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Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cerebric Fungus \n'b' Medium , plant , unaligned \n'b'\n'b' Armor Class 15 (natural armor) Hit Points 176 (16d8 + 48) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 8 (-1) CON: 16 (+3) INT: 15 (+2) WIS: 10 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +2 Damage Resistances cold Damage Vulnerabilities thunder Condition Immunities blinded, deafened, exhaustion Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages Aklo, telepathy 100 ft. Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The cerebric fungus\xc3\xaf\xc2\xbf\xc2\xbds innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no components: \n'b' 3/day : calm emotions \n'b' 1/day : feeblemind \n'b' Legendary Resistance (1/Day) . If the cerebric fungus fails a saving throw, it can choose to succeed instead. \n'b' Magic Weapons . A cerebric fungus\xc3\xaf\xc2\xbf\xc2\xbds weapon attacks are magical. \n'b' Detect Sentience . The cerebric fungus can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell. \n'b' Aura of Terrible Visions . Foes in melee with a cerebric fungus experience terrible visions of their past or potential futures, making it difficult for them to distinguish friend from foe or even discern their surroundings. Any creature damaging or damaged by a cerebric fungus in melee (within 5 feet) becomes confused for 1 round (as the spell, DC 15), and its vision becomes blurry and overlaid with phantom visions, resulting in disadvantage on attack rolls. This visual distortion lasts as long as a creature remains within 5 feet of the cerebric fungus and for 1d3 rounds thereafter. \n'b' Otherworldly Mind . Any creature attempting to contact a cerebric fungus\xc3\xaf\xc2\xbf\xc2\xbds mind or read its thoughts with a divination spell or similar ability must succeed at a DC 15 Wisdom saving throw or be overwhelmed by the alien thoughts in the creature\xc3\xaf\xc2\xbf\xc2\xbds head. Those who fail take 1d6 psychic damage and are confused for 1d6 rounds (as the spell), and the divination effect immediately ends. \n'b' Seductive Compulsions . Creatures targeted by the cerebric fungus\xc3\xaf\xc2\xbf\xc2\xbds enchantment spells have disadvantage on the saving throw. \n'b' Unsettling Appearance . A cerebric fungus constantly scans the minds of those around it, projecting around itself a confusing collage of images gleaned from their thoughts. Creatures within 60 feet that can see the fungus must succeed at a DC 15 Wisdom saving throw or take a \xc3\xaf\xc2\xbf\xc2\xbd1d4 penalty on attack rolls. \n'b' Actions \n'b' Multiattack . The cerebric fungus makes two tendril of madness attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 15), and the cerebric fungus uses its Engulf on it. \n'b' Tendril of Madness . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage and the target is dazed and has disadvantage on attack rolls and saving throws until the end of its next round. \n'b' Engulf . The cerebric fungus engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 15 Constitution saving throw at the start of each of the fungus\xc3\xaf\xc2\xbf\xc2\xbds turns or take 13 (2d8 + 4) bludgeoning damage. If the cerebric fungus moves, the engulfed target moves with it. The cerebric fungus can have only one creature engulfed at a time. \n'b' Read Thoughts . The fungi magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the fungi can continue reading its thoughts, as long as the fungus\xc3\xaf\xc2\xbf\xc2\xbds concentration isn\xc3\xaf\xc2\xbf\xc2\xbdt broken (as if concentrating on a spell). While reading the target\xc3\xaf\xc2\xbf\xc2\xbds mind, the fungi has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. \n'b' Star-Shriek (1/Day) . A cerebric fungus can unleash a shrill scream of madness. All creatures (except other cerebric fungi) within 30 feet must make a DC 15 Wisdom saving throw or be nauseated for 1 minute. A nauseated creature spends its turn throwing up. The target may repeat the saving throw at the end of its turn to end this effect. \n'b' Legendary Actions \n'b' The cerebric fungus can take 1 legendary action, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature\xc3\xaf\xc2\xbf\xc2\xbds turn. The cerebric fungus regains spent legendary actions at the start of its turn. \n'b' Tendril of Madness . The cerebric fungus makes one tendril of madness attack. \n'b' Call of the Void (1/Day) . The cerebric fungus uses starshriek, it automatically recharges if already used. \n'b' About \n'b' Cerebric fungi are a race of carnivorous, intelligent fungi native to a distant planet. Although they are one of the lowliest life forms on their homeworld, the fungi still possess an alien intellect far beyond that of most terrestrial creatures. Cerebric fungi display great curiosity about other races and species when they visit other worlds, asking endless, apparently senseless, questions and engaging in disturbing experiments. \n'b' Some eccentric scholars claim to have learned unsettling secrets from these interrogations. Although capable of fine manipulation with their prehensile filaments, cerebric fungi normally forgo the use of weapons in favor of their tendrils and magical powers.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Solar \n'b' Family: Angels \n'b' Large celestial , lawful good \n'b' Armor Class 21 (natural armor) Hit Points 243 (18d10 + 144) Speed 50 ft., fly 150 ft.\n'b' STATS STR: 26 (+8) DEX: 22 (+6) CON: 26 (+8) INT: 25 (+7) WIS: 25 (+7) CHA: 30 (+10) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +14, Wis +14, Cha +17 Skills Perception +14 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , poisoned Senses truesight 120 ft., passive Perception 24 Languages all, telepathy 120 ft. Challenge 21 (33,000 XP) \n'b' Special Traits \n'b' Angelic Weapons : The solar\xe2\x80\x99s weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). \n'b' Divine Awareness : The solar knows if it hears a lie. \n'b' Innate Spellcasting : The solar\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components: \n'b' At will : detect evil and good , invisibility (self only) \n'b' 3/day each : blade barrier , dispel evil and good , resurrection \n'b' 1/day each : commune , control weather \n'b' Magic Resistance : The solar has advantage on saving throws against spells and other magical effects. \n'b'\n'b' Actions \n'b' Multiattack : The solar makes two greatsword attacks. \n'b' Greatsword : Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage. \n'b' Slaying Longbow : Ranged Weapon Attack : +13 to hit, range 150/600 ft., one target. Hit : 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die. \n'b' Flying Sword : The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar\xe2\x80\x99s hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies. \n'b' Healing Touch (4/Day) : The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness. \n'b'\n'b' Legendary Actions \n'b' The solar 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 solar regains spent legendary actions at the start of its turn. \n'b' Teleport : The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. \n'b' Searing Burst (Costs 2 Actions) : The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. \n'b' Blinding Gaze (Costs 3 Actions) : The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness. \n'b'\n'b' About \n'b' This towering humanoid creature has shining topaz eyes, metallic skin, and three pairs of white wings.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Silver (Young) \n'b' Family: Dragons - Metallic \n'b' Large dragon , lawful good \n'b' Armor Class 18 (natural armor) Hit Points 168 (16d10 + 80) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 23 (+6) 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' Saving Throws Dex +4, Con +9, Wis +4, Cha +8 Skills Arcana +6, History +6, Perception +8, Stealth +4 Damage Immunities cold Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18 Languages Common, Draconic Challenge 9 (5,000 XP) \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 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' Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. \n'b' Cold Breath : The dragon exhales an icy blast in a 30- foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. \n'b' Paralyzing Breath : The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' About \n'b' The scales of this tall, elegant dragon shine like polished silver, and its tail has a feathered appearance. \n'b' At the end of their childhood years, a silver dragon is usually able to protect their protectors in turn. An entire family, even across several generations, can have the fortune of benefiting from a silver dragon\xe2\x80\x99s protection. The course of the dragon\xe2\x80\x99s life can depend on the intrigues of their parents, in which the young dragon may want to take part. At times, the young are used unwittingly to weaken their parents, a favorite tactic of green dragons who have gained insight into these intrigues. The resulting conflict can embroil entire dynasties of silver and green dragons through their mortal agents and the realms they hold sway over, with epic battles waged in the skies. \n'b' Far removed from such complex preoccupations, some young silver dragons use their limited shapeshifting ability to travel incognito among the mortal species, sometimes supporting the odd cause that catches their interest.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Adamantine Dragon, Ancient \n'b' Family: Dragons \n'b' Gargantuan dragon , lawful neutral \n'b' Armor Class 23 (natural armor) Hit Points 592 (32d20 + 256) Speed 40 ft., fly 40 ft.\n'b' STATS STR: 25 (+7) DEX: 14 (+2) CON: 27 (+8) INT: 15 (+2) WIS: 20 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +11, Con +17, Wis +14, Cha +14 Skills Athletics +16, Insight +23, Perception +14 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons Damage Immunities acid, force, poison, thunder Condition Immunities charmed , petrified , poisoned Senses darkvision 60 ft., passive Perception 24 Languages Common, Draconic 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' Living Adamantine . The dragon\xe2\x80\x99s attacks count as adamantine. If the dragon\xe2\x80\x99s target is an object, a successful attack is a critical hit. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon can use its Frightful Presence. It then makes up to three attacks: one with its bite, one with slam, and one with stomp (if it knocks its opponent prone with slam). \n'b' Bite . Melee Weapon Attack : +16 to hit, reach 20 ft., one target. Hit: 14 (2d10 + 3) piercing damage. \n'b' Slam . Melee Weapon Attack : +16 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be forced prone . \n'b' Stomp . The dragon makes one slam Attack against a prone target. A successful attack is a critical hit. \n'b' Tail . Melee Weapon Attack : +16 to hit, reach 20 ft., one target. Hit: 18 (2d10 + 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 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' Forceful Roar (Recharge 5-6) . The dragon unleashes a devastating roar in a 90-foot cone. Each creature in that cone must make a DC 24 Dexterity saving throw, taking 88 (16d10) force damage on a failed save, or half as much damage on a successful one. \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 22 Dexterity saving throw or take 14 (2d10 + 3) bludgeoning damage and be forced prone . The dragon can then fly up to half its flying speed. \n'b'\n'b' No records can be found regarding where the kyver dragons disappeared to at the onset of the Age of Earth, and-if they know at all-none of their loyalists have ever revealed the truth. When they returned to herald the Age of Fire over three-thousand years later, the mortal races had all but forgotten them, hence their historical moniker, the forgotten dragons. \n'b' Lords Among Dragons . Theia\xe2\x80\x99s chromatic and metallic dragons regard the kyver as royalty, and many of their kind were pressed into the ranks of the forgotten dragons\xe2\x80\x99 armies as a result. After being treated as lesser beings for two-thousand more years, it was little surprise in hindsight that so many joined the Liezanred Rebellion which ultimately led to Dragonfall. The lesser dragons played a pivotal role in distracting their rulers through careful placement of misinformation and staged assaults. \n'b' The Arrogance of Kings and Queens. Given their status, most kyver dragons as a group can be overtly haughty and expecting of certain behavior around them. Phaethos dragons in particular wield their arrogance as a weapon. Exceptions do exist, however. The adamantine and mithral dragonflights are remembered for their bravery and the aid they provided in overthrowing their queen. Their sacrifices turned the tide of the revolution in favor of the mortals who challenged the purple dragon at her lair in Avemor. \n'b' Where Are They Now? After being usurped and culled during Dragonfall, smarter members of the forgotten dragonflights went into hiding. Some, like the cyllaros, have allowed their bloodlust to turn them into little more than the beasts they once slaughtered for fun. \n'b' Above all other endeavors, the Dragon Council of Percimum has been tasked with tracking down and dealing with the remaining kyver dragons before they can bring about a rumored Age of Scales. Where this rumor began, none can say for sure, but something draws more kyver back into the open world in the weeks since word of King Liezanred\xe2\x80\x99s death reached the other countries of Theia. \n'b' Kyver Dragons as Innate Spellcasters \n'b' Like their chromatic and metallic brethren, some kyver dragons are capable spellcasters in addition to their numerous other talents. These innate spells have been passed on in the forgotten bloodlines of sorcerers and learned by those who study the kyver dragons, such as dragon speakers. Full lists of the spells available to those spellcasters can be found in Chapter 5, and the summary provided here is for reference when using them to combat the characters. GMs can customize these summarized lists using the larger pools by trading out spells of the same general function (damage, protection, etc.) and level. \n'b' Spells per Day . A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell\xe2\x80\x99s level can be no higher than one-third the dragon\xe2\x80\x99s challenge rating (rounded down). The dragon\xe2\x80\x99s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon\xe2\x80\x99s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. \n'b' Adamantine 26 \n'b' 1st \xe2\x80\x93 comprehend languages , true strike ; 2nd \xe2\x80\x93 calm emotions , zone of truth ; 3rd \xe2\x80\x93 dispel magic , sending , tongues ; 4th \xe2\x80\x93 banishment , fabricate, stoneskin ; 5th \xe2\x80\x93 wall of force ; 6th \xe2\x80\x93 blade barrier , true seeing ; 7th \xe2\x80\x93 forcecage ; 8th \xe2\x80\x93 earthquake , maze \n'b' Brown 20 \n'b' 1st \xe2\x80\x93 charm person , expeditious retreat ; 2nd \xe2\x80\x93 augury , detect thoughts , invisibility ; 3rd \xe2\x80\x93 clairvoyance , haste ; 4th \xe2\x80\x93 confusion , dimension door ; 5th \xe2\x80\x93 dominate person , mislead ; 6th \xe2\x80\x93 contingency , mass suggestion \n'b' Gray 22 \n'b' 1st \xe2\x80\x93 inflict wounds , true strike ; 2nd \xe2\x80\x93 blur , hold person ; 3rd \xe2\x80\x93 fear , slow , vampiric touch ; 4th \xe2\x80\x93 black tentacles , confusion ; 5th \xe2\x80\x93 cloudkill , mislead ; 6th \xe2\x80\x93 blade barrier , contingency ; 7th \xe2\x80\x93 finger of death , prismatic spray \n'b' Mithral 21 \n'b' 1st \xe2\x80\x93 grease , hideous laughter ; 2nd \xe2\x80\x93 blur , invisibility ; 3rd \xe2\x80\x93 hypnotic pattern , wind wall ; 4th \xe2\x80\x93 confusion , hallucinatory terrain ; 5th \xe2\x80\x93 dream , mislead ; 6th -irresistable dance, true seeing ; 7th \xe2\x80\x93 prismatic spray , reverse gravity \n'b' Orange 24 \n'b' 1st -animal friendship, speak with animals ; 2nd \xe2\x80\x93 enhance ability , locate animals or plants ; 3rd \xe2\x80\x93 protection from energy , speak with plants ; 4th \xe2\x80\x93 dominate beast , polymorph ; 5th \xe2\x80\x93 commune with nature , wall of stone ; 6th \xe2\x80\x93 find the path , move earth ; 7th \xe2\x80\x93 fire storm ; 8th \xe2\x80\x93 animal shapes , earthquake \n'b' Purple 25 \n'b' 1st \xe2\x80\x93 charm person , command , comprehend languages , true strike ; 2nd \xe2\x80\x93 detect thoughts , locate object , ray of enfeeblement ; 3rd \xe2\x80\x93 bestow curse , clairvoyance , revivify ; 4th \xe2\x80\x93 banishment , black tentacles , charm monster, compulsion, polymorph (self only); 5th \xe2\x80\x93 cloudkill , dominate person ; 6th \xe2\x80\x93 true seeing ; 7th \xe2\x80\x93 finger of death ; 8th \xe2\x80\x93 dominate monster , feeblemind \n'b' Yellow 23 \n'b' 1st \xe2\x80\x93 comprehend languages , create or destroy water , shield , silent image ; 2nd \xe2\x80\x93 detect thoughts , mirror image ; 3rd \xe2\x80\x93 major image , tongues , water walk ; 4th \xe2\x80\x93 control water , dimension door , hallucinatory terrain ; 5th \xe2\x80\x93 dominate person , seeming ; 6th \xe2\x80\x93 mass suggestion , wall of ice ; 7th \xe2\x80\x93 project image , simulacrum'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Adult Bliss Dragon \n'b' Family: Dragons \n'b' Huge dragon , neutral good \n'b' Armor Class 19 (natural armor) Hit Points 275 (19d12 + 152) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 25 (+7) DEX: 14 (+2) CON: 27 (+8) INT: 16 (+3) WIS: 15 (+2) CHA: 26 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +8, Con +14, Wis +8, Cha +14 Skills Insight +8, Perception +14, Persuasion +14, Stealth +8 Damage Immunities lightning Condition Immunities petrified , poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception Languages Celestial, Common, Draconic Challenge 18 (20,000 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' Peacemaker . When it hits a creature with a claw attack , as a bonus action a bliss dragon can calm that creature. The creature must make a DC 22 Charisma saving throw. If a creature fails its saving throw, choose one of the following two effects: It can suppress any effect causing a target to be charmed or frightened . After one minute, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, it can make a target indifferent about creatures of its choice that the creature is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. After 1 minute, the creature becomes hostile again, unless the GM rules otherwise. \n'b' Pristine . A bliss dragon is immune to having its maximum Hit Points reduced. \n'b' Subduer . When the dragon reduces a creature to 0 Hit Points with an attack or its breath weapon, the dragon can knock the creature out. The dragon can make this choice the instant the damage is dealt. The creature falls unconscious and is stable. \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 : +13 to hit, reach 10 ft., one target. Hit : 18 (2d10 + 7) piercing damage. \n'b' Claw . 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 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' Lightning Breath (Recharge 5-6) . The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 24 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b' Change Shape . The dragon magically polymorphs into a 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' Healing Touch (1/Day) . A creature it touches magically regains up to 95 Hit Points . \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 .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Adult Dream Dragon \n'b' Family: Dragons \n'b' Huge dragon , neutral \n'b' Armor Class 19 (natural armor) Hit Points 256 (19d12 + 133) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 25 (+7) DEX: 15 (+2) CON: 23 (+6) INT: 16 (+3) WIS: 15 (+2) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +7, Con +11, Wis +7, Cha +12 Skills Insight +7, Perception +12, Persuasion +12, Stealth +7 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22 Languages Common, Draconic Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dream Fortress . The dragon is immune to dream and similar spells and magical abilities that allow others to enters its dreams. \n'b' Dreamsight . With a brief glance, a dream dragon can see a hazy image of the current dreams of sleeping creatures. \n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Master of Dreams . A dream dragon cannot be magically put to sleep. \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 : +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 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' Breath Weapons (Recharge 5-6) . The dragon uses one of the following breath weapons:\n'b'\n'b'\n'b' Lightning Breath . The dragon exhales lightning in a 60-foot cone. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b' Sleeping Breath . The dragon exhales magical sleep gas in a 60-foot cone. Each creature in the cone must make a DC 19 Constitution saving throw. Creatures who fail their saving throw are unconscious for 1 minute, until the sleeper takes damage, or until someone uses an action to shake or slap the sleeper awake. A sleeper may make a DC 19 Constitution saving throw at the end of each of its turns; on a success, it is no longer unconscious . Undead and creatures immune to being charmed are immune to being put to sleep. \n'b'\n'b' Change Shape . The dragon magically polymorphs into a humanoid 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 .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Adult Nightmare Dragon \n'b' Family: Dragons \n'b' Huge dragon , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 232 (16d12 + 128) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 27 (+8) DEX: 15 (+2) CON: 26 (+8) INT: 16 (+3) WIS: 15 (+2) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +7, Con +13, Wis +7, Cha +12 Skills Perception +12, Stealth +7 Condition Immunities charmed Senses blindsight 60 ft., darkvision 120 ft., passive Perception Languages Common, Draconic Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dreamsight . With a brief glance, a nightmare dragon can see a hazy image of the current dreams of sleeping creatures. \n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Master of Dreams . A nightmare dragon cannot be magically put to sleep. \n'b' See in Darkness . A nightmare dragon can see in magical darkness . \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 : +13 to hit, reach 10 ft., one target. Hit : 19 (2d10 + 8) piercing damage. \n'b' Claw . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 15 (2d6 + 8) slashing damage. \n'b' Tail . Melee Weapon Attack : +13 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 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' Acid Breath (Recharge 5-6) . The dragon exhales acid in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. \n'b' Change Shape . The dragon magically polymorphs into a humanoid 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 .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Agate Dragon, Ancient \n'b' Family: Dragons \n'b' Gargantuan dragon , chaotic neutral \n'b' Armor Class 22 (natural armor) Hit Points 444 (24d20 + 192) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 29 (+9) DEX: 10 (+0) CON: 27 (+8) INT: 20 (+5) 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 Deception +12, Nature +12, Perception +17, Stealth +7, Survival +10 Damage Immunities psychic Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 Languages Common, Draconic Challenge 22 (41,000 XP) \n'b' Special Traits \n'b' Change Shape . As an action, 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' 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 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' Breath Weapons (Recharge 5-6) . The dragon uses one of the following breath weapons:\n'b'\n'b' Psychic Breath . The dragon exhales a psychic blast of energy in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 23 Intelligence saving throw, taking 71 (13d10) psychic damage on a failed save, or half as much damage on a successful one. \n'b' Stunning Breath . The dragon exhales a blast of stunning energy in a 60-foot cone. Each creature in that area must make a DC 23 Intelligence saving throw or become stunned for 1 minute. A 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 10 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' About \n'b' As a dragon ages, its need (and desire) for sleep grows, and it is no different for the agate dragon, with ancient agate dragons becoming more sedentary than their younger kin. \n'b' Finding a cave to settle in, the dragon slowly begins to meld with the mountain, until they finally become, in a way, its soul. Their interventions in the dreams of others and their dominion over the lands they influence often causes them to be mistaken for local earth deities. \n'b' Every ancient agate dragon is unique. One may be a hermit that enjoys their solitude, another may be a wise one that seeks to pass on their knowledge and experience, and yet another may be an inveterate jester whose jokes know no limit. An ancient agate dragon\xe2\x80\x99s attitude may even change from one century to another. \n'b' An Agate Dragon\xe2\x80\x99s Lair \n'b' The dragon\xe2\x80\x99s magic changes its environment to suit its shape and grant it an edge in its domain. \n'b' Regional Effects \n'b' The effects of an agate dragon\xe2\x80\x99s presence are subtle enough to be mistaken for the presence of other supernatural creatures, such as a divinity or spirits: \n'b' Breath Weapons (Recharge 4-6) . When the dragon is in its lair, its breath weapons recharge on 4-6 instead of 5-6. \n'b' Control Weather . Once a day, an agate dragon can cast the control weather spell on any point within its domain. \n'b' Domain Vision . 3 times a day, an agate dragon can cast the scrying spell, requiring no material components, on any point within its domain. It can also make the sensor hover or move at a speed of 50 ft., and can cast spells from the sensor as if it were present itself. \n'b' Haven . An agate dragon can cast the hunter\xe2\x80\x99s haven spell with a 5th-level spell slot on any point within its domain, and open it to creatures of its choice. \n'b' Lair Actions \n'b' Inside its lair, the dragon can take a lair action on initiative count 20 (losing all initiative ties). \n'b' Inhale . The dragon tries to catch its breath. Roll a d6. On a 6, it can use the Breath Weapons action again. \n'b' Innate Spellcasting . The agate dragon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17 for an adult dragon, or 20 for an ancient dragon). The agate dragon can innately cast the following spells, requiring no material components: \n'b' At will : magic mouth , minor illusion \n'b' 3/day each : greater invisibility , silent walk \n'b' 1/day each : dream , mirage arcane , programmed illusion \n'b' Magic Resistance . Until its next lair action, the dragon has advantage on saving throws against spells and other magical effects. \n'b' Movement . The dragon can move a number of feet equal to its speed. \n'b' Sturdy Scales . Until its next lair action, the dragon has resistance to nonmagical bludgeoning, piercing and slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Agate Dragon, Wyrmling \n'b' Family: Dragons \n'b' Medium dragon , chaotic neutral \n'b' Armor Class 17 (natural armor) Hit Points 32 (5d8 + 10) Speed 30 ft., fly 60 ft\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 15 (+2) INT: 14 (+2) WIS: 11 (+0) CHA: 15 (+2) \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 psychic Senses blindsight 15 ft., darkvision 60 ft., passive Perception 14 Languages Draconic Challenge 2 (450 XP) \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) piercing damage. \n'b' Breath Weapons (Recharge 5-6) . The dragon uses one of the following breath weapons:\n'b'\n'b' Psychic Breath . The dragon exhales a psychic blast of energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 12 Intelligence saving throw, taking 16 (3d10) psychic damage on a failed save, or half as much damage on a successful one. \n'b' Stunning Breath . The dragon exhales a blast of stunning energy in a 30-foot cone. Each creature in that area must make a DC 12 Intelligence saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. \n'b' About \n'b' A wyrmling has not yet gained the ability to change form, and so agate nests tend to be especially well hidden and equally well protected. \n'b' The only goal of an agate dragon parent is the safety of their brood, and so they do not appear in any specific environment. Concealed from the world, the wyrmling learns all the things it can, that it might be ready to set out into the world\xe2\x80\xa6 when the time is right. Their young minds are thirsty for knowledge and filled with wanderlust. \n'b' This behavior causes complications for their parents, who must be eternally vigilant, lest their precious brood leaves to roam.