s abilities and are viewed with awe by others of the colony.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon Kobold Prophet \n'b' Small humanoid (kobold), neutral evil \n'b' Armor Class 13 (magic robes) Hit Points 52 (15d6) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 13 (+1) CON: 10 (+0) INT: 16 (+3) WIS: 18 (+4) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +6 Damage Resistances variable Senses darkvision 60 ft., passive Perception 14 Languages Common, Draconic Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Damage Resistance . The kobold prophet is resistant to the damage type of the dragon it serves. \n'b' Wyrmtongue . Dragons under the command of the kobold prophet have advantage against being charmed by anyone except the kobold prophet. \n'b' Innate Spellcasting . The dragon kobold prophet\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: \n'b' At will : fire bolt, ray of frost , shocking grasp \n'b' 2/day each : dominate monster , fireball , lightning bolt , ice storm \n'b' 1/day each : cone of cold , chain lightning , fire storm , hold monster \n'b' Sunlight Sensitivity . While in sunlight, the dragon kobold prophet has disadvantage on attack rolls and Wisdom ( Perception ) checks that rely on sight if it, the target of its attack , or what it is trying to perceive is in direct sunlight. \n'b' Actions \n'b' Claws . Melee Weapon Attack : +4 to hit. Reach 5 ft., one target. Hit : 4 (1d6 + 1) slashing damage. \n'b' Change Shape . The kobold prophet magically polymorphs into a young chromatic dragon, following the rules of the polymorph spell, but ignoring its challenge rating restriction. Roll a d10 to determine the dragon\xe2\x80\x99s color: 1\xc2\x962: black, 3\xc2\x964: blue, 5\xc2\x966: green, 7\xc2\x968: red, 9\xc2\x9610: white. \n'b' Command Dragon . One young dragon or wyrmling under the control of the kobold prophet can use its reaction to make a bite attack . \n'b' About \n'b' Taking on some of the powers of manipulation dragons are famed for, prophets may not be the most popular priests with the general population, but are usually cunning enough to worm their way closer to the dragon.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon Kobold Warrior \n'b' Small humanoid (kobold), neutral evil \n'b' Armor Class 17 (chain shirt, shield) Hit Points 14 (4d6) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 16 (+3) CON: 10 (+0) INT: 8 (-1) WIS: 7 (-2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 120 ft., passive Perception 8 Languages Common, Draconic Challenge 1 (200 XP) \n'b' Special Traits \n'b' Sunlight Sensitivity . While in sunlight, the dragon kobold warrior has disadvantage on attack rolls and Wisdom ( Perception ) checks that rely on sight if it, the target of its attack , or what it is trying to perceive is in direct sunlight. \n'b' Actions \n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Dagger . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 +3) piercing damage. \n'b' Javelin . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' About \n'b' Warriors are pledged to the defense of the priests and the dragon, serving as a personal guard (dragons\xe2\x80\x99 opinions on this vary), and facing foes with fanatical loyalty. \n'b' To kobolds, attempting to emulate dragons is not blasphemy, but a form of worship in itself. Their priests brew potions and tonics, and the populace gleefully submit to their experiments. A handful, perhaps one in every twenty, emerge winged, worshipped as blessings from the dragon. The mangled bodies of the majority are often too toxic to feed even to the lizard-hounds.'}