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ancient Bliss Dragon \n'b' Family: Dragons \n'b' Gargantuan dragon , neutral good \n'b' Armor Class 22 (natural armor) Hit Points 574 (28d20 + 280) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 29 (+9) DEX: 14 (+2) CON: 30 (+10) INT: 18 (+4) WIS: 17 (+3) CHA: 29 (+9) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +10, Con +18, Wis +12, Cha +17 Skills Insight +11, Perception +19, Persuasion +17, Stealth +10 Damage Immunities lightning Condition Immunities petrified , poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 29 Languages Celestial, Common, Draconic 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' Peacemaker . When it hits a creature with a claw attack , as a bonus action a bliss dragon can calm that creature. The creature must make a DC 25 Charisma saving throw. If a creature fails its saving throw, choose one of the following two effects:\n'b'\n'b'\n'b' It can suppress any effect causing a target to be charmed or frightened . After one minute, any suppressed effect resumes, provided that its duration has not expired in the meantime. \n'b' Alternatively, it can make a target indifferent about creatures of its choice that the creature is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. After 1 minute, the creature becomes hostile again, unless the GM rules otherwise. \n'b'\n'b' Pristine . A bliss dragon is immune to having its maximum Hit Points reduced. \n'b' Subduer . When the dragon reduces a creature to 0 Hit Points with an attack or its breath weapon, the dragon can knock the creature out. The dragon can make this choice the instant the damage is dealt. The creature falls unconscious and is stable. \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 : +17 to hit, reach 15 ft., one target. Hit : 20 (2d10 + 9) piercing damage. \n'b' Claw . Melee Weapon Attack : +17 to hit, reach 10 ft., one target. Hit : 16 (2d6 + 9) slashing damage. \n'b' Tail . Melee Weapon Attack : +17 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 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' Lightning Breath (Recharge 5-6) . The dragon exhales lightning in a 120-foot line that is 5 feet wide. Each creature in that line must make a DC 26 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b' Change Shape . The dragon magically polymorphs into a 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' Healing Touch (1/Day) . A creature it touches magically regains up to 140 Hit Points . \n'b'\n'b' REACTIONS \n'b'\n'b' Sedating Sparks . When a creature damaged by Lightning Breath on the dragon\xe2\x80\x99s last turn makes an attack , the dragon deals 14 (4d6) lightning damage to the creature. \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 .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ancient Dream Dragon \n'b' Family: Dragons \n'b' Gargantuan dragon , neutral \n'b' Armor Class 22 (natural armor) Hit Points 481 (26d20 + 208) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 29 (+9) DEX: 15 (+2) CON: 27 (+8) INT: 18 (+4) WIS: 17 (+3) CHA: 27 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +9, Con +15, Wis +10, Cha +14 Skills Insight +10, Perception +17, Persuasion +15, Stealth +9 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 Languages Common, Draconic Challenge 23 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dream Fortress . The dragon is immune to dream and similar spells and magical abilities that allow others to enters its dreams. \n'b' Dreamsight . With a brief glance, a dream dragon can see a hazy image of the current dreams of sleeping creatures. \n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Master of Dreams . A dream dragon cannot be magically put to sleep. \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' 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 Weapons (Recharge 5-6) . The dragon uses one of the following breath weapons:\n'b'\n'b'\n'b' Lightning Breath . The dragon exhales lightning in a 90-foot cone. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b' Sleeping Breath . The dragon exhales magical sleep gas in a 90-foot cone. Each creature in the cone must make a DC 23 Constitution saving throw. Creatures who fail their saving throw are unconscious for 1 minute, until the sleeper takes damage, or until someone uses an action to shake or slap the sleeper awake. A sleeper may make a DC 23 Constitution saving throw at the end of each of its turns; on a success, it is no longer unconscious . Undead and creatures immune to being charmed are immune to being put to sleep. \n'b'\n'b' Change Shape . The dragon magically polymorphs into a humanoid 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 .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ceroptor \n'b' Family: Ceroptor \n'b' Medium aberration , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 150 (20d8 + 60) Speed 10 ft., fly 60 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 16 (+3) INT: 19 (+4) WIS: 15 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int + 7 (see Powerful Mind) \n'b' Skills Deception +7, Intimidation +7, Perception +8, Persuasion +7, Stealth +6 Damage Resistances acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone Senses darkvision 60 ft., passive Perception 18 Languages Ashtuul, Belligren, Common Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting (Psionic) . The ceroptor\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components.\n'b'\n'b'\n'b' At will \xe2\x80\x93 detect thoughts , suggestion \n'b' 3/Day \xe2\x80\x93 confusion , fear \n'b' 1/Day \xe2\x80\x93 feeblemind \n'b'\n'b' Powerful Mind . If the ceroptor needs to make a Wisdom or Charisma saving throw, it can instead make an Intelligence saving throw. \n'b' Steal Body . Over the course of a minute, a ceroptor can take control of a headless corpse that died within the past 12 hours by affixing itself to the creature\xe2\x80\x99s nervous system and absorbing the residual memories of the creature. A ceroptor cannot affix itself to creatures lacking nervous systems, nor to creatures of the following types: elementals, oozes, plants, undead. A ceroptor is considered incapacitated while it is attempting to steal a body. Once mounted, the ceroptor can control the body and gains its Hit Dice, skills proficiencies, feats, racial traits and abilities. If the host body possessed spellcasting ability, the ceroptor can use those spells through its innate spellcasting, though it retains a maximum of 10 spell levels. It uses the physical ability scores the dead creature had in life, but retains its own mental ability scores, skills, feats, spell-like abilities, and any other effects or abilities related to its own mental ability scores. AA ceroptor with a powerful host body may have its own separate Challenge. A ceroptor cannot inhabit the body of a creature with more than 10 Hit Dice. The ceroptor physically bonds with its host body and may inhabit the body until forced out. A ceroptor is forced from its host body if the body\xe2\x80\x99s hit points drop below zero. If the host body is successfully polymorphed, petrified , or otherwise incapacitated , the ceroptor may abandon that host body as a bonus action. It also can be forced out of a body by targeting the body with reincarnate , raise dead , resurrection , or similarly powerful magic, dealing 30 (10d6) points of force damage to the ceroptor and shunting it out of the host body. The ceroptor can make a Wisdom save against the spells DC, taking half damage on a success, but still being shunted. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ceroptor makes three stinger attacks. \n'b' Stinger . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 7 (2d6+2) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or become paralyzed for 1 minute. The creature can make a new saving throw at the beginning of their turn, ending the effect on a success. \n'b' Ganglion Probe . The ceroptor can forcefully insert one of its ganglions into an incapacitated creature\xe2\x80\x99s nervous system. Inserting the ganglion deals 22 (4d10) psychic damage. A creature that is reduced to 0 hit points by this attack does not die but is considered incapacitated and remains at 0 hit points for 1 hour or until it receives any medical attention or healing . A ganglion probe can be torn out by hand with a successful DC 15 Strength ( Athletics ) check, which deals 10 (3d6) piercing damage to the creature being probed. \n'b'\n'b' ABOUT \n'b' The dominant species that holds control over all habitable moons orbiting Anshar are known as Ceroptors. Cerptors hail from the near lifeless moon the humanoids call Morthos. Created by the dark and alien manipulations of the jagladine, they were designed to manipulate weaker species of the neighboring moons in order to break them into revealing the secrets of the Ancient gates. Of genius and entirely alien intellect, a typical ceroptor appears almost as an oversized, hideous head trailing long ganglion-like structures of thick cartilage. Parasitic Predators. Ceroptors capture, enslave and breed the various humanoid races as if they were cattle. They eat humans when they so desire, but also use their bodies by removing a host\xe2\x80\x99s head, inserting their ganglion into their necks and taking over their central nervous systems so they gain full control over the body. This mounting process kills the humanoid host, although the body can remain \xe2\x80\x9calive\xe2\x80\x9d and in the possession and control of its host for as long as the host desires or until it is killed. They also reproduce by laying eggs inside a host body. When the eggs hatch, a brood of tiny ceroptor larvae eats its way out of the corpse. Upon escaping the host, the larvae go into deep caves where they sleep for several months as they mature into fully developed ceroptors. Body Traders. Ceroptors believe themselves to be a paragon species, far superior to all others. Currently ceroptors travel from moon to moon by mentally projecting themselves from their existing head-like bodies, through inner space and into recently hatched ceroptor larvae on other moons. The original form dies, but the same personality lives on in the new form. In this way, they are somewhat immortal. How ceroptors originally traveled between the moons is unknown, though it is speculated that an earlier humanoid race possessed the ability to moon jump and became infested with ceroptor eggs after an encounter with the hostile creatures. Ceroptors who find stable host bodies to inhabit over a long period of time become infiltrators within humanoid societies, spying out choice targets for their fellows and manipulating events behind the scenes. They use their mental powers to create disorder and suspicion so the communities where they hunt will be easy prey. \n'b' Insidious Takeover . When a ceroptor controls a creature, you can consider it a template that can be applied to a creature much as any other template. Use the following rules when applying the ceroptor template. \n'b'\n'b' The creature gains the shapechanger and ceroptor subtype. \n'b' The creature\xe2\x80\x99s AC becomes 17 if it is not already 17. \n'b' The creature\xe2\x80\x99s mental attribute scores are altered as follows: Int 19, Wis 15, Cha 13. \n'b' The creature gains the skill proficiencies of the ceroptor, including those skills that count proficiency bonus twice ( Deception , Intimidation , Perception , and Persuasion ). \n'b' The creature gains the Powerful Mind ability, which grants it proficiency in Intelligence saving throws, and allows it to use that saving throw in place of Wisdom or Charisma . All physical saving throws are unchanged from the base creature. \n'b' The creature gains darkvision of 60 feet if it did not have it previously. \n'b' The creature gains the use of the Ceroptor\xe2\x80\x99s Innate Spellcasting as follows: \n'b' Innate Spellcasting (Psionic) . The ceroptor\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components.\n'b'\n'b'\n'b' At will \xe2\x80\x93 detect thoughts , suggestion \n'b' 3/Day \xe2\x80\x93 confusion , fear \n'b' 1/Day \xe2\x80\x93 feeblemind \n'b'\n'b' This creature irrevocably dies when it reaches 0 hit points , as it was already mostly dead to begin with, and partially animated by the creoptor. If the host is targeted by magic that would return the corpse to life, the creoptor is expelled (see the creoptor\xe2\x80\x99s \xe2\x80\x9csteal body\xe2\x80\x9d special ability above). When the body is incapacitated , the ceroptor is forced out of the body, and the host body.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ancient Nightmare Dragon \n'b' Family: Dragons \n'b' Gargantuan dragon , neutral evil \n'b' Armor Class 20 (natural armor) Hit Points 351 (18d20 + 162) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 30 (+10) DEX: 15 (+2) CON: 29 (+9) INT: 18 (+4) WIS: 17 (+3) CHA: 28 (+9) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +8, Con +15, Wis +10, Cha +15 Skills Perception +16, Stealth +8 Senses blindsight 60 ft., darkvision 120 ft., passive Perception Languages Common, Draconic Challenge 20 (25,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dreamsight . With a brief glance, a nightmare dragon can see a hazy image of the current dreams of sleeping creatures. \n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Master of Dreams . A nightmare dragon cannot be magically put to sleep. \n'b' Rising Nightmares . When a nightmare dragon kills a nonconstruct, non-undead, it may cast phantasmal killer using a bonus action. The spell requires no spell slot or components, and has a Cha-based spellcasting DC of 23. \n'b' See in Darkness . A nightmare dragon can see in magical darkness . \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 : 21 (2d10 + 10) piercing damage. \n'b' Claw . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 17 (2d6 + 10) slashing damage. \n'b' Tail . Melee Weapon Attack : +16 to hit, reach 20 ft., one target. Hit : 19 (2d8 + 10) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 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' Acid Breath (Recharge 5-6) . The dragon exhales acid in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 72 (16d8) acid damage on a failed save, or half as much damage on a successful one. \n'b' Change Shape . The dragon magically polymorphs into a humanoid 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 .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Solar of War \n'b' Family: Angels \n'b' Large celestial , lawful good \n'b' Armor Class 21 (natural armor) \n'b' Hit Points 243 (18d10 + 144) \n'b' Speed 50 ft., fly 150 ft.\n'b' STATS STR: 26 (+8) DEX: 22 (+6) CON: 26 (+8) INT: 25 (+7) WIS: 25 (+7) CHA: 30 (+10) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +14, Wis +14, Cha +17 \n'b' Skills Perception +14 \n'b' Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities necrotic, poison \n'b' Condition Immunities charmed , exhaustion , frightened , poisoned \n'b' Senses truesight 120 ft., passive Perception 24 \n'b' Languages all, telepathy 120 ft. \n'b' Challenge 22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Angel of War . The Solar of War rolls for initiative twice and takes two full turns during each round of combat, once on each initiative result. \n'b' Angelic Weapons . The Solar of War\xe2\x80\x99s weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 27 (6d8) radiant damage (included in the attack ). \n'b' Divine Awareness . The Solar of War knows if she hears a lie. \n'b' Innate Spellcasting . The Solar of War\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 25). She can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : detect evil and good , invisibility (self only) \n'b' 3/day each : blade barrier , dispel evil and good , resurrection \n'b' 1/day each : commune, control weather \n'b'\n'b' Legendary Resistance (3/Day) . When The Solar of War fails a saving throw, she can choose to succeed instead. \n'b' Magic Resistance . The Solar of War has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Solar of War makes two Greatsword attacks. \n'b' Flying Sword . The Solar of War releases her greatsword to hover magically in an unoccupied space within 5 feet of her. If she can see the sword, the Solar of War can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to her hands. If the hovering sword is targeted by any effect, the Solar of War is considered to be holding it. The hovering sword falls if he dies. \n'b' Greatsword . Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage. \n'b' Healing Touch (4/Day) . The Solar of War touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness. \n'b' Slaying Longbow . Ranged Weapon Attack : +13 to hit, range 150/600 ft., one target. Hit : 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Solar of War 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 Solar of War regains spent legendary actions at the start of her turn. \n'b'\n'b' Blinding Gaze (Costs 3 Actions) . The Solar of War targets one creature she can see within 30 feet of her. If the target can see her, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness. \n'b' Searing Burst (Costs 2 Actions) . The Solar of War emits magical, divine energy. Each creature of her choice in a 10 feet radius must attempt a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failure, or half as much on a success. \n'b' Teleport . The Solar of War magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bliss Dragon, Adult \n'b' Family: Dragons \n'b' Huge dragon , neutral good \n'b' Armor Class 19 (natural armor) Hit Points 275 (19d12 + 152) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 25 (+7) DEX: 14 (+2) CON: 27 (+8) INT: 16 (+3) WIS: 15 (+2) CHA: 26 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con +14, Wis +8, Cha +14 Skills Insight +8, Perception +14, Persuasion +14, Stealth +8 Damage Immunities lightning Condition Immunities petrified , poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24 Languages Celestial, Common, Draconic Challenge 18 (20,000 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' Peacemaker . When it hits a creature with a claw attack , as a bonus action a bliss dragon can calm that creature. The creature must make a DC 22 Charisma saving throw. If a creature fails its saving throw, choose one of the following two effects: It can suppress any effect causing a target to be charmed or frightened . After one minute, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, it can make a target indifferent about creatures of its choice that the creature is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. After 1 minute, the creature becomes hostile again, unless the GM rules otherwise. \n'b' Pristine . A bliss dragon is immune to having its maximum hit points reduced. \n'b' Subduer . When the dragon reduces a creature to 0 hit points with an attack or its breath weapon, the dragon can knock the creature out. The dragon can make this choice the instant the damage is dealt. The creature falls unconscious and is stable. \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 : +13 to hit, reach 10 ft., one target. Hit : 18 (2d10 + 7) piercing damage. \n'b' Claw . 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 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' Lightning Breath (Recharge 5-6) . The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 24 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b' Change Shape . The dragon magically polymorphs into a 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' Healing Touch (1/Day) . A creature it touches magically regains up to 95 hit points . \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'\n'b' ABOUT \n'b' Bliss dragons are self-appointed wardens of wildlife and wilderness, sometimes even displacing fey and magical creatures dwelling there whose ethics fall short of the dragons\xe2\x80\x99 high standards. Bliss dragons often sequester refugees in their extraplanar glades, granting sanctuary and healing to those in need. Their feathered forms emit a comforting warmth, and all are welcome to seek succor though few are allowed to linger long in their utopian dwellings.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bliss Dragon, Ancient \n'b' Family: Dragons \n'b' Gargantuan dragon , neutral good \n'b' Armor Class 22 (natural armor) Hit Points 574 (28d20 + 280) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 29 (+9) DEX: 14 (+2) CON: 30 (+10) INT: 18 (+4) WIS: 17 (+3) CHA: 29 (+9) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +10, Con +18, Wis +12, Cha +17 Skills Insight +11, Perception +19, Persuasion +17, Stealth +10 Damage Immunities lightning Condition Immunities petrified , poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 29 Languages Celestial, Common, Draconic 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' Peacemaker . When it hits a creature with a claw attack , as a bonus action a bliss dragon can calm that creature. The creature must make a DC 25 Charisma saving throw. If a creature fails its saving throw, choose one of the following two effects: It can suppress any effect causing a target to be charmed or frightened . After one minute, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, it can make a target indifferent about creatures of its choice that the creature is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. After 1 minute, the creature becomes hostile again, unless the GM rules otherwise. \n'b' Pristine . A bliss dragon is immune to having its maximum hit points reduced. \n'b' Subduer . When the dragon reduces a creature to 0 hit points with an attack or its breath weapon, the dragon can knock the creature out. The dragon can make this choice the instant the damage is dealt. The creature falls unconscious and is stable. \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 : +17 to hit, reach 15 ft., one target. Hit : 20 (2d10 + 9) piercing damage. \n'b' Claw . Melee Weapon Attack : +17 to hit, reach 10 ft., one target. Hit : 16 (2d6 + 9) slashing damage. \n'b' Tail . Melee Weapon Attack : +17 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 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' Lightning Breath (Recharge 5-6) . The dragon exhales lightning in a 120-foot line that is 5 feet wide. Each creature in that line must make a DC 26 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b' Change Shape . The dragon magically polymorphs into a 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' Healing Touch (1/Day) . A creature it touches magically regains up to 140 hit points . \n'b'\n'b' REACTIONS \n'b'\n'b' Sedating Sparks . When a creature damaged by Lightning Breath on the dragon\xe2\x80\x99s last turn makes an attack , the dragon deals 14 (4d6) lightning damage to the creature. \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'\n'b' ABOUT \n'b' Bliss dragons are self-appointed wardens of wildlife and wilderness, sometimes even displacing fey and magical creatures dwelling there whose ethics fall short of the dragons\xe2\x80\x99 high standards. Bliss dragons often sequester refugees in their extraplanar glades, granting sanctuary and healing to those in need. Their feathered forms emit a comforting warmth, and all are welcome to seek succor though few are allowed to linger long in their utopian dwellings.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bliss Dragon, Wyrmling \n'b' Family: Dragons \n'b' Medium dragon , neutral good \n'b' Armor Class 17 (natural armor) Hit Points 68 (8d8 + 32) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 19 (+4) INT: 13 (+1) WIS: 11 (+0) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +6, Wis +2, Cha +6 Skills Perception +4, Stealth +4 Damage Immunities lightning Condition Immunities petrified , poisoned Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages Draconic Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Pristine . A bliss dragon is immune to having its maximum hit points reduced. \n'b' Subduer . When the dragon reduces a creature to 0 hit points with an attack or its breath weapon, the dragon can knock the creature out. The dragon can make this choice the instant the damage is dealt. The creature falls unconscious and is stable. \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' Lightning Breath (Recharge 5-6) . The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Bliss dragons are self-appointed wardens of wildlife and wilderness, sometimes even displacing fey and magical creatures dwelling there whose ethics fall short of the dragons\xe2\x80\x99 high standards. Bliss dragons often sequester refugees in their extraplanar glades, granting sanctuary and healing to those in need. Their feathered forms emit a comforting warmth, and all are welcome to seek succor though few are allowed to linger long in their utopian dwellings.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bliss Dragon, Young \n'b' Family: Dragons \n'b' Large dragon , neutral good \n'b' Armor Class 18 (natural armor) Hit Points 195 (17d10 + 102) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 21 (+5) DEX: 14 (+2) CON: 23 (+6) INT: 16 (+3) WIS: 13 (+1) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +10, Wis +5, Cha +10 Skills Insight +5, Perception +9, Persuasion +10, Stealth +6 Damage Immunities lightning Condition Immunities petrified , poisoned Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19 Languages Common, Draconic Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Pristine . A bliss dragon is immune to having its maximum hit points reduced. \n'b' Subduer . When the dragon reduces a creature to 0 hit points with an attack or its breath weapon, the dragon can knock the creature out. The dragon can make this choice the instant the damage is dealt. The creature falls unconscious and is stable. \n'b'\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' Lightning Breath (Recharge 5-6) . The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature 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' Healing Touch (1/Day) . A creature it touches magically regains up to 85 hit points . \n'b'\n'b' ABOUT \n'b' Bliss dragons are self-appointed wardens of wildlife and wilderness, sometimes even displacing fey and magical creatures dwelling there whose ethics fall short of the dragons\xe2\x80\x99 high standards. Bliss dragons often sequester refugees in their extraplanar glades, granting sanctuary and healing to those in need. Their feathered forms emit a comforting warmth, and all are welcome to seek succor though few are allowed to linger long in their utopian dwellings.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bookwyrm, Adult \n'b' Family: Dragons \n'b' Large dragon , lawful neutral \n'b' Armor Class 18 (natural armor \n'b' Hit Points 247 (26d10 + 104 \n'b' Speed 40 ft., fly 80 ft.\n'b' STATS STR: 8 (\xe2\x80\x931) DEX: 20 (+5) CON: 18 (+4) INT: 19 (+4) WIS: 15 (+2) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +10, Con +9, Wis +7, Cha +12 \n'b' Skills Arcana +14, Insight +7, Investigation +14, Perception +7, Stealth +10 \n'b' Damage Immunities fire, poison \n'b' Condition Immunities blinded , deafened , poisoned \n'b' Senses blindsight 60 ft., darkvision 120 ft., passive Perception 17 \n'b' Languages all \n'b' Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the bookwyrm fails a saving throw, it can choose to succeed instead. \n'b' Scroll Casting . The bookwyrm\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The bookwyrm has 60 spell points and can cast spells without the need for material components. When the bookwyrm casts a spell of 1st level or higher, it must expend a number of spell points equal to the spell\xe2\x80\x99s level. The bookwyrm can know up to sixteen spells of 7th level or lower from the wizard spell list, but the spells vary depending on the scrolls it has absorbed. The following is a sample spell list for a bookwyrm. \n'b'\n'b' Cantrips (at will) : dancing lights , mage hand , mending , prestidigitation \n'b' 1st level : charm person , disguise self , dissonant whispers, hideous laughter \n'b' 2nd level : detect thoughts , mirror image , phantasmal force \n'b' 3rd level : dispel magic , hypnotic pattern \n'b' 4th level : freedom of movement , greater invisibility \n'b' 5th level : dominate person , geas \n'b' 6th level : eyebite , mass suggestion \n'b' 7th level : forcecage \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bookwyrm can use its Overwhelming Presence. It then makes three attacks: one with its Bite and two with its Claw. \n'b' Multispell . The bookwyrm casts up to two spells, the combined spell level of which cannot be greater than 7th level. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Tail Quill . Melee Weapon Attack : +10 to hit, reach 20 ft., one target. Hit : 12 (2d6 + 5) piercing damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or be poisoned for 1 hour. If the target fails the saving throw by 5 or more, it is also unconscious while poisoned in this way. While so poisoned , the creature is treated as though it has three levels of exhaustion and suffers the related penalties. The creature may attempt a DC 17 Constitution saving throw to wake up if another creature takes an action to try shaking it awake or if it takes damage. On a successful saving throw, the creature is no longer poisoned and is immune to the bookwyrm\xe2\x80\x99s Tail Quill poison for the next 24 hours. \n'b' Overwhelming Presence . Each creature of the bookwyrm\xe2\x80\x99s choice it is aware of within 120 feet of it must succeed on a DC 17 Intelligence saving throw or suffer disadvantage on all Intelligence , Wisdom , and Charisma saving throws and ability checks 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 bookwyrm\xe2\x80\x99s Overwhelming Presence for the next 24 hours. \n'b' Spellfire Breath (Recharge 5\xe2\x80\x936) . The bookwyrm exhales blue spellfire in a 45-foot cone. Each creature in that area must attempt a DC 17 Dexterity saving throw, taking 21 (6d6) fire damage plus 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one. The spellfire doesn\xe2\x80\x99t damage objects or structures. \n'b'\n'b' REACTIONS \n'b'\n'b' Spell Reflection. As a reaction when the bookwyrm is targeted by a spell or magical effect from a creature it can see within 300 feet of it, it can force the creature to attempt a DC 17 Intelligence saving throw. On a failure, the creature targets itself with the spell. If the creature cannot target itself in this manner, the spell instead fails. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The bookwyrm 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 bookwyrm regains spent legendary actions at the start of its turn. \n'b'\n'b' Cast a Minor Spell . The bookwyrm casts a spell of 1st level or lower. \n'b' Hide . The bookwyrm takes the Hide action. \n'b' Readiness . Until the start of its next turn, the bookwyrm gains an additional reaction . \n'b' Cast a Major Spell (Costs 2 Actions) . The bookwyrm casts a spell of 3rd level or lower. \n'b' Tail Attack (Costs 2 Actions) . The bookwyrm makes a Tail Quill attack . \n'b'\n'b' ABOUT \n'b' Sages and scholars aren\xe2\x80\x99t rare among dragons, as they are long lived and more intelligent than most other creatures, but few among them can compare to the living fonts of knowledge that are the bookwyrms. These dragons may not eclipse others in size or ferocity, but what they lack in bulk they more than make up for in wisdom and understanding of the texts from which they are comprised. The hallmark of an encounter with a bookwyrm is a rustle of papers faintly heard in some abandoned library, moments before some dastardly tomb robber locks eyes with these keepers of the tomes. A bookwyrm\xe2\x80\x99s body is made of various scrolls and pages from books inscribed with text that glows a faint blue hue when the dragon recounts the written details, tipped by a pointed tail covered in glowing ink. Their eyes are small blue flames which exude no warmth, with which they analyze their surroundings, taking in those who seek to infringe on their hoards. The musty smell of old parchment and the pages of ancient books permeates the air around them. \n'b' Bookwyrms form where civilization has crumbled and left behind vast amounts of written knowledge. Wyrmlings arise as the text from ancient books and scrolls magically combines to form the delicate, intricate creatures. They spend their early years exploring this environment and reading all they can, occasionally consuming books and scrolls, preserving their knowledge onto their forms in small, complex writing, and growing as they do. When the dragons reach youthhood, they begin adding their own writings to their forms, documenting things they\xe2\x80\x99ve seen around them with terms they know and eventually venturing out of their initial lairs. Upon reaching adulthood, some bookwyrms seek a place near interesting phenomena or fastidious scholars and spend the rest of their days documenting these curiosities. Others, who feel they\xe2\x80\x99ve fully explored nearby realms, may choose to migrate into civilization or toward new horizons, carrying what they can of their written hoard within their forms. \n'b' Bookwyrms are reclusive in their early years, fearful of what they do not yet understand and protective of their life\xe2\x80\x99s work, yet ever curious and eager to learn more. As such, those who intrude upon their domain are met with caution but not immediate hostility, as the dragon studies their guests and attempts to parley with them. If bookwyrms encounter seekers of knowledge, they may agree to an exchange of written works. Interactions between bookwyrms and other creatures are bizarre\xe2\x80\x94their voices cannot be described or mimicked, and even those who cannot hear, cannot read, or do not share a language with the dragon know their words as if they read them straight off a page. \n'b' In ideal conditions, bookwyrms are invaluable archivists and wellsprings of knowledge, ever eager to further the cause of understanding the magical worlds in which they find themselves, blissfully ignorant of their potentially darker side. \n'b' Others, however, suffer ill fates. Bookwyrms that fail to advance their field of study or who are attacked and suffer great losses to their collection enter an unstable frenzy, turning the magic around them wild and showing complete hostility toward all outsiders. Unfortunately, this state persists until they perish, and rarely is there a way to bring them back to their thoughtful, gentle state.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bookwyrm, Ancient \n'b' Family: Dragons \n'b' Large dragon , lawful neutral \n'b' Armor Class 19 (natural armor \n'b' Hit Points 346 (33d10 + 165 \n'b' Speed 40 ft., fly 80 ft.\n'b' STATS STR: 10 (+0) DEX: 22 (+6) CON: 21 (+5) INT: 21 (+5) WIS: 17 (+3) CHA: 27 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +12, Con +11, Wis +9, Cha +14 \n'b' Skills Arcana +16, Insight +9, Investigation +16, Perception +9, Stealth +12 \n'b' Damage Immunities fire, poison \n'b' Condition Immunities blinded , deafened , poisoned \n'b' Senses blindsight 60 ft., darkvision 120 ft., passive Perception 19 \n'b' Languages all \n'b' Challenge 20 (25,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the bookwyrm fails a saving throw, it can choose to succeed instead. \n'b' Scroll Casting . The bookwyrm\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). The bookwyrm has 95 spell points and can cast spells without the need for material components. When the bookwyrm casts a spell of 1st level or higher, it must expend a number of spell points equal to the spell\xe2\x80\x99s level. The bookwyrm can know up to twenty-two spells of 9th level or lower from the wizard spell list, but the spells vary depending on the scrolls it has absorbed. The following is a sample spell list for a bookwyrm. \n'b'\n'b' Cantrips (at will) : dancing lights , mage hand , mending , prestidigitation \n'b' 1st level : charm person , disguise self , dissonant whispers, hideous laughter \n'b' 2nd level : detect thoughts , mirror image , phantasmal force \n'b' 3rd level : dispel magic , hypnotic pattern \n'b' 4th level : dimension door , freedom of movement , greater invisibility \n'b' 5th level : dominate person , dream , geas \n'b' 6th level : eyebite , mass suggestion \n'b' 7th level : forcecage , prismatic spray \n'b' 8th level : mind blank , power word stun \n'b' 9th level: psychic scream1 \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bookwyrm can use its Overwhelming Presence. It then makes three attacks: one with its Bite and two with its Claw. \n'b' Multispell . The bookwyrm casts up to two spells, the combined spell level of which cannot be greater than 9th level. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) piercing damage. \n'b' Claw . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b' Tail Quill . Melee Weapon Attack : +12 to hit, reach 20 ft., one target. Hit : 13 (2d6 + 6) piercing damage. If the target is a creature, it must succeed on a DC 19 Constitution saving throw or be poisoned for 1 hour. If the target fails its saving throw by 5 or more, the creature is also unconscious while poisoned in this way. While so poisoned , the creature is treated as though it has three levels of exhaustion and suffers the related penalties. The creature may attempt a DC 19 Constitution saving throw to wake up if another creature takes an action to try shaking it awake or if it takes damage. On a successful saving throw, the creature is no longer poisoned and is immune to the bookwyrm\xe2\x80\x99s Tail Quill poison for the next 24 hours. \n'b' Overwhelming Presence . Each creature of the bookwyrm\xe2\x80\x99s choice it is aware of within 120 feet of it must succeed on a DC 19 Intelligence saving throw or suffer disadvantage on all Intelligence , Wisdom , and Charisma saving throws and ability checks 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 bookwyrm\xe2\x80\x99s Overwhelming Presence for the next 24 hours. \n'b' Spellfire Breath (Recharge 5\xe2\x80\x936) . The bookwyrm exhales blue spellfire in a 60-foot cone. Each creature in that area must attempt a DC 19 Dexterity saving throw, taking 28 (8d6) fire damage plus 28 (8d6) psychic damage on a failed save, or half as much damage on a successful one. The spellfire doesn\xe2\x80\x99t damage objects or structures. \n'b'\n'b' REACTIONS \n'b'\n'b' Spell Reflection. As a reaction when the bookwyrm is targeted by a spell or magical effect from a creature it can see within 300 feet of it, it can force the creature to attempt a DC 22 Intelligence saving throw. On a failure, the creature targets itself with the spell. If the creature cannot target itself in this manner, the spell instead fails. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The bookwyrm 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 bookwyrm regains spent legendary actions at the start of its turn. \n'b'\n'b' Cast a Minor Spell . The bookwyrm casts a spell of 1st level or lower. \n'b' Hide . The bookwyrm takes the Hide action. \n'b' Readiness . Until the start of its next turn, the bookwyrm gains an additional reaction . \n'b' Cast a Major Spell (Costs 2 Actions) . The bookwyrm casts a spell of 5th level or lower. \n'b' Tail Attack (Costs 2 Actions) . The bookwyrm makes a Tail Quill attack . \n'b'\n'b' LAIR \n'b' Bookwyrms tend to lair within old, ruined libraries and archives, and their lairs are filled with a vast collection of ancient books and scrolls. In place of the typical valuables most dragons collect, a bookwyrm gathers its favorite reading materials into one part of its home where it enjoys resting and exploring these written works. The value an adventurer can find in these texts varies. Sometimes they fetch a great price among enthusiasts or nobles who wish to add these volumes to their own collections, and occasionally these tomes carry a magic all their own that grants various boons an adventurer may prize. \n'b' A bookwyrm\xe2\x80\x99s lair is typically rather modest compared to most draconic abodes, as the bookwyrms themselves tend to be comparatively diminutive. Their halls tend to accommodate those of similar stature and abilities, and they are difficult to explore for the large and brutish. Bookwyrms don\xe2\x80\x99t seek to gather minions of their own but sometimes take curious creatures under their wing who are enthralled by their wisdom and seeking to learn. These minions are tasked with things that require leaving the lair, as this leaves the bookwyrms to their more preferred tasks: pondering and documenting their findings. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the bookwyrm takes a lair action to cause one of the following effects. \n'b'\n'b' A whirlwind of pages fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The whirlwind remains until the bookwyrm dismisses it as an action, uses this lair action again, or dies. The area is lightly obscured. \n'b' Any creature in the whirlwind when it appears must attempt a DC 15 Constitution saving throw, taking 10 (3d6) slashing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) slashing damage. \n'b' The bookwyrm analyzes a creature and discerns its weaknesses, gaining advantage on attack rolls, ability checks, and saving throws against the creature until initiative count 20 on the next round. \n'b'\n'b' Regional Effects \n'b' The region containing the bookwyrm\xe2\x80\x99s lair is warped by the bookwyrm\xe2\x80\x99s magical nature, which causes the following effects within 10 miles of the lair. \n'b'\n'b' Creatures attempting to recall or learn information within 1 mile of the bookwyrm\xe2\x80\x99s lair receive advantage on ability checks made to do so if the subject relates to material contained within the library of a bookwyrm. If a creature fails an ability check to recall or learn such information, it is inexplicably drawn toward the lair. Whenever a new book or scroll is brought into the bookwyrm\xe2\x80\x99s lair, the bookwyrm knows the location of the creature carrying it. \n'b' Creatures in the affected area have advantage on Arcana ability checks and can read magical scripts. If the bookwyrm dies, these effects fade immediately. \n'b'\n'b' ABOUT \n'b' Sages and scholars aren\xe2\x80\x99t rare among dragons, as they are long lived and more intelligent than most other creatures, but few among them can compare to the living fonts of knowledge that are the bookwyrms. These dragons may not eclipse others in size or ferocity, but what they lack in bulk they more than make up for in wisdom and understanding of the texts from which they are comprised. The hallmark of an encounter with a bookwyrm is a rustle of papers faintly heard in some abandoned library, moments before some dastardly tomb robber locks eyes with these keepers of the tomes. A bookwyrm\xe2\x80\x99s body is made of various scrolls and pages from books inscribed with text that glows a faint blue hue when the dragon recounts the written details, tipped by a pointed tail covered in glowing ink. Their eyes are small blue flames which exude no warmth, with which they analyze their surroundings, taking in those who seek to infringe on their hoards. The musty smell of old parchment and the pages of ancient books permeates the air around them. \n'b' Bookwyrms form where civilization has crumbled and left behind vast amounts of written knowledge. Wyrmlings arise as the text from ancient books and scrolls magically combines to form the delicate, intricate creatures. They spend their early years exploring this environment and reading all they can, occasionally consuming books and scrolls, preserving their knowledge onto their forms in small, complex writing, and growing as they do. When the dragons reach youthhood, they begin adding their own writings to their forms, documenting things they\xe2\x80\x99ve seen around them with terms they know and eventually venturing out of their initial lairs. Upon reaching adulthood, some bookwyrms seek a place near interesting phenomena or fastidious scholars and spend the rest of their days documenting these curiosities. Others, who feel they\xe2\x80\x99ve fully explored nearby realms, may choose to migrate into civilization or toward new horizons, carrying what they can of their written hoard within their forms. \n'b' Bookwyrms are reclusive in their early years, fearful of what they do not yet understand and protective of their life\xe2\x80\x99s work, yet ever curious and eager to learn more. As such, those who intrude upon their domain are met with caution but not immediate hostility, as the dragon studies their guests and attempts to parley with them. If bookwyrms encounter seekers of knowledge, they may agree to an exchange of written works. Interactions between bookwyrms and other creatures are bizarre\xe2\x80\x94their voices cannot be described or mimicked, and even those who cannot hear, cannot read, or do not share a language with the dragon know their words as if they read them straight off a page. \n'b' In ideal conditions, bookwyrms are invaluable archivists and wellsprings of knowledge, ever eager to further the cause of understanding the magical worlds in which they find themselves, blissfully ignorant of their potentially darker side. \n'b' Others, however, suffer ill fates. Bookwyrms that fail to advance their field of study or who are attacked and suffer great losses to their collection enter an unstable frenzy, turning the magic around them wild and showing complete hostility toward all outsiders. Unfortunately, this state persists until they perish, and rarely is there a way to bring them back to their thoughtful, gentle state.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bookwyrm, Wyrmling \n'b' Family: Dragons \n'b' Small dragon , lawful neutral \n'b' Armor Class 13 (natural armor \n'b' Hit Points 63 (18d6 \n'b' Speed 30 ft., fly 60 ft.\n'b' STATS STR: 6 (?2) DEX: 14 (+2) CON: 11 (+0) INT: 15 (+2) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +2, Wis +3, Cha +6 \n'b' Skills Arcana +4, Insight +3, Investigation +6, Perception +3, Stealth +4 \n'b' Damage Immunities fire, poison \n'b' Condition Immunities blinded , deafened , poisoned \n'b' Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 \n'b' Languages all \n'b' Challenge 1 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Scroll Casting . The bookwyrm\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The bookwyrm has 10 spell points and can cast spells without the need for material components. When the bookwyrm casts a spell of 1st level or higher, it must expend a number of spell points equal to the spell\xe2\x80\x99s level. The bookwyrm can know up to five spells of 2nd level or lower from the wizard spell list, but the spells vary depending on the scrolls it has absorbed. The following is a sample spell list for a bookwyrm. \n'b'\n'b' Cantrips (at will) : dancing lights , mage hand , mending , prestidigitation \n'b' 1st level : charm person , dissonant whispers, hideous laughter \n'b' 2nd level : detect thoughts , phantasmal force \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' Spellfire Breath (Recharge 5\xe2\x80\x936) . The bookwyrm exhales blue spellfire in a 15-foot cone. Each creature in that area must attempt a DC 11 Dexterity saving throw, taking 5 (2d4) fire damage plus 5 (2d4) psychic damage on a failed save, or half as much damage on a successful one. The spellfire doesn\xe2\x80\x99t damage objects or structures. \n'b'\n'b' ABOUT \n'b' Sages and scholars aren\xe2\x80\x99t rare among dragons, as they are long lived and more intelligent than most other creatures, but few among them can compare to the living fonts of knowledge that are the bookwyrms. These dragons may not eclipse others in size or ferocity, but what they lack in bulk they more than make up for in wisdom and understanding of the texts from which they are comprised. The hallmark of an encounter with a bookwyrm is a rustle of papers faintly heard in some abandoned library, moments before some dastardly tomb robber locks eyes with these keepers of the tomes. A bookwyrm\xe2\x80\x99s body is made of various scrolls and pages from books inscribed with text that glows a faint blue hue when the dragon recounts the written details, tipped by a pointed tail covered in glowing ink. Their eyes are small blue flames which exude no warmth, with which they analyze their surroundings, taking in those who seek to infringe on their hoards. The musty smell of old parchment and the pages of ancient books permeates the air around them. \n'b' Bookwyrms form where civilization has crumbled and left behind vast amounts of written knowledge. Wyrmlings arise as the text from ancient books and scrolls magically combines to form the delicate, intricate creatures. They spend their early years exploring this environment and reading all they can, occasionally consuming books and scrolls, preserving their knowledge onto their forms in small, complex writing, and growing as they do. When the dragons reach youthhood, they begin adding their own writings to their forms, documenting things they\xe2\x80\x99ve seen around them with terms they know and eventually venturing out of their initial lairs. Upon reaching adulthood, some bookwyrms seek a place near interesting phenomena or fastidious scholars and spend the rest of their days documenting these curiosities. Others, who feel they\xe2\x80\x99ve fully explored nearby realms, may choose to migrate into civilization or toward new horizons, carrying what they can of their written hoard within their forms. \n'b' Bookwyrms are reclusive in their early years, fearful of what they do not yet understand and protective of their life\xe2\x80\x99s work, yet ever curious and eager to learn more. As such, those who intrude upon their domain are met with caution but not immediate hostility, as the dragon studies their guests and attempts to parley with them. If bookwyrms encounter seekers of knowledge, they may agree to an exchange of written works. Interactions between bookwyrms and other creatures are bizarre\xe2\x80\x94their voices cannot be described or mimicked, and even those who cannot hear, cannot read, or do not share a language with the dragon know their words as if they read them straight off a page. \n'b' In ideal conditions, bookwyrms are invaluable archivists and wellsprings of knowledge, ever eager to further the cause of understanding the magical worlds in which they find themselves, blissfully ignorant of their potentially darker side. \n'b' Others, however, suffer ill fates. Bookwyrms that fail to advance their field of study or who are attacked and suffer great losses to their collection enter an unstable frenzy, turning the magic around them wild and showing complete hostility toward all outsiders. Unfortunately, this state persists until they perish, and rarely is there a way to bring them back to their thoughtful, gentle state.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dog, Tiny \n'b' Family: Canines \n'b'\n'b' Tiny beast , unaligned \n'b' Armor Class 12 \n'b' Hit Points 2 (1d4) \n'b' Speed 40 ft.\n'b' STATS STR: 4 (-3) DEX: 15 (+2) CON: 10 (+0) INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Languages none \n'b' Skills Perception +3, Stealth +4 \n'b' Challenge 0 (10 XP) \n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit (reach 5 ft.; one creature). Hit : 1 piercing plus 3 (1d6) bludgeoning \n'b'\n'b' Special Traits \n'b'\n'b' Keen Senses The terrier has advantage on Wis ( Perception ) checks that depend on hearing or smell. \n'b'\n'b' About \n'b' Environment Any land \n'b' Organization solitary, pair, or pack (3-12) \n'b' This small dog\xe2\x80\x99s legs are long for its size, and its coat is shaggy and rough. It has a short muzzle and small ears that flop forward. \n'b' Frequently kept as pets by both the impoverished and well-to-do, these small dogs were originally bred to hunt the rats and other vermin. They are intelligent and extremely loyal, working well as both trained hunters and family pets. They stand up to 16 inches tall and usually weigh around 14 pounds. \n'b'\n'b' Additional Credit Author Greg A. Vaughan, based on material by Richard Pett.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ceroptor Spy \n'b' Medium aberration , chaotic evil \n'b' Armor Class 16 (studded leather) \n'b' Hit Points 156 (24d8 + 48) \n'b' Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 14 (+2) INT: 19 (+4) WIS: 15 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Int +8 (see Powerful Mind) \n'b' Skills Acrobatics +8, Deception +9, Intimidation +9, Perception +10, Persuasion +9, Stealth +8 \n'b' Senses darkvision 60 ft., passive Perception 20 \n'b' Languages Ashtuul, Belligren, Common \n'b' Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cunning Action . On each of its turns, a ceroptor spy can use a bonus action to take the Dash , Disengage , or Hide action. Evasion. If a ceroptor spy is subject to an effect that allows it to make a Dexterity saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Powerful Mind . As above. \n'b' Sneak Attack . Once per turn, a ceroptor spy deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally that isn\xe2\x80\x99t incapacitated and the ceroptor spy doesn\xe2\x80\x99t have disadvantage on the roll. \n'b' Innate Spellcasting (Psionic) . As above. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Ixalizt makes two attacks from the options below. \n'b' Flaming Shortsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 6 (1d6+3) piercing damage plus 24 (7d6) fire damage. \n'b' Overcharged EMP Pistol . Ranged Weapon Attack : +8 to hit, range 50/100 ft., one target. Hit : 17 (4d6+3) lightning damage. A creature with the robot subtype takes double damage from this weapon. On a critical hit, creatures with the robot or android subtype must succeed on a DC 15 Constitution saving throw or be stunned until the start of the ceroptor spy\xe2\x80\x99s next turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Uncanny Dodge . A ceroptor spy halves the damage that it takes from an attack that hits it. The ceroptor spy must be able to see the attacker.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bookwyrm, Young \n'b' Family: Dragons \n'b' Medium dragon , lawful neutral \n'b' Armor Class 15 (natural armor \n'b' Hit Points 150 (20d8 + 60 \n'b' Speed 30 ft., fly 60 ft.\n'b' STATS STR: 8 (?1) DEX: 18 (+4) CON: 16 (+3) INT: 17 (+3) WIS: 14 (+2) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +6, Wis +5, Cha +8 \n'b' Skills Arcana +6, Insight +5, Investigation +9, Perception +5, Stealth +7 \n'b' Damage Immunities fire, poison \n'b' Condition Immunities blinded , deafened , poisoned \n'b' Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15 \n'b' Languages all \n'b' Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Scroll Casting . The bookwyrm\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The bookwyrm has 30 spell points and can cast spells without the need for material components. When the bookwyrm casts a spell of 1st level or higher, it must expend a number of spell points equal to the spell\xe2\x80\x99s level. The bookwyrm can know up to twelve spells of 5th level or lower from the wizard spell list, but the spells vary depending on the scrolls it has absorbed. The following is a sample spell list for a bookwyrm. \n'b'\n'b' Cantrips (at will) : dancing lights , mage hand , mending , prestidigitation \n'b' 1st level : charm person , disguise self , dissonant whispers, hideous laughter \n'b' 2nd level : detect thoughts , mirror image , phantasmal force \n'b' 3rd level : dispel magic , hypnotic pattern \n'b' 4th level : freedom of movement , greater invisibility \n'b' 5th level : dominate person \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bookwyrm makes three attacks: one with its Bite and two with its Claw. \n'b' Multispell . The bookwyrm casts up to two spells, the combined spell level of which cannot be greater than 5th level. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 10 (1d12 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage. \n'b' Spellfire Breath (Recharge 5\xe2\x80\x936) . The bookwyrm exhales blue spellfire in a 30-foot cone. Each creature in that area must attempt a DC 14 Dexterity saving throw, taking 12 (5d4) fire damage plus 12 (5d4) psychic damage on a failed save, or half as much damage on a successful one. The spellfire doesn\xe2\x80\x99t damage objects or structures. \n'b'\n'b' REACTIONS \n'b'\n'b' Spell Reflection . As a reaction when the bookwyrm is targeted by a spell or magical effect from a creature it can see within 300 feet of it, it can force the creature to attempt a DC 16 Intelligence saving throw. On a failure, the creature targets itself with the spell. If the creature cannot target itself in this manner, the spell instead fails. \n'b'\n'b' ABOUT \n'b' Sages and scholars aren\xe2\x80\x99t rare among dragons, as they are long lived and more intelligent than most other creatures, but few among them can compare to the living fonts of knowledge that are the bookwyrms. These dragons may not eclipse others in size or ferocity, but what they lack in bulk they more than make up for in wisdom and understanding of the texts from which they are comprised. The hallmark of an encounter with a bookwyrm is a rustle of papers faintly heard in some abandoned library, moments before some dastardly tomb robber locks eyes with these keepers of the tomes. A bookwyrm\xe2\x80\x99s body is made of various scrolls and pages from books inscribed with text that glows a faint blue hue when the dragon recounts the written details, tipped by a pointed tail covered in glowing ink. Their eyes are small blue flames which exude no warmth, with which they analyze their surroundings, taking in those who seek to infringe on their hoards. The musty smell of old parchment and the pages of ancient books permeates the air around them. \n'b' Bookwyrms form where civilization has crumbled and left behind vast amounts of written knowledge. Wyrmlings arise as the text from ancient books and scrolls magically combines to form the delicate, intricate creatures. They spend their early years exploring this environment and reading all they can, occasionally consuming books and scrolls, preserving their knowledge onto their forms in small, complex writing, and growing as they do. When the dragons reach youthhood, they begin adding their own writings to their forms, documenting things they\xe2\x80\x99ve seen around them with terms they know and eventually venturing out of their initial lairs. Upon reaching adulthood, some bookwyrms seek a place near interesting phenomena or fastidious scholars and spend the rest of their days documenting these curiosities. Others, who feel they\xe2\x80\x99ve fully explored nearby realms, may choose to migrate into civilization or toward new horizons, carrying what they can of their written hoard within their forms. \n'b' Bookwyrms are reclusive in their early years, fearful of what they do not yet understand and protective of their life\xe2\x80\x99s work, yet ever curious and eager to learn more. As such, those who intrude upon their domain are met with caution but not immediate hostility, as the dragon studies their guests and attempts to parley with them. If bookwyrms encounter seekers of knowledge, they may agree to an exchange of written works. Interactions between bookwyrms and other creatures are bizarre\xe2\x80\x94their voices cannot be described or mimicked, and even those who cannot hear, cannot read, or do not share a language with the dragon know their words as if they read them straight off a page. \n'b' In ideal conditions, bookwyrms are invaluable archivists and wellsprings of knowledge, ever eager to further the cause of understanding the magical worlds in which they find themselves, blissfully ignorant of their potentially darker side. \n'b' Others, however, suffer ill fates. Bookwyrms that fail to advance their field of study or who are attacked and suffer great losses to their collection enter an unstable frenzy, turning the magic around them wild and showing complete hostility toward all outsiders. Unfortunately, this state persists until they perish, and rarely is there a way to bring them back to their thoughtful, gentle state.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Boreal Dragon, Adult \n'b' Family: Dragons \n'b' Huge dragon , chaotic neutral \n'b' Armor Class 19 (natural armor) Hit Points 212 (17d12 + 102) Speed 40 ft., fly 80 ft., swim 30 ft.\n'b' STATS STR: 25 (+7) DEX: 10 (+0) CON: 23 (+6) INT: 15 (+2) WIS: 17 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +12, Wis +9, Cha +9 Skills Athletics +13, Perception +15, Stealth +6 Damage Resistances cold Damage Immunities fire Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23 Languages Draconic, Giant Challenge 17 (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 : +13 to hit, reach 10 ft., one target. Hit : 19 (2d10 + 8) piercing damage. \n'b' Claw . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 15 (2d6 + 8) slashing damage. \n'b' Tail . Melee Weapon Attack : +13 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' Cinder Breath (Recharge 5-6) . The dragon exhales a 60-foot cone of superheated air filled with white-hot embers. Each creature in that area must make a DC 20 Dexterity saving throw, taking 44 (8d10) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. 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' Covered in a mix of hard, blue-white scales and patches of silvery-blue fur, this dragon radiates a savage belligerence. Its amber eyes gleam with primal fury as it stretches its wings, sending a shower of burning sparks sizzling onto the ground. \n'b' Paradoxical Predators . Boreal dragons inhabit the arctic and alpine places of the world, from snow-capped conifer forests and frigid mountain peaks to flat, icy plains and polar seas. Unlike white or silver dragons, however, boreal dragons are not creatures of cold but rather of heat and flames. Their breath is filled with burning embers, and their preferred lairs contain some sort of natural heat source. While this contradiction has puzzled many scholars of draconic lore, boreal dragons are unconcerned about such trivial matters and are likely to devour any sage or wizard impertinent enough to question their choice of habitat. \n'b' Dragons of Rage . Boreal dragons are among the most straightforward of all true dragons, driven by simple necessities like hunting and mating. They hate most other dragons with a passion and war constantly with those that share their arctic homeland, driving off or killing any dragons they encounter. \n'b' Boreal dragons are truculent creatures and love nothing better than getting into a fight; however, they do not target defenseless creatures or those far weaker than themselves unless they are hunting for food. Because they respect strength above all else, a creature can gain a boreal dragon\xe2\x80\x99s admiration through acts of intense bravery or slaughter. In particular, the dragons are fond of large arctic predators, such as saber-toothed tigers and polar bears, and often invite the creatures to live in their lairs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Song Angel \n'b' Family: Angels \n'b' A golden-skinned woman sings a sublime melody that cascades over the charging soldiers. As she sings, music notes etch themselves onto her skin. \n'b' Large celestial , lawful good \n'b' Armor Class 15 (natural armor) Hit Points 76 (9d10 + 27) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 16 (+3) INT: 18 (+4) WIS: 18 (+4) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis+7, Charisma +8 Skills Insight +7, Performance +11 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened Senses darkvision 120 ft., passive Perception 14 Languages all, telepathy 120 ft. Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Angelic Weapons . The song angel\xe2\x80\x99s weapon attacks are magical. When the song angel hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack ). \n'b' Innate Spellcasting . The angel\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : alter self , calm emotions , charm person , create food and water , detect evil and good \n'b' 3/day each : enthrall , silence , zone of truth \n'b' 1/day each : irresistible dance , mass cure wounds \n'b'\n'b' Actions \n'b' Scimitar . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage plus 18 (4d8) radiant damage. \n'b' Horn of Blasting (Recharge 5-6) . The song angel blows on its ram\xe2\x80\x99s horn, emitting a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failure, a creature takes 17 (5d6) thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage but isn\xe2\x80\x99t deafened . Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 35 (10d6) thunder damage instead. \n'b' Horn of Spirits (Recharges after a Long Rest) . The song angel blows on its brass horn, calling forth 10 (3d4 + 3) warrior spirits. These spirits appear within 60 feet of the angel and use tribal warrior statistics. When the spirits are summoned, one of them is always an ancient champion that uses berserker statistics. They disappear after 1 hour or when they are reduced to 0 hp . These spirits follow the angel\xe2\x80\x99s commands. \n'b' Change Shape . The angel magically polymorphs into a humanoid 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 angel\xe2\x80\x99s choice). In the new form, the angel retains its game statistics and the 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' Reactions \n'b' Heavenly Inspiration . When a creature the song angel can see fails an ability check or saving throw or misses with a weapon attack , the angel can sing a verse of divine music. If the creature hears this song, it can reroll the failed check, save, or attack roll with advantage. \n'b' About \n'b' Kind, yet Discerning . Song angels are archetypal altruists, delivering unprovoked acts of kindness upon people in need. When a song angel interacts with mortal nobility, it prefers to take an unassuming form such as a dirty urchin or crone to test its charges\xe2\x80\x99 integrity. If spurned by a callous or haughty individual, the song angel unveils its true, radiant splendor. \n'b' Keepers of Music . When a song angel plays or sings a verse, the notes it performed appear on its body. If the angel is destroyed, all the music it ever created rings out in glorious harmony; its heavenly elegy audible for miles. \n'b' Lead through Inspiration . While a song angel\xe2\x80\x99s mission is to comfort and safeguard its mortal charges, it is meant to lead, not to serve. These angels often command soldiers on the front line, inspiring all those who hear its songs. \n'b' Immortal Nature . The song angel doesn\xe2\x80\x99t require food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Boreal Dragon, Ancient \n'b' Family: Dragons \n'b' Gargantuan dragon , chaotic neutral \n'b' Armor Class 22 (natural armor) Hit Points 407 (22d20 + 176) Speed 40 ft., fly 80 ft., swim 30 ft.\n'b' STATS STR: 29 (+9) DEX: 10 (+0) CON: 27 (+8) INT: 17 (+3) WIS: 19 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +15, Wis +11, Cha +11 Skills Athletics +16, Perception +18, Stealth +7 Damage Resistances cold Damage Immunities fire Senses blindsight 60 ft., darkvision 120 ft., passive Perception 28 Languages Draconic, Giant Challenge 24 (62,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ember Wreath (1/Day) . As a bonus action, the boreal dragon wreathes its body in searing blue and white embers. The embers last for 1 minute or until the dragon uses its breath weapon. A creature that enters or starts its turn in a space within 30 feet of the dragon must make a DC 23 Constitution saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it suffers one level of exhaustion as the water is sapped from its body by the unrelenting heat. \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' 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' Cinder Breath (Recharge 5-6) . The dragon exhales a 90-foot cone of superheated air filled with blue-white embers. Each creature in that area must make a DC 23 Dexterity saving throw, taking 88 (16d10) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. 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 23 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' Lair Actions \n'b' Boreal dragons make their home in arctic or subarctic regions, particularly areas warmed by geothermal activity. Suitable sites for their lairs include cliffs above magma deposits or fissures, large caves at the edge of volcanic craters or near hot springs, or the abandoned outposts of fire giants. Boreal dragons also enjoy taking over the lairs of other dragons, particularly those they have personally slain or driven out. On initiative count 20 (losing initiative ties), the dragon can take 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 chooses a creature it can see within 120 feet of it. The target must succeed on a DC 15 Wisdom saving throw or become enraged until the end of its next turn. While enraged, the creature has advantage on melee attack rolls, but it is unable to distinguish friend from foe and must attack the nearest creature other than the dragon. If no other creature is near enough to move to and attack, the victim stalks off in a random direction, seeking a target for its rage. \n'b' The dragon magically calls a saber-toothed tiger or polar bear to aid it in battle. The creature appears within 120 feet of the dragon, emerging from a nearby cave entrance or other suitable opening, and acts as the dragon\xe2\x80\x99s ally. The creature remains for 1 minute, until the dragon uses this lair action again, or until the dragon dies. \n'b' Searing winds batter a point the dragon can see within 120 feet of it. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage and 10 (3d6) bludgeoning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing a legendary boreal 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' Temperatures within 5 miles of the dragon\xe2\x80\x99s lair are warmer than in the surrounding lands. Snow melts shortly after landing, plants are more common, and animals lose their winter coats. \n'b' Beasts and monstrosities are more aggressive within 3 miles of the dragon\xe2\x80\x99s lair. Animal Handling checks in the area are made with disadvantage. \n'b' Volcanic fissures and geysers spring up within 1 mile of the dragon\xe2\x80\x99s lair. If the dragon dies, these effects fade over the course of 1d10 days.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Boreal Dragon, Wyrmling \n'b' Family: Dragons \n'b' Medium dragon , chaotic neutral \n'b' Armor Class 17 (natural armor) Hit Points 39 (6d8 + 12) Speed 30 ft., fly 60 ft., swim 20 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 15 (+2) INT: 11 (+0) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +2, Con +4, Wis +3, Cha +3 Skills Athletics +5, Perception +5, Stealth +2 Damage Resistances cold Damage Immunities fire Senses blindsight 10 ft., darkvision 60 ft., passive Perception 15 Languages Draconic Challenge 2 (450 XP) \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' Cinder Breath (Recharge 5-6) . The dragon exhales a 15-foot cone of superheated air filled with white-hot embers. Each creature in that area must make a DC 12 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Covered in a mix of hard, blue-white scales and patches of silveryblue fur, this dragon radiates a savage belligerence. Its amber eyes gleam with primal fury as it stretches its wings, sending a shower of burning sparks sizzling onto the ground. \n'b' Paradoxical Predators . Boreal dragons inhabit the arctic and alpine places of the world, from snow-capped conifer forests and frigid mountain peaks to flat, icy plains and polar seas. Unlike white or silver dragons, however, boreal dragons are not creatures of cold but rather of heat and flames. Their breath is filled with burning embers, and their preferred lairs contain some sort of natural heat source. While this contradiction has puzzled many scholars of draconic lore, boreal dragons are unconcerned about such trivial matters and are likely to devour any sage or wizard impertinent enough to question their choice of habitat. \n'b' Dragons of Rage . Boreal dragons are among the most straightforward of all true dragons, driven by simple necessities like hunting and mating. They hate most other dragons with a passion and war constantly with those that share their arctic homeland, driving off or killing any dragons they encounter. \n'b' Boreal dragons are truculent creatures and love nothing better than getting into a fight; however, they do not target defenseless creatures or those far weaker than themselves unless they are hunting for food. Because they respect strength above all else, a creature can gain a boreal dragon\xe2\x80\x99s admiration through acts of intense bravery or slaughter. In particular, the dragons are fond of large arctic predators, such as saber-toothed tigers and polar bears, and often invite the creatures to live in their lairs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Boreal Dragon, Young \n'b' Family: Dragons \n'b' Large dragon , chaotic neutral \n'b' Armor Class 18 (natural armor) Hit Points 142 (15d10 + 60) Speed 40 ft., fly 80 ft., swim 30 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 19 (+4) INT: 13 (+1) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +3, Con +7, Wis +5, Cha +5 Skills Athletics +8, Perception +8, Stealth +3 Damage Resistances cold Damage Immunities fire Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18 Languages Draconic, Giant Challenge 8 (3,900 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 : +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' Cinder Breath (Recharge 5-6) . The dragon exhales a 30-foot cone of superheated air filled with white-hot embers. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Covered in a mix of hard, blue-white scales and patches of silveryblue fur, this dragon radiates a savage belligerence. Its amber eyes gleam with primal fury as it stretches its wings, sending a shower of burning sparks sizzling onto the ground. \n'b' Paradoxical Predators . Boreal dragons inhabit the arctic and alpine places of the world, from snow-capped conifer forests and frigid mountain peaks to flat, icy plains and polar seas. Unlike white or silver dragons, however, boreal dragons are not creatures of cold but rather of heat and flames. Their breath is filled with burning embers, and their preferred lairs contain some sort of natural heat source. While this contradiction has puzzled many scholars of draconic lore, boreal dragons are unconcerned about such trivial matters and are likely to devour any sage or wizard impertinent enough to question their choice of habitat. \n'b' Dragons of Rage . Boreal dragons are among the most straightforward of all true dragons, driven by simple necessities like hunting and mating. They hate most other dragons with a passion and war constantly with those that share their arctic homeland, driving off or killing any dragons they encounter. \n'b' Boreal dragons are truculent creatures and love nothing better than getting into a fight; however, they do not target defenseless creatures or those far weaker than themselves unless they are hunting for food. Because they respect strength above all else, a creature can gain a boreal dragon\xe2\x80\x99s admiration through acts of intense bravery or slaughter. In particular, the dragons are fond of large arctic predators, such as saber-toothed tigers and polar bears, and often invite the creatures to live in their lairs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Brown Dragon, Adult \n'b' Family: Dragons \n'b' Huge dragon , lawful evil \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 225 (18d12 + 108) \n'b' Speed swim 40 ft., climb 40 ft., fly 80 ft.\n'b' STATS STR: 25 (+7) DEX: 10 (+0) CON: 23 (+6) INT: 18 (+4) WIS: 16 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +13, Dex +6, Con +12, Int +10, Wis +9, Cha +10 \n'b' Skills History +10, Perception +15, Stealth +6 \n'b' Damage Immunities fire \n'b' Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23 \n'b' Languages Draconic and two others (often Common and Ge\xe2\x80\x99ez or Greek) \n'b' Challenge 17 (18,000 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . A brown dragon can use its Frightful Presence. It can then make three attacks, one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 18 (2d10 +7) piercing damage plus 10 (3d6) fire damage. \n'b' Claw . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 14 (2d6 + 7) piercing damage plus 3 (1d6) fire 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 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' Fiery Breath (Recharge 5-6) . A brown dragon can exhale a 60-foot cone of fire and superheated slag. Each creature in that area must make a DC 20 Dexterity saving throw, taking 59 (17d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' LEGENDARY ACTIONS \n'b' A brown dragon can take three 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 15 (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' These powerful earth dragons are exceedingly rare and powerful and descended from legendary primordial creatures that were ultimately slain by various deities or great heroes. Brown dragons may indeed, as their name suggests, represent a distinct species of Chromatic Dragon . While they are indisputably true Dragons, some scholars postulate for a number of reasons that they may not be a discrete type and might instead be a subspecies of Red Dragon (a suggestion brown dragons consider to be deeply insulting and tantamount to slander). Others contend that Brown dragons are somehow related to Bronze Dragons, which they outwardly resemble to some extent. Support for this theory comes from an element in the personal mythologies of some Brown dragons, that they are the original Bronze Dragons, the creatures usually known by that name being a bastard and somewhat aberrant offshoot. \n'b' Many Brown dragons will thus employ magical or mundane means of polishing their scales to give them as much of a metallic sheen as they can. Brown dragons have large segments of thick armored plating on their backs, breasts, and other broad sections of their bodies and smaller articulated scales on limbs and other places where flexibility is key. Their armored heads are relatively plain and unadorned with the exception of a half dozen straight, backward-sweeping horns that project up from them. \n'b' A brown dragon wyrmling has a relatively uniform muddy brown hide that, as it ages, cures into a surprising number of different shades, from dark chocolates to light tans. Their eyes have the appearance of spheres of metal that have been heated almost to melting in a fire. \n'b' Brown dragons can eat almost anything, and they are very interested in learning what delicacies appeal to other monarchs and sampling them. The core of their diet, however, consists of large quantities of metal-rich ores, primarily those containing copper and tin but also those with silver, gold, platinum, and others. While such a Dragon derives nutrition from precious metals in the ore it consumes, base metals like iron are deposited in a crop-like organ in its throat, and it expels this dross in molten form when using its breath weapon. \n'b' A brown dragon otherwise conforms to the general characteristics of Dragons in general and Chromatic Dragons in particular as presented in the official 5th Edition rules. \n'b' Ancient Emperors . All Brown dragons are able to show their descent from Python, Arwe, or another brown dragon that has previously reigned over some place, possibly even millennia before, and are obsessed with demonstrating the legitimacy of their claims to rule over a particular area. A brown dragon will, in any event, assume there is a basis for it to be ruling over whatever area it dwells in and that lesser beings exist merely to serve it, bring it offerings, and possibly even worship it. A particularly subtle and sophisticated monster of this sort might set up a humanoid puppet as a proxy ruler but, because such monsters see themselves as being synonymous with the areas they rule over, most will simply choose to reign directly. \n'b' Brown dragons will assume all the prerogatives of government in areas over which they rule, to include minting coinage, raising armies, dispatching and receiving ambassadors from foreign courts, and undertaking public works projects. \n'b' Magnanimous Masters . Brown dragons yearn for subjects and will rule over as many peasants, soldiers, courtiers, and other people that they can. They consider themselves to be loving toward their subjects, generously do not take more in tribute than half of what their people produce, and would be indignant or even embarrassed to learn they were regarded as unjust or indifferent to the needs of those they rule. They brutally suppress and cover up any dissent that does occur. \n'b' For those closest to them, Brown dragons demand followers that are competent, organized, and fiercely loyal. Races they often impress into service include Hobgoblins, Duergar , and various sorts of Earth or Magma elementals. Dwarves are among those that they yearn to have working for them but who they often have trouble recruiting or satisfactorily bending to their ends. Vocations they especially value include architects, bards, craftsmen, genealogists, and historians. \n'b' Brown dragons also like to take as wards the children or other relatives of those they make treaties with or otherwise wish to have influence over, for purposes both of indoctrinating these individuals and using them as bargaining chips. \n'b' A Royal Treasury . Like other creatures of their sort, Brown dragons systematically collect valuables of all sorts and amass great hoards of treasure. Unlike other dragons, however, they freely spend their money to support their domains through improvements, hiring of experts, and the like, perceiving these things to be forms of wealth. \n'b' Brown dragons consider the best gems and jewelry in their hoards to be part of their crown jewels and will wear whatever appropriate items they can. Wyrmling and young dragons of this sort will often wear rings on the tips of their horns and, as these increase in size with age, will ultimately endeavor to display upon them the crowns of former monarchs. \n'b' Brown dragons believe it is appropriate for those seeking audiences with them to bring valuable or elaborate gifts and, in the absence of such offerings, will likely be offended.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Brown Dragon, Ancient \n'b' Family: Dragons \n'b' Gargantuan dragon , lawful evil \n'b' Armor Class 24 (natural armor and rubble) \n'b' Hit Points 499 (27d20 + 216) \n'b' Speed swim 40 ft., climb 40 ft., fly 80 ft.\n'b' STATS STR: 28 (+9) DEX: 10 (+0) CON: 27 (+8) INT: 20 (+5) WIS: 18 (+4) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +16, Dex +7, Con +15, Int +10, Wis +11, Cha +12 \n'b' Skills History +12, Perception +18, Stealth +7 \n'b' Damage Immunities fire \n'b' Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23 \n'b' Languages Draconic and three others (often Common, Ge\xe2\x80\x99ez or Greek, and Terran) \n'b' Challenge 24 (62,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If a brown dragon fails a saving throw, it can choose to succeed instead. \n'b' Augmented Armor . An ancient brown dragon secretes a substance that causes pieces of rock to become fused to its hide , raising its armor class from what would normally be 22 to 24. If a dragon that has become buried under earth is awakened, for at least a day afterward \xe2\x80\x94 until the monster has had the opportunity to move around and clean itself \xe2\x80\x94 its AC will be 26. During this period, however, the Dragon\xe2\x80\x99s wings will be fouled and because of that and the excess weight it is carrying it will be unable to fly. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . A brown dragon can use its Frightful Presence. It can then make 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 14 (4d6) fire damage. \n'b' Claw . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 16 (2d6 + 9) piercing damage plus 3 (1d6) fire 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 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' Fiery Breath (Recharge 5-6) . A brown dragon can exhale a 60-foot cone of fire and superheated slag. Each creature in that area must make a DC 20 Dexterity saving throw, taking 87 (25d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' LEGENDARY ACTIONS \n'b' A brown dragon can take three 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 24 Dexterity saving throw or take 15 (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' While many evil dragons are drawn to places that are desolate or foreboding, a brown dragon often prefers areas that are economically valuable, such as those with sources of water, capable of supporting high crop yields, or rich in minerals. Within such areas Brown dragons will dwell within the most secure or impressive redoubts available. \n'b' Those of all ages seek out the highest quality structures they can find, take, or have built, and features they especially value are places with extensive subterranean areas and spaces for libraries, treasuries, arsenals, and barracks. \n'b' A brown dragon will sometimes use its breath weapon over an extended period in its lair to spray superheated slag on walls to give them metallic qualities, to reinforce weakened areas, or to seal up small openings. \n'b' A brown dragon that has a secure domain and which has advanced to Ancient status will often select a hilltop from which it can survey as much of the area it controls as possible. From this aerie the hulking monster will become increasingly dormant, require less and less interaction with its servants and the bureaucrats that manage its realm for it, and may eventually fall into a deep slumber. \n'b' After many years, the dragon may even become covered with earth and vegetation to the extent that it might be mistaken for a hillock or part of a larger terrain feature. It could even become a legend in a land that is ultimately ruled on its behalf by a dynasty of regents. Suffice it to say that a brown dragon somehow awoken from such a sleep will be extremely irritable and commensurately destructive \xe2\x80\xa6 \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 (but cannot use the same effect two rounds in a row): \n'b'\n'b' A vaguely humanoid size Large monster rises up from a mass of metallic slag and either defends the Dragon or follows its telepathic commands to it. This creature has all the characteristics of an Earth Elemental except for its Earth Glide special trait and will remain for 1 minute or until it or the Dragon is killed, at which point it will collapse into a pile of dross. \n'b' A 30-by-30-foot section of metallic slag wall within 120 feet of the dragon that it can see becomes highly magnetized, drawing iron-based metals toward it, until initiative count 20 on the next round. Characters in metal armor within 10 feet of the wall must make a DC 15 Strength saving throw and, failing it, are slammed into it, suffering 1d6 damage and remaining pinned to it while it remains magnetized; those that succeed have their movement rates halved that round. Loose objects within 30 feet of the magnetized area will fly toward it and each character within this range holding metal weapons, shields, or other objects must make a DC 15 Strength check or have the item wrenched from its hand and propelled to the wall. \n'b' A 20-foot-radius area of slag metal floor within 60 feet of the dragon becomes affected as if by the spell heat metal , inflicting 2d8 fire damage on anyone within the area if the Dragon is a wyrmling, 3d8 if it is young, 4d8 if it is an adult, and 5d8 if it is ancient. \n'b'\n'b' Regional Effects \n'b' The region containing a legendary brown dragon\xe2\x80\x99s lair is warped by the monster\xe2\x80\x99s magic, which creates one or more of the following effects: \n'b'\n'b' Creatures within six miles of a brown dragon\xe2\x80\x99s lair have a sense that they are being watched and that the area they are in is under the control of a powerful entity. \n'b' Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a statue, bas relief, or other representation of the dragon within a mile of its lair, the dragon becomes aware of that creature\xe2\x80\x99s presence and location. \n'b' Ravines, caves, and similar terrain features within a mile of the dragon\xe2\x80\x99s lair form portals to the Elemental Plane of Earth, allowing creatures of elemental earth into the world to dwell nearby. \n'b'\n'b' If the dragon dies, these effects fade over the course of 1d10 days.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Brown Dragon, Wyrmling \n'b' Family: Dragons \n'b' Medium dragon , lawful evil \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 58 (9d8 + 18) \n'b' Speed swim 30 ft., climb 30 ft., fly 60 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 15 (+2) INT: 14 (+2) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Dex +2, Con +4, Int +4, Wis +3, Cha +4 \n'b' Skills History +4, Perception +5, Stealth +2 \n'b' Damage Immunities fire \n'b' Senses blindsight 10 ft., darkvision 60 ft., passive Perception 15 \n'b' Languages Draconic \n'b' Challenge 4 (1,100 XP) \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) fire damage. \n'b' Fiery Breath (Recharge 5-6) . A brown dragon can exhale a 15-foot cone of fire and superheated slag. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' These powerful earth dragons are exceedingly rare and powerful and descended from legendary primordial creatures that were ultimately slain by various deities or great heroes. Brown dragons may indeed, as their name suggests, represent a distinct species of Chromatic Dragon . While they are indisputably true Dragons, some scholars postulate for a number of reasons that they may not be a discrete type and might instead be a subspecies of Red Dragon (a suggestion brown dragons consider to be deeply insulting and tantamount to slander). Others contend that Brown dragons are somehow related to Bronze Dragons, which they outwardly resemble to some extent. Support for this theory comes from an element in the personal mythologies of some Brown dragons, that they are the original Bronze Dragons, the creatures usually known by that name being a bastard and somewhat aberrant offshoot. \n'b' Many Brown dragons will thus employ magical or mundane means of polishing their scales to give them as much of a metallic sheen as they can. Brown dragons have large segments of thick armored plating on their backs, breasts, and other broad sections of their bodies and smaller articulated scales on limbs and other places where flexibility is key. Their armored heads are relatively plain and unadorned with the exception of a half dozen straight, backward-sweeping horns that project up from them. \n'b' A brown dragon wyrmling has a relatively uniform muddy brown hide that, as it ages, cures into a surprising number of different shades, from dark chocolates to light tans. Their eyes have the appearance of spheres of metal that have been heated almost to melting in a fire. \n'b' Brown dragons can eat almost anything, and they are very interested in learning what delicacies appeal to other monarchs and sampling them. The core of their diet, however, consists of large quantities of metal-rich ores, primarily those containing copper and tin but also those with silver, gold, platinum, and others. While such a Dragon derives nutrition from precious metals in the ore it consumes, base metals like iron are deposited in a crop-like organ in its throat, and it expels this dross in molten form when using its breath weapon. \n'b' A brown dragon otherwise conforms to the general characteristics of Dragons in general and Chromatic Dragons in particular as presented in the official 5th Edition rules. \n'b' Ancient Emperors . All Brown dragons are able to show their descent from Python, Arwe, or another brown dragon that has previously reigned over some place, possibly even millennia before, and are obsessed with demonstrating the legitimacy of their claims to rule over a particular area. A brown dragon will, in any event, assume there is a basis for it to be ruling over whatever area it dwells in and that lesser beings exist merely to serve it, bring it offerings, and possibly even worship it. A particularly subtle and sophisticated monster of this sort might set up a humanoid puppet as a proxy ruler but, because such monsters see themselves as being synonymous with the areas they rule over, most will simply choose to reign directly. \n'b' Brown dragons will assume all the prerogatives of government in areas over which they rule, to include minting coinage, raising armies, dispatching and receiving ambassadors from foreign courts, and undertaking public works projects. \n'b' Magnanimous Masters . Brown dragons yearn for subjects and will rule over as many peasants, soldiers, courtiers, and other people that they can. They consider themselves to be loving toward their subjects, generously do not take more in tribute than half of what their people produce, and would be indignant or even embarrassed to learn they were regarded as unjust or indifferent to the needs of those they rule. They brutally suppress and cover up any dissent that does occur. \n'b' For those closest to them, Brown dragons demand followers that are competent, organized, and fiercely loyal. Races they often impress into service include Hobgoblins, Duergar , and various sorts of Earth or Magma elementals. Dwarves are among those that they yearn to have working for them but who they often have trouble recruiting or satisfactorily bending to their ends. Vocations they especially value include architects, bards, craftsmen, genealogists, and historians. \n'b' Brown dragons also like to take as wards the children or other relatives of those they make treaties with or otherwise wish to have influence over, for purposes both of indoctrinating these individuals and using them as bargaining chips. \n'b' A Royal Treasury . Like other creatures of their sort, Brown dragons systematically collect valuables of all sorts and amass great hoards of treasure. Unlike other dragons, however, they freely spend their money to support their domains through improvements, hiring of experts, and the like, perceiving these things to be forms of wealth. \n'b' Brown dragons consider the best gems and jewelry in their hoards to be part of their crown jewels and will wear whatever appropriate items they can. Wyrmling and young dragons of this sort will often wear rings on the tips of their horns and, as these increase in size with age, will ultimately endeavor to display upon them the crowns of former monarchs. \n'b' Brown dragons believe it is appropriate for those seeking audiences with them to bring valuable or elaborate gifts and, in the absence of such offerings, will likely be offended.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Brown Dragon, Young \n'b' Family: Dragons \n'b' Large dragon , lawful evil \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 160 (16d10 + 72) \n'b' Speed swim 40 ft., climb 40 ft., fly 80 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) 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 Str +9, Dex +4, Con +8, Int +7, Wis +6, Cha +7 \n'b' Skills History +7, Perception +10, Stealth +4 \n'b' Damage Immunities fire \n'b' Senses blindsight 30 ft., darkvision 120 ft., passive Perception 20 \n'b' Languages Draconic and one other (often Ge\xe2\x80\x99ez or Greek) \n'b' Challenge 10 (5,000 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . A brown 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 plus 7 (2d6) fire damage. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) piercing damage plus 3 (1d6) fire damage. \n'b' Fiery Breath (Recharge 5-6) . A brown dragon can exhale a 30-foot cone of fire and superheated slag. Each creature in that area must make a DC 16 Dexterity saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' These powerful earth dragons are exceedingly rare and powerful and descended from legendary primordial creatures that were ultimately slain by various deities or great heroes. Brown dragons may indeed, as their name suggests, represent a distinct species of chromatic dragon . While they are indisputably true Dragons, some scholars postulate for a number of reasons that they may not be a discrete type and might instead be a subspecies of Red Dragon (a suggestion brown dragons consider to be deeply insulting and tantamount to slander). Others contend that Brown dragons are somehow related to Bronze Dragons, which they outwardly resemble to some extent. Support for this theory comes from an element in the personal mythologies of some Brown dragons, that they are the original Bronze Dragons, the creatures usually known by that name being a bastard and somewhat aberrant offshoot. \n'b' Many Brown dragons will thus employ magical or mundane means of polishing their scales to give them as much of a metallic sheen as they can. Brown dragons have large segments of thick armored plating on their backs, breasts, and other broad sections of their bodies and smaller articulated scales on limbs and other places where flexibility is key. Their armored heads are relatively plain and unadorned with the exception of a half dozen straight, backward-sweeping horns that project up from them. \n'b' A brown dragon wyrmling has a relatively uniform muddy brown hide that, as it ages, cures into a surprising number of different shades, from dark chocolates to light tans. Their eyes have the appearance of spheres of metal that have been heated almost to melting in a fire. \n'b' Brown dragons can eat almost anything, and they are very interested in learning what delicacies appeal to other monarchs and sampling them. The core of their diet, however, consists of large quantities of metal-rich ores, primarily those containing copper and tin but also those with silver, gold, platinum, and others. While such a Dragon derives nutrition from precious metals in the ore it consumes, base metals like iron are deposited in a crop-like organ in its throat, and it expels this dross in molten form when using its breath weapon. \n'b' A brown dragon otherwise conforms to the general characteristics of Dragons in general and Chromatic Dragons in particular as presented in the official 5th Edition rules. \n'b' Ancient Emperors . All Brown dragons are able to show their descent from Python, Arwe, or another brown dragon that has previously reigned over some place, possibly even millennia before, and are obsessed with demonstrating the legitimacy of their claims to rule over a particular area. A brown dragon will, in any event, assume there is a basis for it to be ruling over whatever area it dwells in and that lesser beings exist merely to serve it, bring it offerings, and possibly even worship it. A particularly subtle and sophisticated monster of this sort might set up a humanoid puppet as a proxy ruler but, because such monsters see themselves as being synonymous with the areas they rule over, most will simply choose to reign directly. \n'b' Brown dragons will assume all the prerogatives of government in areas over which they rule, to include minting coinage, raising armies, dispatching and receiving ambassadors from foreign courts, and undertaking public works projects. \n'b' Magnanimous Masters . Brown dragons yearn for subjects and will rule over as many peasants, soldiers, courtiers, and other people that they can. They consider themselves to be loving toward their subjects, generously do not take more in tribute than half of what their people produce, and would be indignant or even embarrassed to learn they were regarded as unjust or indifferent to the needs of those they rule. They brutally suppress and cover up any dissent that does occur. \n'b' For those closest to them, Brown dragons demand followers that are competent, organized, and fiercely loyal. Races they often impress into service include hobgoblins, duergar , and various sorts of earth or magma elementals. Dwarves are among those that they yearn to have working for them but who they often have trouble recruiting or satisfactorily bending to their ends. Vocations they especially value include architects, bards, craftsmen, genealogists, and historians. \n'b' Brown dragons also like to take as wards the children or other relatives of those they make treaties with or otherwise wish to have influence over, for purposes both of indoctrinating these individuals and using them as bargaining chips. \n'b' A Royal Treasury . Like other creatures of their sort, Brown dragons systematically collect valuables of all sorts and amass great hoards of treasure. Unlike other dragons, however, they freely spend their money to support their domains through improvements, hiring of experts, and the like, perceiving these things to be forms of wealth. \n'b' Brown dragons consider the best gems and jewelry in their hoards to be part of their crown jewels and will wear whatever appropriate items they can. Wyrmling and young dragons of this sort will often wear rings on the tips of their horns and, as these increase in size with age, will ultimately endeavor to display upon them the crowns of former monarchs. \n'b' Brown dragons believe it is appropriate for those seeking audiences with them to bring valuable or elaborate gifts and, in the absence of such offerings, will likely be offended.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ceroptor Swarm \n'b' Huge swarm of Medium aberrations , chaotic evil \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 292 (39d8 + 117) \n'b' Speed 10 ft., fly 60 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 16 (+3) INT: 19 (+4) WIS: 15 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int + 7 (see Powerful Mind) \n'b' Skills Deception +7, Intimidation +7, Perception +8, Persuasion +7, Stealth +6 \n'b' Damage Resistances acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities cold, necrotic, poison \n'b' Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned \n'b' Senses darkvision 60 ft., passive Perception 18 \n'b' Languages Ashtuul, Belligren, Common \n'b' Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Distracting Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a medium aberration. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . Additionally, creatures sharing the same space as a swarm are distracted. They gain disadvantage on all attack rolls and ability checks (but not saving throws). \n'b' Innate Spellcasting (Psionic) . As above. Powerful Mind. As above. \n'b' Steal Body . As above. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ceroptor swarm makes three stinger attacks. \n'b' Stinger . Melee Weapon Attack : +6 to hit, reach 0 ft., all creatures in the swarm\xe2\x80\x99s space. Hit : 23 (6d6 + 2) piercing damage, or 12 (3d6 + 2) piercing damage if the swarm has half of its hit points or fewer. The target must succeed on a DC 15 Constitution saving throw or become paralyzed for 1 minute. The creature can make a new saving throw at the beginning of their turn, ending the effect on a success. \n'b' Ganglion Probe . As above.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cobblestone Dragon, Adult \n'b' Family: Dragons \n'b' Medium dragon , chaotic neutral \n'b' Armor Class 20 (natural armor Hit Points 275 (29d8 + 145 Speed 50 ft., climb 50 ft., fly 30 ft.\n'b' STATS STR: 12 (+1) DEX: 25 (+7) CON: 21 (+5) INT: 14 (+2) WIS: 21 (+5) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +12, Wis +10, Cha +6 Skills Acrobatics +12, Insight +15, Perception +10, Stealth +12 Damage Resistances bludgeoning Condition Immunities deafened Senses blindsight 30 ft., darkvision 60 ft., passive Perception 20 Languages Common, plus three other languages Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Agility . As a bonus action on each of its turns, the dragon can take either the Dash , Disengage , or Dodge action. \n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Malleable Form . The dragon can squeeze through openings as small as 1 foot in diameter. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon makes three attacks: one with its Bite and two with its Claw. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 67 (11d10 + 7) piercing damage. \n'b' Claw . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 17 (3d6 + 7) slashing damage. \n'b' Breath Weapons (Recharge 5\xe2\x80\x936) . The dragon uses one of the following breath weapons. \n'b' Petrifying Breath . The dragon exhales a cloud of petrifying gas in a 15-foot cone. Each creature in the affected area must succeed on a DC 20 Constitution saving throw or begin to turn to stone and become restrained . A creature restrained in this manner must repeat the saving throw at the end of each of its turns. If it succeeds on three saving throws in this manner, the effect ends. If it fails two saving throws in this manner, it is instead permanently petrified . \n'b' Silent Mist . The dragon exhales a thin mist in a 90-foot-radius circle centered on it, which lasts for 1 minute and heavily obscures the affected area. Sounds produced in the affected area cannot be heard outside it. \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' Claw . The dragon makes a Claw attack . \n'b' Move . The dragon moves up to its speed. \n'b' Hide (Costs 2 Actions) . The dragon takes the Hide action. \n'b' Breath Weapon (Costs 3 Actions) . The dragon uses or recharges its Breath Weapons action. \n'b'\n'b' ABOUT \n'b' Cobblestone dragons are named for the rocky, rough texture of their scales. Their skeletons are cartilaginous, giving them incredible flexibility and affording them the ability to move swiftly through terrain and past obstacles. While their breath weapon does not create elemental force or gaseous exhalation, it produces either a mist or smoke, at their discretion, that absorbs sound. The one giveaway to their natural stealth tactics is their two sets of horns, which run from their temples and end in swirls. Cobblestone dragons are small in stature\xe2\x80\x94the youngest among them are the size of small hounds, and the largest rival the mightiest bear, replete with sharp bone plating instead of teeth and clawed hands akin to a humanoid\xe2\x80\x99s. \n'b' Cobblestone dragons make their home in large cities where the roads are developed and alleyways are plentiful. Small creatures in comparison to their larger cousins, cobblestone dragons like to wander the cities they call home, collecting rumors and whispers about anything and everyone they come across. With perfect recall, they take these words to others in their den and share them. These words and conversations mean nothing to them by and large, but the trading of words from one to another is their way of hoarding and sharing among themselves\xe2\x80\x94words are their treasure. \n'b' Their natural capabilities aid them in this pursuit, such as shifting scales to blend in with streets, walls, or ceilings and skeletons that bend and twist to allow them access into places otherwise unreachable. Most helpful of all, their breath weapons encompass their steps, deadening the sound of their movements. The smallest of their kind slip into homes and public places, while the larger ones either stay in their hidden family dens or use their considerable abilities to hide in high-traffic places such as temples, markets, and castles.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cobblestone Dragon, Ancient \n'b' Family: Dragons \n'b' Large dragon , chaotic neutral \n'b' Armor Class 22 (natural armor Hit Points 462 (37d10 + 259 Speed 60 ft., climb 60 ft., fly 30 ft.\n'b' STATS STR: 12 (+1) DEX: 29 (+9) CON: 24 (+7) INT: 14 (+2) WIS: 23 (+6) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +16, Wis +13, Cha +8 Skills Acrobatics +16, Insight +20, Perception +13, Stealth +16 Damage Resistances bludgeoning Condition Immunities deafened Senses blindsight 30 ft., darkvision 120 ft., passive Perception 23 Languages Common, plus three other languages Challenge 21 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Agility . As a bonus action on each of its turns, the dragon can take either the Dash , Disengage , or Dodge action. \n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Malleable Form . The dragon can squeeze through openings as small as 2 feet in diameter. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon makes three attacks: one with its Bite and two with its Claw. \n'b' Bite . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 86 (14d10 + 9) piercing damage. \n'b' Claw . Melee Weapon Attack : +16 to hit, reach 5 ft., one target. Hit : 23 (4d6 + 9) slashing damage. \n'b' Breath Weapons (Recharge 5\xe2\x80\x936) . The dragon uses one of the following breath weapons. \n'b' Petrifying Breath . The dragon exhales a cloud of petrifying gas in a 15-foot cone. Each creature in the affected area must succeed on a DC 24 Constitution saving throw or begin to turn to stone and become restrained . A creature restrained in this manner must repeat the saving throw at the end of each of its turns. If it succeeds on three saving throws in this manner, the effect ends. If it fails two saving throws in this manner, it is instead permanently petrified . \n'b' Silent Mist . The dragon exhales a thin mist in a 120-foot-radius circle centered on it, which lasts for 1 minute and heavily obscures the affected area. Sounds produced in the affected area cannot be heard outside it. \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' Claw . The dragon makes a Claw attack . \n'b' Move . The dragon moves up to its speed. \n'b' Hide (Costs 2 Actions) . The dragon takes the Hide action. \n'b' Breath Weapon (Costs 3 Actions) . The dragon uses or recharges its Breath Weapons action. \n'b'\n'b' LAIR \n'b' Cobblestone dragons lair in abandoned, underground, or otherwise inaccessible portions of large cities. Collapsed portions of sewer systems work best for them, but if need be, they burrow and hollow out large portions of earth, creating subterranean caverns in rubble and rocks. Beneath these ruins, cobblestone dragons form small flights of kin. \n'b' They share their hoards of collected and memorized whispers, conversations, and secrets with each member of their flight. Knowing the value of their gathered information, they take careful pains to hide their dens and make them difficult to traverse. The tunnels leading to these dens are always designed for quadrupedal creatures with malleable bodies. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the cobblestone dragon takes a lair action to cause one of the following effects. \n'b'\n'b' A tunnel in the lair closes, blocking access in and out of the lair via that tunnel. \n'b' A tunnel in the lair opens, allowing access to and from the main chamber. \n'b' Part of the roof of the lair collapses, creating a dust cloud obscuring sight throughout the lair. \n'b'\n'b' Regional Effects \n'b' The region containing an ancient cobblestone dragon\xe2\x80\x99s lair is warped by the dragon\xe2\x80\x99s magic, which creates one or more of the following effects within 1 mile of the lair. \n'b'\n'b' Rubble, destroyed ruins, and collapsed buildings in the area are more stable than they appear. \n'b' Every alleyway, empty or near-empty street, and empty building has light mist in or around it in the early morning and on overcast or cloudy days. \n'b' Rats, small animals, and vermin are easier to notice. \n'b'\n'b' ABOUT \n'b' Cobblestone dragons are named for the rocky, rough texture of their scales. Their skeletons are cartilaginous, giving them incredible flexibility and affording them the ability to move swiftly through terrain and past obstacles. While their breath weapon does not create elemental force or gaseous exhalation, it produces either a mist or smoke, at their discretion, that absorbs sound. The one giveaway to their natural stealth tactics is their two sets of horns, which run from their temples and end in swirls. Cobblestone dragons are small in stature\xe2\x80\x94the youngest among them are the size of small hounds, and the largest rival the mightiest bear, replete with sharp bone plating instead of teeth and clawed hands akin to a humanoid\xe2\x80\x99s. \n'b' Cobblestone dragons make their home in large cities where the roads are developed and alleyways are plentiful. Small creatures in comparison to their larger cousins, cobblestone dragons like to wander the cities they call home, collecting rumors and whispers about anything and everyone they come across. With perfect recall, they take these words to others in their den and share them. These words and conversations mean nothing to them by and large, but the trading of words from one to another is their way of hoarding and sharing among themselves\xe2\x80\x94words are their treasure. \n'b' Their natural capabilities aid them in this pursuit, such as shifting scales to blend in with streets, walls, or ceilings and skeletons that bend and twist to allow them access into places otherwise unreachable. Most helpful of all, their breath weapons encompass their steps, deadening the sound of their movements. The smallest of their kind slip into homes and public places, while the larger ones either stay in their hidden family dens or use their considerable abilities to hide in high-traffic places such as temples, markets, and castles.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cobblestone Dragon, Wyrmling \n'b' Family: Dragons \n'b' Tiny dragon , chaotic neutral \n'b' Armor Class 17 (natural armor Hit Points 66 (12d4 + 36 Speed 40 ft., climb 40 ft., fly 30 ft.\n'b' STATS STR: 12 (+1) DEX: 19 (+4) CON: 17 (+3) INT: 14 (+2) WIS: 15 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Wis +4, Cha +2 Skills Acrobatics +6, Insight +6, Perception +4, Stealth +6 Damage Resistances bludgeoning Condition Immunities deafened Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages Common, plus three other languages Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Agility . As a bonus action on each of its turns, the dragon can take either the Dash , Disengage , or Dodge action. \n'b' Malleable Form . The dragon can squeeze through openings as small as 1 inch in diameter. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 22 (4d8 + 4) piercing damage. \n'b' Breath Weapons (Recharge 5\xe2\x80\x936) . The dragon uses one of the following breath weapons. \n'b' Petrifying Breath . The dragon exhales a cloud of petrifying gas in a 15-foot cone. Each creature in the affected area must succeed on a DC 14 Constitution saving throw or begin to turn to stone and become restrained . A creature restrained in this manner must repeat the saving throw at the end of each of its turns. If it succeeds on three saving throws in this manner, the effect ends. If it fails three saving throws in this manner, it is instead turned to stone for 24 hours. \n'b' Silent Mist . The dragon exhales a thin mist in a 30-foot-radius circle centered on it, which lasts for 1 minute and heavily obscures the affected area. Sounds produced in the affected area cannot be heard outside it. \n'b'\n'b' ABOUT \n'b' Cobblestone dragons are named for the rocky, rough texture of their scales. Their skeletons are cartilaginous, giving them incredible flexibility and affording them the ability to move swiftly through terrain and past obstacles. While their breath weapon does not create elemental force or gaseous exhalation, it produces either a mist or smoke, at their discretion, that absorbs sound. The one giveaway to their natural stealth tactics is their two sets of horns, which run from their temples and end in swirls. Cobblestone dragons are small in stature\xe2\x80\x94the youngest among them are the size of small hounds, and the largest rival the mightiest bear, replete with sharp bone plating instead of teeth and clawed hands akin to a humanoid\xe2\x80\x99s. \n'b' Cobblestone dragons make their home in large cities where the roads are developed and alleyways are plentiful. Small creatures in comparison to their larger cousins, cobblestone dragons like to wander the cities they call home, collecting rumors and whispers about anything and everyone they come across. With perfect recall, they take these words to others in their den and share them. These words and conversations mean nothing to them by and large, but the trading of words from one to another is their way of hoarding and sharing among themselves\xe2\x80\x94words are their treasure. \n'b' Their natural capabilities aid them in this pursuit, such as shifting scales to blend in with streets, walls, or ceilings and skeletons that bend and twist to allow them access into places otherwise unreachable. Most helpful of all, their breath weapons encompass their steps, deadening the sound of their movements. The smallest of their kind slip into homes and public places, while the larger ones either stay in their hidden family dens or use their considerable abilities to hide in high-traffic places such as temples, markets, and castles.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Zoryas \n'b' Family: Angels \n'b' The beautiful, winged woman dressed in voluminous, yellow robes bears a morningstar in one hand and a large, elaborately-crafted, lantern in the other. \n'b' Medium celestial , lawful good \n'b' Armor Class 14 (natural armor) Hit Points 104 (16d8 + 32) Speed 30 ft., fly 40 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 14 (+2) INT: 10 (+0) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Charisma +7 Skills Insight +7, Perception +7 Damage Resistances fire, radiant; bludgeoning, piercing, and slashing from nomagical attacks Condition Immunities blinded , charmed , deafened , exhaustion , frightened Senses truesight 60 ft., passive Perception 17 Languages all, telepathy 120 ft. Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Fire and Light . The zoryas\xe2\x80\x99 weapon attacks are magical. When the zoryas hits with any weapon, the weapon deals an extra 3d8 radiant or fire damage (included in the attack ). The zoryas chooses whether its attack does radiant or fire damage before making the attack roll. \n'b' Open Celestial Gate . As an action, the zoryas opens a gateway to the celestial plane. The gate appears as a shimmering circle that sheds bright light in a 15-foot radius and dim light for an additional 15 feet and is framed by twisting, golden strands. The gate lasts 1 hour; though, the zoryas can choose to close it at any time as a bonus action . Once the gate closes, the Angel, Zoryas zoryas is reduced to 0 hp and remains unconscious for six days, awakening, fully restored, at sunrise on the seventh day. The zoryas can\xe2\x80\x99t pass through its own gate . \n'b' Regeneration . The zoryas regains 10 hp at the start of its turn. If the zoryas takes necrotic damage, this trait doesn\xe2\x80\x99t function at the start of the zoryas\xe2\x80\x99 next turn. The zoryas\xe2\x80\x99 body is destroyed only if it starts its turn with 0 hp and doesn\xe2\x80\x99t regenerate . \n'b' Sun\xe2\x80\x99s Guidance (3/day) . The zoryas has advantage on melee attack rolls until the end of its next turn. \n'b' Actions \n'b' Multiattack . The angel makes two morningstar attacks. \n'b' Morningstar . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 13 (3d8) radiant or fire damage. \n'b' Light of Dawn (Recharges after a Long Rest) . The zoryas\xe2\x80\x99 lantern brightens, bathing its environs in brilliant light. Each creature within 30 feet of the zoryas must succeed on a DC 16 Wisdom saving throw or be blinded for 1d4 rounds. An undead creature who fails this save also takes 13 (3d8) fire damage. The light dispels up to three spells or other magical effects of 3rd level or lower like the dispel magic spell within the area. \n'b' Dusk\xe2\x80\x99s Arrival (Recharges after a Long Rest) . The zoryas\xe2\x80\x99 lantern darkens, snuffing out nearby natural and magical sources of light. Each creature within 30 feet of the zoryas must make a DC 16 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. The area is bathed in darkness like the darkness spell until the end of the zoryas\xe2\x80\x99 next turn. \n'b' About \n'b' Brilliant Halos . Zoryas angels are the bringers and enders of light. Appearing at dawn, they ensure that the sun\xe2\x80\x99s rays penetrate dark places. At dusk, they hasten light\xe2\x80\x99s retreat, allowing darkness its portion. Zoryas angels are bathed in bright white and yellow light. Their brows are adorned with a shining halo consisting of small rotating orbs, leading many to sometimes mistake them for a sunrise when seeing them on the horizon. \n'b' Ushers and Key Holders . They are known to escort the avatars of gods onto and away from the mortal plane. The angels may open and close doors between the celestial plane and the mortal one. Doing so is taxing, and they must rest for several days afterwards. It is said that the brave and the foolish have stolen a zoryas\xe2\x80\x99 interplanar keys while the angel recuperated. These stories invariably end poorly for the thieves, who are immolated by the angered angel\xe2\x80\x99s wrath. \n'b' Immortal Nature . The zoryas angel doesn\xe2\x80\x99t require food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cobblestone Dragon, Young \n'b' Family: Dragons \n'b' Small dragon , chaotic neutral \n'b' Armor Class 18 (natural armor Hit Points 221 (26d6 + 130 Speed 40 ft., climb 40 ft., fly 30 ft.\n'b' STATS STR: 12 (+1) DEX: 23 (+6) CON: 21 (+5) INT: 14 (+2) WIS: 19 (+4) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +10, Wis +8, Cha +5 Skills Acrobatics +10, Insight +12, Perception +8, Stealth +10 Damage Resistances bludgeoning Condition Immunities deafened Senses blindsight 30 ft., darkvision 60 ft., passive Perception 18 Languages Common, plus three other languages Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Agility . As a bonus action on each of its turns, the dragon can take either the Dash , Disengage , or Dodge action. \n'b' Malleable Form . The dragon can squeeze through openings as small as 6 inches in diameter. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon makes three attacks: one with its Bite and two with its Claw. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 42 (8d8 + 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' Breath Weapons (Recharge 5\xe2\x80\x936) . The dragon uses one of the following breath weapons. \n'b' Petrifying Breath . The dragon exhales a cloud of petrifying gas in a 15-foot cone. Each creature in the affected area must succeed on a DC 18 Constitution saving throw or begin to turn to stone and become restrained . A creature restrained in this manner must repeat the saving throw at the end of each of its turns. If it succeeds on three saving throws in this manner, the effect ends. If it fails three saving throws in this manner, it is instead permanently petrified . \n'b' Silent Mist . The dragon exhales a thin mist in a 60-foot-radius circle centered on it, which lasts for 1 minute and heavily obscures the affected area. Sounds produced in the affected area cannot be heard outside it. \n'b'\n'b' ABOUT \n'b' Cobblestone dragons are named for the rocky, rough texture of their scales. Their skeletons are cartilaginous, giving them incredible flexibility and affording them the ability to move swiftly through terrain and past obstacles. While their breath weapon does not create elemental force or gaseous exhalation, it produces either a mist or smoke, at their discretion, that absorbs sound. The one giveaway to their natural stealth tactics is their two sets of horns, which run from their temples and end in swirls. Cobblestone dragons are small in stature\xe2\x80\x94the youngest among them are the size of small hounds, and the largest rival the mightiest bear, replete with sharp bone plating instead of teeth and clawed hands akin to a humanoid\xe2\x80\x99s. \n'b' Cobblestone dragons make their home in large cities where the roads are developed and alleyways are plentiful. Small creatures in comparison to their larger cousins, cobblestone dragons like to wander the cities they call home, collecting rumors and whispers about anything and everyone they come across. With perfect recall, they take these words to others in their den and share them. These words and conversations mean nothing to them by and large, but the trading of words from one to another is their way of hoarding and sharing among themselves\xe2\x80\x94words are their treasure. \n'b' Their natural capabilities aid them in this pursuit, such as shifting scales to blend in with streets, walls, or ceilings and skeletons that bend and twist to allow them access into places otherwise unreachable. Most helpful of all, their breath weapons encompass their steps, deadening the sound of their movements. The smallest of their kind slip into homes and public places, while the larger ones either stay in their hidden family dens or use their considerable abilities to hide in high-traffic places such as temples, markets, and castles.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Crypt Dragon, Adult \n'b' Family: Dragons \n'b' Huge dragon , neutral \n'b' Armor Class 19 (natural armor) Hit Points 212 (17d12 + 102) Speed 40 ft., fly 80 ft., swim 40 ft.\n'b' STATS STR: 25 (+7) DEX: 10 (+0) CON: 23 (+6) INT: 5 (-3) WIS: 15 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +11, Wis +7, Cha +9 Skills Insight +7, Perception +7, Stealth +10 Damage Resistances necrotic Damage Immunities necrotic, poison Condition Immunities exhaustion , poison, paralysis Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22 Languages Giant (cannot speak) Challenge 15 (13,000 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' Traumatic Brain Injury . The dragon\xe2\x80\x99s Intelligence has been reduced to 5 as a result of brain damage, and it has lost its languages and spells. \n'b' Grave Endurance . The dragon has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put the dragon to sleep . It is also immune any type of disease. \n'b' Inexorable Attacks . The dragon\xe2\x80\x99s attacks are considered magical and can hit creatures on the Ethereal Plane. \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'\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' 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' Decaying Breath (Recharge 5-6) . The dragon exhales shadow in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies. This attack is considered radiant damage when used against undead creatures. \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' Sepulchral Crush (Costs 2 Actions) . The dragon uses its body to entomb a foe. Each creature within 10 feet of the dragon must succeed on a DC 20 Constitution saving throw or take 14 (2d6 + 7) bludgeoning damage and be forced prone . If the save failed by 5 or more the target is paralysed. A parlayed target may repeat the saving throw at the end of its turn but if it fails by 5 or more again it is petrified .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon Runt, Blue \n'b' Family: Dragons \n'b' Small dragon , lawful evil \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 52 (8d8 + 16) \n'b' Speed 30 ft., burrow 15 ft., fly 60 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 15 (+2) INT: 12 (+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 +2 \n'b' Skills Perception +4, Stealth +2 \n'b' Damage Immunities lightning \n'b' Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 \n'b' Languages Draconic \n'b' Challenge 3 (700 XP) \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) lightning damage. \n'b' Lightning Breath (Recharge 5\xe2\x80\x936) . The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must attempt a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failure, or half as much damage on a success.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon Runt, Red \n'b' Family: Dragons \n'b' Small dragon , chaotic evil \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 75 (10d8 + 30) \n'b' Speed 30 ft., climb 30 ft., fly 60 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 17 (+3) INT: 12 (+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 +5, Wis +2, Cha +4 \n'b' Skills Perception +4, Stealth +2 \n'b' Damage Immunities fire \n'b' Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 \n'b' Languages Draconic \n'b' Challenge 4 (1,100 XP) \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) 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 attempt a DC 13 Dexterity saving throw, taking 21 (6d6) fire damage on a failure, or half as much damage on a success.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Auto \n'b' Family: Dragons \n'b' Large construct , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 52 (8d10 + 8) Speed 25 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 12 (+1) INT: 3 (-4) WIS: 11 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Damage Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft., darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the auto-dragon remains motionless, it is indistinguishable from a metal statue. \n'b' Feast of Burden . The dragon is considered to be a Huge creature for the purpose of determining its carrying capacity. \n'b' Maintainable . Repairing 1 hit point of damage to the auto-dragon takes 1 hour and requires replacement parts, which can be bought in a large city for 20 do. If the auto-dragon drops to 0 hit points , it is destroyed and unrepairable. \n'b' Music Box . When the dragon moves, it begins playing music that is audible within 300 feet of it. \n'b' Radiant Eyes . While its eyes are open, an auto-dragon projects bright light in a 60-foot cone and dim light for an additional 60 feet. It sets the orientation of this cone at the end of each of its turns. All creatures that can see the auto-dragon have disadvantage on attack rolls while in the area of bright light and within 15 feet of the auto-dragon. Creatures with the Sunlight Sensitivity trait that can see the auto-dragon have disadvantage on attack rolls anywhere in the area of bright light. \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. \n'b'\n'b' ABOUT \n'b' This gorgeous, jeweled dragon makes a rumbling and squeaking sound as it moves. It eyes flash with lights and it utters a low growling noise. Its scales are of gold and each one is set with sparkling jewels. \n'b' Auto-dragons are not true dragons and surely an offense to dragonkind everywhere. \n'b' Parade Floats . Despite their fearsome appearance, autodragons have little utility other than as beasts of burden. They play marching music whenever they animate, making them particularly poor at ambush tactics, and they move slowly. \n'b' No True Dragon . True dragons find auto-dragons highly offensive clockwork monstrosities, pale imitations of the real thing that have no business living. That auto-dragons are mute is beside the point.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Bliss (Young) \n'b' Family: Dragons \n'b' Large dragon , neutral good \n'b' Armor Class 17 (natural armor) Hit Points 147 (14d10 + 70) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 21 (+5) DEX: 15 (+2) CON: 21 (+5) INT: 14 (+2) WIS: 13 (+1) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +5, Con +8, Wis +4, Cha +8 Skills Perception +7, Stealth +5 Damage Immunities lightning Condition Immunities petrified , poisoned Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17 Languages Common, Draconic Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Pristine . A bliss dragon is immune to having its maximum hit points reduced. \n'b' Subduer . When the dragon reduces a creature to 0 hit points with an attack or its breath weapon, the dragon can knock the creature out. The dragon can make this choice the instant the damage is dealt. The creature falls unconscious and is stable. \n'b'\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' Lightning Breath (Recharge 5-6) . The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature 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' Change Shape . The dragon magically polymorphs into a 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' Healing Touch (1/Day) . A creature it touches magically regains up to 70 Hit Points . \n'b'\n'b' ABOUT \n'b' Bliss dragons are self-appointed wardens of wildlife and wilderness, sometimes even displacing fey and magical creatures dwelling there whose ethics fall short of the dragons\xe2\x80\x99 high standards. Bliss dragons often sequester refugees in their extraplanar glades, granting sanctuary and healing to those in need. Their feathered forms emit a comforting warmth, and all are welcome to seek succor though few are allowed to linger long in their utopian dwellings.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chaceklain, Adult \n'b' Large ravager (sublime), unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 90 (12d10 + 24); Wound Threshold 15 \n'b' Speed 30 ft., climb 20 ft., swim 50 ft.\n'b' STATS STR: 21 (+5) DEX: 9 (-1) CON: 14 (+2) INT: 6 (-2) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +8, Intimidation +6, Perception +5, Stealth * +5 \n'b' Damage Vulnerabilities lightning \n'b' Damage Resistances poison \n'b' Condition Immunities charmed , frightened \n'b' Senses darkvision 120 ft., passive Perception 15 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The adult chaceklain can breathe air and water. \n'b' Feral Instinct . The adult chaceklain has advantage on initiative rolls. \n'b' Swift . The adult chaceklain can take two reactions per round. \n'b' Toxic Touch . If a creature comes into contact with the adult chaceklain, or hits it with a melee attack and is within 5 ft. of the adult chaceklain, the creature must succeed on a DC 13 Constitution saving throw. On a failure, the creature takes 10 (3d6) poison damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The adult chaceklain makes two claw attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 5) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked prone and grappled (escape DC 16). Until this grapple ends, the target is restrained and the adult chaceklain can\xe2\x80\x99t make bite attacks against other targets. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) piercing damage. \n'b' Tail . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 18 (2d12 + 5) bludgeoning damage and the target must succeed on a DC 16 Dexterity saving throw or be stunned for 1d4 turns. 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' BONUS ACTIONS \n'b'\n'b' Aggressive Leap . The adult chaceklain makes a long or high jump to land on a target within 40 ft. of it. That target must succeed on a DC 15 Strength saving throw or be knocked prone . If the creature is prone , the adult chaceklain can immediately make a bite attack against it. \n'b' Nimble Escape . The adult chaceklain can take the Disengage or Hide action. \n'b'\n'b' ABOUT \n'b' Chaceklain eggs have a high market value. Despite their hardness, eggshells are a pearly, iridescent white: they are used to make jewelry, or to craft ceremonial or funeral masks, and are highly prized by the princely or religious elites. Pound for pound, they are worth as much as gold or jade in some places: the shell of a complete egg can sell for 500 gp and be used to barter (cf. Adventurers, Trade: Gemstones). The claws and teeth of adult specimens are also used as pendants or ornaments. \n'b' Sometimes, the young survive long enough after hatching so that the creature can be found in unpredictable places in the Netherworld: freshwater supplies, underground oases, all the way to the surface in mild climates or near hot springs. \n'b' This sublime predator is territorial and hunts around its lair, which it builds between intertwined roots, in semi-submerged caves graced by small rays of natural light . The oval nest is a mix of dead leaves and mud, layered on the inside with flowers, especially jasmine and wild orchids. Some rangers have learned to recognize the presence of a chaceklain\xe2\x80\x99s nest by the sweet scent wafting from it and the bleached bones that dot the area. Female chaceklains raise their offspring alone and defend them fiercely. They even build false nests to lure hunters into deadly ambushes, far from their eggs. \n'b' Variant \n'b' If you use this option, the chaceklain\xe2\x80\x99s Toxic Touch becomes more dangerous. \n'b' Toxic Touch . If a creature comes into contact with the chaceklain, or hits it with a melee attack and is within 5 ft. of the chaceklain, the creature must succeed on a DC 12 (young) or 13 (adult) Constitution saving throw. On a failure, the creature takes 7 (2d6) or 10 (3d6) poison damage (young and adult, respectively) and is poisoned . \n'b' A creature restrained by the chaceklain suffers the effects of Toxic Touch at the end of each of its turns. \n'b' In addition, it has Disadvantage to Constitution saving throws against the chaceklain\xe2\x80\x99s poison. \n'b' Chaceklain Venom \n'b' Type : Contact \n'b' Effect : The creature must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage. While in contact with the poison, the creature must repeat the saving throw at the end of each of its rounds. A dose of poison wears off after 3 rounds. \n'b' Price : 350 gp \n'b' Chaceklain venom can be collected from both the young and adults; however, it takes more time or more specimens to collect the same amount of venom from a juvenile as from an adult.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Burrowdrake \n'b' Family: Dragons \n'b' Medium dragon , neutral \n'b' Armor Class 15 (natural armor) Hit Points 27 (5d8 + 5) Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 14 (+2) DEX: 11 (+0) CON: 12 (+1) INT: 6 (-2) WIS: 12 (+1) CHA: 11 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +2 Damage Immunities fire Condition Immunities charmed , frightened , poisoned Senses darkvision 90 ft., tremorsense 60 ft., passive Perception 13 Languages Draconic Proficiency Bonus +2 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Earth Armor . The burrowdrake doesn\xe2\x80\x99t provoke opportunity attacks when it burrows. \n'b' Earth Glide . The burrowdrake can burrow through nonmagical, unworked earth and stone. While doing so, the burrowdrake doesn\xe2\x80\x99t disturb the material it moves through. \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 plus 3 (1d6) fire damage. \n'b' Fire Breath (Recharge 5-6) . The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 10 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' This quadrupedal dragon burrows effortlessly through earth and rock. \n'b' Like firefoxes, burrowdrakes are attracted to gnomish industry. In particular, they can sense the vibrations that come from large mining machines. The ensuing noise eventually attracts burrowdrakes, who are difficult to stop because of their ability to phase through matter.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Forest (Adult) \n'b' Family: Dragons \n'b' Huge dragon , chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 207 (18d12 + 90) Speed 40 ft., burrow 20 ft., climb 30 ft., fly 80 ft.\n'b' STATS STR: 23 (+6) DEX: 12 (+1) CON: 21 (+5) INT: 16 (+3) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities poisoned Saving Throws Dex +6, Con +10, Wis +7, Cha +8 Skills Deception +8, Perception +12, Stealth +6 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22 Languages Common, Draconic, Sylvan Challenge 14 (11,500 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' Mimicry . The dragon can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 16 Wisdom ( Insight ) check. \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 : +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 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' Crystalline Breath (Recharge 5-6) . The dragon exhales crystal splinters in a 50-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 54 (12d8) piercing damage on a failed save, or half as much damage on a successful one. \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' Earthshake (Costs 2 Actions) . The dragon writhes its serpentine body. Each creature within 10 feet of the dragon and in contact with the ground must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be forced prone . The dragon can then move up to half its speed or burrows up to half its burrow speed. \n'b'\n'b' ABOUT \n'b' Forest dragons are fickle and malevolent dragons that dwell in deep, rugged woodlands. Forest dragons stalk the earth to pursue objects of its wrath. This massive serpentine and wingless creature has jade scales and antlers, and sounds like grinding stones as it stalks forth.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Holy \n'b' Family: Dragons \n'b' Gargantuan dragon , lawful good \n'b' Armor Class 20 (natural armor) Hit Points 462 (25d20+200) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 30 (+10) DEX: 14 (+2) CON: 27 (+8) INT: 17 (+3) WIS: 18 (+4) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9 Skills Insight +11, Perception +18, Persuasion +16, Religion +10 Damage Resistances cold, fire, necrotic Damage Immunities radiant Senses blindsight 60 ft., passive Perception 28 Languages Celestial, Common, Draconic Challenge 24 (62,000 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' Lit . While conscious, the dragon sheds bright light in a 120-foot-radius sphere and dim light an additional 120 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon can use its Frightful Presence. It then makes four attacks: one with its bite, one with its tail, 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' Claws . Melee Weapon Attack : +18 to hit, reach 10 ft., one target. Hit : 17 (2d6+10) slashing damage. \n'b' Tail . Melee Weapon Attack : +18 to hit, reach 20 ft., one target. Hit : 19 (2d8+10) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 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 Weapons (Recharge 5-6) . The dragon uses one of the following breath weapons.\n'b'\n'b'\n'b' Healing Breath . The dragon exhales life-giving energy in a 40-foot cone and each creature in the area regains 49 (7d12+4) hit points . \n'b' Radiant Breath . The dragon exhales pure divine energy in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 22 Wisdom saving throw, taking 72 (16d8) radiant damage on a failed save, or half as much damage on a successful one. \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, 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' Divine Sense . The dragon detects the presence of celestials, fiends, and undead within 120 feet. This functions as the herald class feature except that the dragon also notices any creature of evil alignment within range that fails a DC 18 Wisdom saving throw. \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 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be forced\xc2\xa0 prone . The dragon can then fly up to half its flying speed. \n'b'\n'b' ABOUT \n'b' When a dragon has spent too many years in the realms celestial its scales become imbued with divinity, transforming it into a force for good. A holy dragon is pious but not to any god, answering instead to only the highest ideals and most benevolent aspirations. They protect the holiest and most sacred places, purging the presence of evil with their breath and watching over other significant loci of divine power (such as tombs they know contain powerful evil artifacts). \n'b' A holy dragon often gathers together bands of adventurers it believes can achieve a victory against evil, which it can sense from afar like smoke on the wind. Typically a holy dragon introduces itself while taking an unassuming disguise as an elderly humanoid, testing potential servants with an opportunity to prove their worth and make sure their intentions are righteous. Once won over however, a holy dragon becomes indispensably helpful with making contact with gods and pantheons, and a potent ally able to help hold back the forces of darkness.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Ice \n'b' Family: Dragons \n'b' Huge dragon , chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 195 (17d12 + 85) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 22 (+6) DEX: 14 (+2) CON: 20 (+5) INT: 16 (+3) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +10, Int +8, Wis +6 Skills Perception +6, Stealth +7 Damage Immunities cold Senses blindsight 60 ft., darkvision 120 ft., passive Perception 16 Languages Common, Draconic Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ice Walk . The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn\xe2\x80\x99t cost it extra movement. \n'b' 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 makes two melee attacks . \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage plus 5 (1d10) cold damage. \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 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' Freezing Breath . The dragon exhales an icy breath in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 28 (8d6) cold damage on a failure half damage on a success. If the target fails their saving throw, they are also paralyzed for 1 minute. The target can make a DC 17 Constitution saving throw to end the paralysis at the end of each of their turns. \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'\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' Wing Attack (Costs 2 Actions) . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) slashing damage. \n'b' Claw Attack (Costs 3 Actions) . The dragon makes one claw attack . \n'b'\n'b' ABOUT \n'b' A party of adventurers cautiously makes its way across a snowy crevasse. Without warning, a bluish-white dragon drops from the sky and breathes a blast of freezing cold air. Half of the heroes are literally frozen in their tracks. \n'b' Cool Intellect . Unlike its white dragon cousin, the ice dragon is rather intelligent. In fact, it is a wily and clever creature. These dragons know when they\xe2\x80\x99re outmatched and won\xe2\x80\x99t hesitate to fight again another day. An ice dragon will usually make its home in a large ice cavern. It makes sure to choose a strategic location it can defend. \n'b' Frozen in Their Tracks . Their powerful breath can freeze victims and make them easy targets. The ice dragon will use its breath weapon at a great distance and then move in to attack with its jaws and claws. However, the sight of the dragon is so terrifying that most creatures don\xe2\x80\x99t get close enough to feel its icy breath. \n'b' Snow Problem . Snow elf forces often hunt these dragons. The two foes don\xe2\x80\x99t feel they can share the Arctic peacefully. Ferocious air battles between the snow elves\xe2\x80\x99 airships and ice dragons are legendary. The elves are always working on new ways to protect their craft from these creatures.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Abomination, Lesser \n'b' Medium abomination , any evil \n'b' Armor Class 15 (natural armor) Hit Points 27 (5d8 +12) Speed 30\n'b' STATS STR: 16 (+3) DEX: 13 (+2) CON: 16 (+3) INT: 8 (-1) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +6, Strength +6 Skills Perception +2 Condition Immunities corrupted Senses darkvision Language Blood Lord Fear Rating 5 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Corrupted . Attacks from a lesser abomination cause corruption with a DC of 12. \n'b'\n'b' ACTIONS \n'b'\n'b' Spike Tendrils . Melee Weapon Attack : A lesser abomination has d6 spiked tendrils each doing a separate attack at +4 to hit. Hit : 5 (d6+3) each. \n'b'\n'b' ABOUT \n'b' Abominations come in all shapes and sizes and are generally broken down into two types, lesser and greater. Lesser are the smaller, less developed of the two, though still deadly they tend to be easier to kill, and with fewer enhancements and can look more human. Greater are always larger, are fully developed and have many more abilities. Greater are tougher and are much more aggressive. \n'b' Abomination appearances vary, with no two looking the same or even having the same abilities, which can make them extremely unpredictable and dangerous. \n'b' Abominations are loners they are rarely seen in groups or pairs; they are either sent out to do a specific task or discarded by the creator to just roam around freely and survive. Whatever mind their once was in the individuals that were fused together to create an abomination has long since disappeared into madness, but some have claimed that finding the face of a loved one peering out from the mass of an abomination they have witnessed a spark of recognition, but this is just considered wishful thinking.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Anghenfil \n'b' Gargantuan beast , unaligned \n'b' Whipping antennae sprout from what must be the elongated neck of this long, serpentine vermin carried along by dozens of small, skittering legs. Its one eye blinks between the snapping pincers around its huge maw as it sees you and tilts its head curiously. \n'b' Armor Class 14 (natural armor) Hit Points 150 (10d20 +40) Speed 50 ft., climb 50 ft.\n'b' STATS STR: 26 (+8) DEX: 14 (+2) CON: 19 (+4) INT: 1 (-5) WIS: 12 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning damage from nonmagical weapons that aren\xe2\x80\x99t adamantine Damage Immunities acid, psychic Condition Immunities charmed , frightened , prone Senses darkvision 120 ft. \n'b' Languages understands hoyrall, but can\xe2\x80\x99t speak it Challenge 6 (2300 XP) \n'b' Special Traits \n'b' Unkind Pheromones . The segmented whips on the anghenfil\xe2\x80\x99s head slather creatures with invisible pheromones that most creatures find appallingly disgusting. Non-insectoid beasts and non-hoyrall touched by the anghenfil\xe2\x80\x99s antennae must succeed a DC 17 Constitution saving throw or be so disgusted by the stench that any action not devoted to scrubbing the stench off is at disadvantage. Using an action to scrub off the pheromones gets rid of them, as does more than 5 points of fire damage or submersion in water. Immunity to the poisoned condition renders immunity against the pheromones as well. \n'b' Actions \n'b' Multiattack . The anghenfil makes 2 whipping antennae attacks and one bite attack . \n'b' Whipping Antennae . Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : Affected by unkind pheromones feature and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained . The anghenfil has two antennae, each of which can grapple one target. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 19 (2d10+8) piercing damage. If the target is a Large or smaller creature grappled by the anghenfil, that creature 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 anghenfil, and it takes 25 (6d6+4) acid damage at the start of each of the anghenfil\xe2\x80\x99s turns. If the anghenfil takes more than 30 damage on a single turn from a creature inside it, the anghenfil must succeed on a DC 23 Constitution saving throw at the end of the turn or regurgitate all swallowed creatures, which all fall prone in a space within 10 feet of the anghenfil. If the anghenfil dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone . \n'b' About \n'b' A few decades after the hive mind shattered, many hoyrall devoted themselves to mending the destroyed connection to their homeworld-all of them ultimately failed but a few saw a measure of success, drawing baby anghenfil across the cosmos. On their native planet these durable creatures are made for war, but stripped of the connection to their riders, they are now little more than draft animals or gladiatorial combatants. \n'b' Anghenfil are 30 ft. long but taper to their end, so only 20 ft. of the creature is substantial enough to take up much space. They typically weigh between 4000 and 5000 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Ice \n'b' Family: Dragons \n'b' Huge dragon , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 150 (12d12 + 96) Speed 40 ft., burrow 30 ft. (80 ft. when sliding downhill)\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 22 (+6) INT: 8 (-1) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +11, Wis +6, Cha +6 Skills Perception +7, Stealth +6 Damage Immunities cold, fire Senses blindsight 60 ft., darkvision 120 ft., passive Perception 17 Languages Common, Draconic Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ice Walk . The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn\xe2\x80\x99t cost it extra movement. \n'b' Tunneler . The ice dragon can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. \n'b' Harmed by Running Water . The ice dragon takes 20 acid damage if it ends its turn in running water. \n'b' Aversion to Sneezing . If something makes the ice dragon sneeze, it has disadvantage on attack rolls and ability checks until the end of its next turn. \n'b' Heated Body . A creature that touches the ice dragon or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. \n'b'\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 : +11 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage plus 4 (1d8) fire damage. \n'b' Claw . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b' Fire Breath (Recharge 5-6) . The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' This white dragon slides down the snow with its arms and legs tucked underneath it. \n'b' Native to the tiny island nation of Isa Poso, these dragons constantly breathe steam, which can harm creatures vulnerable to fire. It can breathe fire but is loath to do so in frigid environments, as they are harmed by water. \n'b' Adept Burrowers . Ice dragons build lairs by tunneling out of a huge, snowy hill and lighting a roaring fire at one end. Ice dragons drink flame as other creatures drink water, and always keep a huge pile of trees burning in their cavern lairs. They stack great piles of frozen meat against the walls for eating later.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Knucker \n'b' Family: Dragons \n'b' Huge dragon , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 157 (15d12 + 60) Speed 30 ft., fly 80 ft., swim 40 ft.\n'b' STATS STR: 22 (+6) DEX: 16 (+3) CON: 18 (+4) INT: 16 (+3) WIS: 18 (+4) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +7 Skills Deception +6, Perception +7, Stealth +6 Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 17 Languages Common, Draconic Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The knucker can breathe air and water. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The knucker 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 : 17 (2d10 + 6) piercing damage. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b' Fog Breath (Recharge 5-6) . The knucker exhales poisonous fog in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. The area is also heavily obscured for 1 minute; however, the knucker can still see clearly. \n'b'\n'b' ABOUT \n'b' A strange water dragon lives near lakes and rivers. The monster is known as a knucker and its home is called a knuckerhole. These round holes are filled with water, and nobody has ever discovered how deep they are. \n'b' Perpetual Pandemonium . The water dragons eat livestock, beasts, and humanoids. They don\xe2\x80\x99t usually live too far from humanoid settlements so they can have access to a constant supply of food. \n'b' Foggy Ideas . Knuckers are able to breathe out a large cloud of fog. This makes it very difficult to see anything and the monster can make its escape if necessary. \n'b' Unwanted Attention . Most of these dragons found near rural communities get a lot of attention. Townsfolk will organize and send out armed militia to deal with the threat. They often attempt to destroy the monster\xe2\x80\x99s knuckerhole.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Magma (Adult) \n'b' Family: Dragons \n'b' Huge dragon , chaotic evil \n'b' Armor Class 20 (natural armor) Hit Points 256 (19d12 + 133) Speed 40 ft., climb 40 ft., fly 80 ft.\n'b' STATS STR: 27 (+8) 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 +6, Con +13, Wis +7, Cha +11 Skills Perception +13, Stealth +6 Damage Resistances piercing and slashing from non-magical weapons. \n'b' Damage Vulnerabilities cold Damage Immunities fire and bludgeoning from non-magical weapons Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23 Languages Common, Draconic, Ignan Challenge 18 (18,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Glowing Blood . The lava dragon produces light from its magma-like blood, emitting light in a 60\xe2\x80\xb2 radius. \n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \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' Wing Deflection . The dragon uses its wings to buffet aside normal-sized arrows and bolts as a bonus action with a DC15 Dexterity check. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 ft. 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' Magma Breath (Recharge 3-6) . The dragon exhales fire and rock in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 81 (22d6) fire and bludgeoning damage on a failed save, or half as much damage on a successful one. Individual resistances only apply to half of the damage inflicted. Additionally, the bludgeoning aspect of the magma breath attack subjects targets to being knocked prone . \n'b' Magma Blood . When the magma dragon suffers damage from bludgeoning, piercing, or slashing attacks, it sprays a burst of super-heated blood. Each creature within 20 ft. of it must make a DC 11 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' 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 ft. 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' ABOUT \n'b' Magma dragons are among the rarest of all dragon subtypes. They have submitted themselves to an arcane tradition that transforms them beyond the ultimate reach of the oldest and most powerful red drakes into something more primal, elemental , and fearsome. The spells and rituals are lost to all but the most mighty of fire elemental mages and powerful efreeti kings on the elemental plane of fire. While no one knows why a powerful pinnacle predator would subject themselves to this process, the rewards are great. \n'b' There is fire, there is magical fire, and then there are the myriad types of fire found on the elemental planes. The elemental planes have varieties of flame and heat that are unknown in mortal realms. This is the core of the magic and power of the magma dragon. Its blood is literally elemental magma; not just flame, but stone and superheated gas, which can be delivered in a terrifying blast that can literally, pulverize and vaporize instantaneously. \n'b' The magma dragon is among the most primordial of all dragons and has an origin significantly different than that of other great drakes. It is said that they were born in the fires of creation and once served as guardians at the gates between the Material Plane and the elemental Plane of Fire. Their hide is literally rock hard and forms obsidian plates with extremely sharp edges. Simple contact with their skin can result in terrible wounds to attackers. Their bones are hardened to withstand the intense pressure and heat of the deep earth. This offers them a significant advantage against any attacks that crush or bludgeon them. \n'b' TACTICS \n'b' Initial Round -While magma dragons are fearless, they will never attack directly, preferring to fly by and use their punishing breath weapon to soften foes. Their heightened recharge rate also allows them to use this attack with greater abandon. Focus is divided between front line fighters and spellcasters. \n'b' Melee Round(s) -When confronted on the ground, the magma dragon knows that its blood is deadly and that its wounds are dangerous to those nearby to some extent. \n'b' Example Dragon Hoard \n'b'\n'b' chainmail +1, small shield +1 \n'b' 3 rare greataxes \n'b'\n'b' 7 potions (GM choice) \n'b' 2 pirate prince cutlasses \n'b'\n'b' 15 sapphires \n'b' 1 spellbook (GM choice) \n'b'\n'b' 7,500 sp and 11,000 gp \n'b' 3 ornate spears (60 gp)'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Meteor, Adult \n'b' Family: Dragons \n'b' Huge dragon , chaotic neutral \n'b' Armor Class 18 (natural armor) Hit Points 237 (19d12 + 114) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 25 (+7) DEX: 11 (+0) CON: 23 (+6) INT: 17 (+3) WIS: 14 (+2) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +11, Wis +7, Cha +12 Skills Intimidation +17, Perception +12 Damage Immunities fire; bludgeoning damage from nonmagical attacks Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22 Languages Abyssal, Aklo, Celestial, Draconic, Ignan, Infernal Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Intergalactic . In outer space, a meteor dragon can survive in the void and fly at incredible speed. Travel times vary, but a trip within a single solar system should take 3d20 hours, and a trip beyond should take 3d20 days or more if the dragon knows the way to its destination. An outer dragon can carry one rider of one size category smaller than itself, four passengers two sizes smaller, eight passengers three sizes smaller, or 16 passengers four or more sizes smaller. Passengers are protected from the void of outer space. \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 meteor dragon can use its Alien 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 and 7 (2d6) fire damage, or 23 (3d10 +7) piercing damage if the dragon forgoes the fire 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' Alien Presence . A meteor dragon\xe2\x80\x99s alien presence causes an opponent that fails its save to be overcome with fear. Each creature of the meteor dragon\xe2\x80\x99s choice that is within 120 feet of the meteor dragon must succeed on a DC 16 Intelligence saving throw or become frightened for 1 minute, and must use their movement to stay at least 30 feet away from the dragon if possible. 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 meteor dragon\xe2\x80\x99s Alien Presence for the next 24 hours. \n'b' Meteor Breath (Recharge 5-6) . The meteor dragon exhales a blast of fire and molten rock in a 60- foot cone. Each creature in that cone must make a DC 20 Dexterity saving throw, taking 35 (10d6) fire damage and 28 (8d6) bludgeoning damage on a failed save, or half as much damage on a successful one. The meteor dragon can exchange damage dice between fire and bludgeoning damage when it uses its breath weapon, choosing any combination of damage dice that add up to 18d6. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The meteor 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 meteor dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The meteor dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The meteor dragon makes a tail attack . \n'b' Deep Impact (Costs 2 Actions) . The meteor dragon flies up to its speed, and impacts with the ground. If the dragon moved at least 30 feet, each creature within 10 feet of the meteor dragon must succeed on a DC 20 Constitution saving throw or take 14 (4d6) bludgeoning damage and be forced prone . \n'b'\n'b' ABOUT \n'b' Meteor dragons are destructive forces from the stars responsible for the annihilation of many species. They see themselves as crucibles, however, and delight in the species that come to prominence after they devastate a world.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chaceklain, Young \n'b' Medium ravager (sublime), unaligned \n'b' Armor Class 12 (natural armor) Hit Points 52 (8d8 + 16); Wound Threshold 13 Speed 30 ft., swim 30 ft.\n'b' STATS STR: 19 (+4) DEX: 8 (-1) CON: 14 (+2) INT: 5 (-3) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Damage Vulnerabilities lightning Damage Resistances poison Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The young chaceklain can breathe air and water. \n'b' Brute . A melee weapon deals one extra die of its damage when the young chaceklain hits with it (included in the attack ). \n'b' Feral Instinct . The young chaceklain has advantage on initiative rolls. \n'b' Swift . The young chaceklain can take two reactions per round. \n'b' Toxic Touch . If a creature comes into contact with the young chaceklain, or hits it with a melee attack and is within 5 ft. of the young chaceklain, the creature must succeed on a DC 12 Constitution saving throw. On a failure, the creature takes 7 (2d6) poison damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) piercing damage. If the target is a Small or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone and grappled (escape DC 14). Until this grapple ends, the target is restrained and the young chaceklain can\xe2\x80\x99t make bite attacks against other targets. \n'b' Tail . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage and the target must succeed on a DC 14 Dexterity saving throw or be stunned for 1d4 turns. 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' BONUS ACTIONS \n'b'\n'b' Nimble Escape . The young chaceklain can take the Disengage or Hide action. \n'b'\n'b' ABOUT \n'b' Chaceklain eggs have a high market value. Despite their hardness, eggshells are a pearly, iridescent white: they are used to make jewelry, or to craft ceremonial or funeral masks, and are highly prized by the princely or religious elites. Pound for pound, they are worth as much as gold or jade in some places: the shell of a complete egg can sell for 500 gp and be used to barter. The claws and teeth of adult specimens are also used as pendants or ornaments. Sometimes, the young survive long enough after hatching so that the creature can be found in unpredictable places in the Netherworld: freshwater supplies, underground oases, all the way to the surface in mild climates or near hot springs. \n'b' This sublime predator is territorial and hunts around its lair, which it builds between intertwined roots, in semi-submerged caves graced by small rays of natural light. The oval nest is a mix of dead leaves and mud, layered on the inside with flowers, especially jasmine and wild orchids. Some rangers have learned to recognize the presence of a chaceklain\xe2\x80\x99s nest by the sweet scent wafting from it and the bleached bones that dot the area. Female chaceklains raise their offspring alone and defend them fiercely. They even build false nests to lure hunters into deadly ambushes, far from their eggs. \n'b' Variant \n'b' If you use this option, the chaceklain\xe2\x80\x99s Toxic Touch becomes more dangerous. \n'b'\n'b' Toxic Touch . If a creature comes into contact with the chaceklain, or hits it with a melee attack and is within 5 ft. of the chaceklain, the creature must succeed on a DC 12 (young) or 13 (adult) Constitution saving throw. On a failure, the creature takes 7 (2d6) or 10 (3d6) poison damage (young and adult, respectively) and is poisoned . A creature restrained by the chaceklain suffers the effects of Toxic Touch at the end of each of its turns. In addition, it has Disadvantage to Constitution saving throws against the chaceklain\xe2\x80\x99s poison. \n'b'\n'b' Chaceklain Venom \n'b' Type : Contact \n'b' Effect : The creature must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage. While in contact with the poison, the creature must repeat the saving throw at the end of each of its rounds. A dose of poison wears off after 3 rounds. \n'b' Price : 350 gp \n'b' Chaceklain venom can be collected from both the young and adults; however, it takes more time or more specimens to collect the same amount of venom from a juvenile as from an adult.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Meteor, Ancient \n'b' Family: Dragons \n'b' Gargantuan dragon , chaotic neutral \n'b' Armor Class 21 (natural armor) Hit Points 507 (26d20 + 234) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 29 (+9) DEX: 11 (+0) CON: 28 (+9) INT: 19 (+4) WIS: 17 (+3) CHA: 27 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +16, Wis +10, Cha +15 Skills Intimidation +22, Perception +17 Damage Immunities fire; bludgeoning damage from nonmagical attacks Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 Languages Abyssal, Aklo, Celestial, Draconic, Ignan, Infernal Challenge 23 (30,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Falling Star . A meteor dragon never takes damage when falling from any distance. \n'b' Intergalactic . In outer space, a meteor dragon can survive in the void and fly at incredible speed. Travel times vary, but a trip within a single solar system should take 3d20 hours, and a trip beyond should take 3d20 days or more if the dragon knows the way to its destination. An outer dragon can carry one rider of one size category smaller than itself, four passengers two sizes smaller, eight passengers three sizes smaller, or 16 passengers four or more sizes smaller. Passengers are protected from the void of outer space. \n'b' Explosive . As long as the meteor dragon is at half of its hit point total, A creature that touches or hits the meteor dragon with a melee attack while within 10 feet of it takes 3 (1d6) fire damage and 3 (1d6) bludgeoning damage. \n'b' Magic Weapons . The meteor dragon\xe2\x80\x99s weapon attacks are magical. \n'b' Legendary Resistance (3/Day) . If the meteor dragon fails a saving throw, it can choose to succeed instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The meteor dragon can use its Alien 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 and 14 (4d6) force damage. This attack scores a critical hit on a 19 or 20. \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' Alien Presence . A meteor dragon\xe2\x80\x99s alien presence causes an opponent that fails its save to be overcome with fear . Each creature of the meteor dragon\xe2\x80\x99s choice that is within 120 feet of the meteor dragon of it must succeed on a DC 19 Intelligence saving throw or become frightened for 1 minute, and must use their movement to stay at least 30 feet away from the dragon if possible. 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 meteor dragon\xe2\x80\x99s Alien Presence for the next 24 hours. \n'b' Meteor Breath (Recharge 5-6) . The meteor dragon exhales a blast of fire and molten rock in a 90-foot cone. Each creature in that cone must make a DC 22 Dexterity saving throw, taking 45 (13d6) fire damage and 45 (13d6) bludgeoning damage on a failed save, or half as much damage on a successful one. The meteor dragon can exchange damage dice between fire and bludgeoning damage when it uses its breath weapon, choosing any combination of damage dice that add up to 26d6. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The meteor 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 meteor dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The meteor dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The meteor dragon makes a tail attack . \n'b' Deep Impact (Costs 2 Actions) . The meteor dragon flies up to its speed, and impacts with the ground. If the dragon moved at least 30 feet, each creature within 10 feet of the meteor dragon must succeed on a DC 23 Constitution saving throw or take 17 (5d6) bludgeoning damage and be knocked prone . \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing initiative ties), a meteor 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' Kinetic Blast . An explosion erupts from a point on the ground the meteor dragon can see within 120 feet of it, creating a 5-foot radius blast. Each creature in the blast\xe2\x80\x99s area must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage and 10 (3d6) bludgeoning damage on a failed save, or half as much damage on a successful one. \n'b' Shockwave . A powerful wave of energy emanates in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Strength saving throw or be pushed 10 feet away from the dragon. \n'b' Visions of Destruction . Visions of worlds and civilizations that have been obliterated in an explosive cataclysm plague any creature within 100 feet of the dragon. This effect can pass through walls and other barriers. All creatures caught in this effect must succeed on a DC 13 Wisdom saving throw or be frightened for 1 round as they see and hear death of extraordinary magnitude. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing an ancient meteor dragon\xe2\x80\x99s lair is warped by the dragon\xe2\x80\x99s nature, which creates one or more of the following effects: \n'b'\n'b' Meteor showers are common within 6 miles of the dragon\xe2\x80\x99s lair. Sunsets are always tinged with orange, and the moon glows with a sickly orange light, affecting the sleep of locals and attracting all manner of nocturnal creatures (like lycanthropes). \n'b' Natural calamities occur with slightly more frequency within 3 miles of the dragon\xe2\x80\x99s lair. Earthquakes and tornadoes may form more often than normal. Legend tells that a meteor dragon can attract actual disastrous meteors. \n'b' Everything within 1 mile of the dragons lair feels heavier. Activities like jumping, lifting, and carrying are harder (-25% effective Strength score for ability checks). Occasionally pockets of gravity appear that bow trees or cause landslides and sinkholes. \n'b'\n'b' If the dragon dies, these effects fade over the course of 1d10 days. \n'b' ABOUT \n'b' Meteor dragons are destructive forces from the stars responsible for the annihilation of many species. They see themselves as crucibles, however, and delight in the species that come to prominence after they devastate a world.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Meteor, Wyrmling \n'b' Family: Dragons \n'b' Medium dragon , chaotic neutral \n'b' Armor Class 16 (natural armor) Hit Points 45 (7d8 + 14) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 17 (+3) DEX: 11 (+0) CON: 15 (+2) INT: 14 (+2) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +2, Con +4, Wis +2, Cha +4 Skills Intimidation +6, Perception +4 Damage Immunities fire, bludgeoning damage from nonmagical attacks Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages Draconic Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Falling Star . A meteor dragon never takes damage when falling from any distance. \n'b' Intergalactic . In outer space, a meteor dragon can survive in the void and fly at incredible speed. Travel times vary, but a trip within a single solar system should take 3d20 hours, and a trip beyond should take 3d20 days or more if the dragon knows the way to its destination. An outer dragon can carry one rider of one size category smaller than itself, four passengers two sizes smaller, eight passengers three sizes smaller, or 16 passengers four or more sizes smaller. Passengers are protected from the void of outer space. \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) fire damage. \n'b' Meteor Breath (Recharge 5-6) . The meteor dragon exhales a blast of fire and molten rock in a 15-foot cone. Each creature in that cone must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage and 10 (3d6) bludgeoning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Meteor dragons are destructive forces from the stars responsible for the annihilation of many species. They see themselves as crucibles, however, and delight in the species that come to prominence after they devastate a world.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Meteor, Young \n'b' Family: Dragons \n'b' Large dragon , chaotic neutral \n'b' Armor Class 17 (natural armor) Hit Points 133 (14d10 + 56) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 21 (+5) DEX: 11 (+0) CON: 18 (+4) INT: 15 (+2) WIS: 13 (+1) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +8, Wis +5, Cha +7 Skills Intimidation +12, Perception +9 Damage Immunities fire; bludgeoning damage from nonmagical attacks Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19 Languages Abyssal, Aklo, Draconic, Infernal Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Intergalactic . In outer space, a meteor dragon can survive in the void and fly at incredible speed. Travel times vary, but a trip within a single solar system should take 3d20 hours, and a trip beyond should take 3d20 days or more if the dragon knows the way to its destination. An outer dragon can carry one rider of one size category smaller than itself, four passengers two sizes smaller, eight passengers three sizes smaller, or 16 passengers four or more sizes smaller. Passengers are protected from the void of outer space. \n'b'\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 and 3 (1d6) fire damage. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Meteor Breath (Recharge 5-6) . The meteor dragon exhales a blast of fire and molten rock in a 30-foot cone. Each creature in that cone must make a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage and 24 (7d6) bludgeoning damage on a failed save, or half as much damage on a successful one. The meteor dragon can exchange damage dice between fire and bludgeoning damage when it uses its breath weapon, choosing any combination of damage dice that add up to 15d6. \n'b'\n'b' ABOUT \n'b' Meteor dragons are destructive forces from the stars responsible for the annihilation of many species. They see themselves as crucibles, however, and delight in the species that come to prominence after they devastate a world.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Purple \n'b' Family: Dragons \n'b' Large dragon , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 178 (17d10 + 85) Speed 40 ft., climb 40 ft., fly 80 ft.\n'b' STATS STR: 23 (+6) DEX: 10 (+0) CON: 21 (+5) INT: 14 (+2) WIS: 13 (+1) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +10, Wis +6, Cha +9 Skills Deception +9, Insight +6, Perception +6, Stealth +5 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16 Languages Common, Draconic Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The purple dragon can move through a space as narrow as 1 inch wide without squeezing. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon makes three attacks: one with its bite, one with its claws, and one with its tail. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 17 (2d10 + 6) piercing damage and the target is grappled (escape DC 18). \n'b' Claws . 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) slashing damage. \n'b' Swallow . The purple dragon makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the purple dragon and it takes 10 (3d6) acid damage at the start of each of the purple dragon\xe2\x80\x99s turns. A creature reduced to 0 hit points in this way stops taking acid damage and becomes stable. The purple dragon can have only one target swallowed at a time. While the purple dragon isn\xe2\x80\x99t incapacitated , it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits prone . If the purple dragon dies, it likewise regurgitates a swallowed creature. \n'b'\n'b' ABOUT \n'b' This curious dragon is all purple. It has large feathery wings and a tail that ends in a crab-like claw. \n'b' Dragons in Faerie are tough, but purple dragons are the toughest. They are thankfully rare, but have plagued the Valley of Mo enough to be studied intensely. \n'b' Thick-Skinned and Tough . Purple dragons are surprisingly tough; cutting and slashing weapons do little but make them angry. They are practically rubber and therefore quite stretchy; this makes them difficult to harm from bludgeoning weapons as well. Purple dragons can stretch themselves out considerably, giving them much longer reach in combat. \n'b' Sharp Bite . They also possess a nasty set of jaws capable of severing limbs. Purple dragons are known to swallow limbs and heads whole given the chance, although their sensitive stomachs will spit up crowns. They are particularly fond of caramel and plum pudding, which motivates them to venture out of their mountain lairs to snatch it from trees. \n'b' Nasty Wit . As sharp as their bite, a purple dragon\xe2\x80\x99s intellect is not to be trifled with. They are tactically savvy enough to trick foes, hold hostages, and otherwise cause as much misery as possible. They are particularly fond of torturing mofolk, whom they find foolish and irritating.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Snallygaster \n'b' Family: Dragons \n'b' Large dragon , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 110 (13d10+39) Speed 20 ft., fly 80 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 5 (-3) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +4 Damage Vulnerabilities poison Damage Immunities fire Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons Senses darkvision 60 ft., passive Perception 15 Proficiency Bonus +4 Challenge 10 (5,900 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The snallygaster makes one attack with its tentacles. If that attack hits, the snallygaster can make one beak attack against the same target. \n'b' Tentacles . Melee Weapon Attack : +8 to hit, reach 10 ft., one creature. Hit : 10 (1d12 + 4) piercing damage plus 10 (3d6) necrotic damage. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the snallygaster 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. The target is also grappled (escape DC 16). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the snallygaster has advantage on attack rolls against it and can\xe2\x80\x99t use this attack against other targets. When the snallygaster moves, any Medium or smaller target it is grappling moves with it. \n'b' Beak . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Fire Breath (Recharge 5-6) . The snallygaster exhales fire in a 30-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' This large bat-like creature has a long neck topped by a sharp beak with just one eye in the middle of its forehead. Tentacles ring its beaked maw. Its screech is a piercing whistle. \n'b' Liberated from below ground by earthquakes, the snallygaster is a blood-sucking terror that terrorizes local communities, drinking the blood of any living thing it can catch. They oviparous and live for approximately twenty years. The beast can be lured by moonshine, overcome by the fumes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Spor \n'b' Family: Dragons \n'b' Huge dragon , lawful neutral \n'b' Armor Class 14 (natural armor) Hit Points 256 (19d12 + 133) Speed 20 ft., climb 20 ft., fly 40 ft.\n'b' STATS STR: 27 (+8) DEX: 6 (-2) 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 +4, Con +13, Wis +7, Cha +11 Skills Deception +11, Insight +7, Perception +12, Stealth +4 Damage Resistances fire Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22 Languages Common, Draconic Challenge 17 (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' Wind Vulnerability . The spor dragon cannot use its breath weapon when the wind strength is gale force or higher. Once its fire goes out, the spor dragon requires a lit match or other fire source to ignite its breath. \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' 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' Fire Breath (Recharge 5-6) . The dragon exhales fire in a 60- foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' Weird Insight . The dragon targets one creature it can see within 30 feet of it. The target must contest its Charisma ( Deception ) check against the dragon\xe2\x80\x99s Wisdom ( Insight ) check. If the dragon wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed . \n'b'\n'b' 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 12 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' ABOUT \n'b' Spor dragons are over thirty feet long, covered with large green scales and, for those dragons that are tied to a court like King Terribus, altered with several embellishments. Terribus\xe2\x80\x99 dragon has diamonds in his scales. The dragon\xe2\x80\x99s eyes are as big as pie plates and its mouth as large as a bathtub. Its long tail ends in a ball and it has thick, elephantine legs with scales set with rubies and emeralds. Its ears are monstrous and its horns are carved ivory. This carving can extend to its teeth, such that any of them would make excellent umbrella handles. \n'b' Living History . Spor dragons are as much living heraldic devices as they are actual dragons, and as such are old, arthritic, and lazy. They are quite devious however and all too well-versed in sizing up opponents. Spor dragons know supernatural opposition when they see it, and are loath to engage combatants whom they think will put up a serious fight.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angler Dwarf \n'b' Medium humanoid (dwarf), neutral evil \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 65 (10d8 + 20) \n'b' Speed 25 ft., climb 25 ft.\n'b' STATS STR: 16 (+3) DEX: 11 (+0) CON: 15 (+2) INT: 9 (\xe2\x80\x931) WIS: 14 (+2) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4 \n'b' Damage Resistances poison \n'b' Senses blindsight 10 ft., darkvision 120 ft., passive Perception 14 \n'b' Languages Dwarvish, Undercommon \n'b' Challenge 4 (1,100 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Underworld Camouflage . The angler dwarf has advantage on Dexterity ( Stealth ) checks to hide in rocky underground terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The angler dwarf makes two Bite attacks, or it makes one Bite attack and uses Blazing Beacon. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 17 (4d6 + 3) piercing damage. \n'b' Alluring Light . The angler dwarf causes the orb at the end of its lure to glow. The angler dwarf can extinguish the light as a bonus action. While the light is active, when a creature enters a space within 90 feet of the angler dwarf for the first time on a turn or starts its turn there and can see the light must make a DC 14 Wisdom saving throw or be charmed by the angler dwarf until the light is extinguished. While charmed in this way, a creature is incapacitated and ignores the lights of other angler dwarves. If a charmed creature is more than 5 feet away from the dwarf , the creature must move on its turn toward the dwarf by the most direct route, trying to get within 5 feet. The charmed creature doesn\xe2\x80\x99t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the angler dwarf, the creature can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. On a successful save, the effect ends on it, and the creature is immune to the alluring light of all angler dwarves for the next 24 hours. \n'b' Blazing Beacon . The angler dwarf summons a bright burst of light from its lure. Each creature that isn\xe2\x80\x99t an angler dwarf within 20 feet of the dwarf must make a DC 14 Dexterity saving throw. On a failure, a creature takes 9 (2d8) radiant damage and is blinded until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t blinded . \n'b'\n'b' ABOUT \n'b' A pale light bobs gently on the end of a long tendril affixed to the forehead of a gray?skinned dwarf . Saliva drips from an enormous maw filled with dagger-like teeth. \n'b' Long ago, a clan of dwarves broke away from its brethren, choosing to embrace the challenge of living in the deepest, darkest caverns of the world. In time, even the deepest-dwelling clans lost contact with this clan as it delved deeper with each generation. \n'b' Symbiotic Predators . Over millennia under the earth, the angler dwarves developed a symbiotic union with tiny elementals that now reside in the tendrils that grow from angler dwarves\xe2\x80\x99 heads. When hunting for food, an angler dwarf stands still, camouflaged by the magic of its symbiotic elemental and leaving only an orb of pale light visible. When a creature\xe2\x80\x94whether a monster, lost miner, or unlucky adventurer\xe2\x80\x94steps too close to the light, the angler dwarf surprises and attempts to consume it. \n'b' Remnants of the Clan . In their gradual transformation from dwarf to angler dwarf, the symbiotic predators retained some of the clan structures of their dwarvish ancestors. Angler dwarves are mostly solitary creatures, but they maintain a scattered sense of community and tend to dwell within a few miles of each other. If the angler dwarves perceive a great threat, they temporarily band together in large numbers in their ancestral caverns to drive it away.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Underworld, Adult \n'b' Family: Dragons \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 +10 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, 15 ft. reach, one target. Hit : 47 (6d12 + 8) piercing damage. \n'b' Claw . Melee Weapon Attack : +14 to hit, 15 ft. reach, one target. Hit : 16 (2d8 + 8) slashing damage. \n'b' Tail . Melee Weapon Attack : +14 to hit, 15 ft. reach, 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 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.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dragon, Wildwood Dragon \n'b' Family: Dragons \n'b' Gargantuan dragon , lawful evil \n'b' Armor Class 20 (natural armor) Hit Points 512 (25d20 + 250) Speed 40 ft., fly 250 ft., swim 40 ft.\n'b' STATS STR: 30 (+10) DEX: 8 (-1) CON: 30 (+10) INT: 20 (+5) WIS: 17 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +7, Con +18, Wis +11, Cha +12 Skills Deception +11, Insight +11, Perception +11, Persuasion +12, Stealth +7, Survival +11 Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities poisoned Senses blindsight 60 ft., darkvision 120 ft., greensight 60 ft., passive Perception 27 Languages Common, Draconic Challenge 25 (75,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The dragon can breathe air and water. \n'b' Deepwood Deceiver . In forest terrain, enemies of the wildwood dragon have disadvantage on saving throws against its dream spell and on Intelligence ( Investigation ) checks to discover its hallucinatory terrain . \n'b' Forestmaster . The dragon is fully at home in forests (or jungles, at the GM\xe2\x80\x99s option) and gains advantage on initiative rolls and Wisdom ( Perception ), Dexterity ( Stealth ), and Wisdom ( Survival ) checks. \n'b' Greensight . The wildwood dragon can see through plant matter of any kind that provides up to \xc2\xbe cover to a range of 60 feet. Creatures do not benefit from \xc2\xbe cover or less from the green dragon\xe2\x80\x99s attacks and do not benefit from any kind of concealment or stealth effect short of invisibility in forest (or jungle) terrain. \n'b' Innate Spellcasting : The dragon\xe2\x80\x99s innate spellcasting ability is Intelligence (+13, Dc 21). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' Constant : freedom of movement \n'b' At will : blight , pass without trace , plant growth \n'b' 3/day each : entangle , plant growth , scrying (within forest terrain only) \n'b' 1/day each : commune with nature , dominate beast , dream , hallucinatory terrain , transport via plants \n'b'\n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Legendary Surge (3/Day) . Anytime the dragon rolls a 1d20 it may choose to add 1d12 to the roll including after the roll is made. It must accept the modified roll and it can only use this ability once per roll (though it can use it multiple times per round). \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. It loses a claw attack for each grappled opponent. \n'b' Bite . Melee Weapon Attack : +17 to hit, reach 15 ft., one target. Hit : 21 (2d10 + 10) piercing damage plus 13 (4d6) poison damage. \n'b' Claw . Melee Weapon Attack : +17 to hit, reach 10 ft., one target. Hit. 25 (4d6 + 10) slashing damage and the target is grappled and restrained (Escape DC 18). Grappled targets automatically take claw damage as bludgeoning damage at the start of the wildwood dragons turn. The dragon can grapple up to two opponents. \n'b' Tail . Melee Weapon Attack : +17 to hit, reach 20 ft., one target. Hit : 19 (2d8 + 10) bludgeoning damage. \n'b' Frightful Presence . Each creature of the wildwood 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' Bilious Spew (Recharges after a Short or Long Rest) . A wildwood dragon regurgitates a glob of noxious, caustic bile into its mouth, where it affects the next creature the dragon hits with its bite attack , or it can spew it out to burst in a 10-foot-radius sphere up to 120 feet away, affecting all creatures within it. In either case, creature(s) are affected as the dragon\xe2\x80\x99s Poisonous Miasma breath weapon, except half of the damage is poison and half is acid. In addition, creatures failing their saving throw are coated in this bile, taking 3 (1d6) acid and 3 (1d6) poison damage each round at the beginning of their turn. As long as they are coated in bile, they have disadvantage on Constitution saving throws. This effect lasts 1 minute or until the bile is wiped off as an action, requiring a DC 21 Wisdom ( Medicine ) or Wisdom ( Survival ) check. The dragon cannot use this ability if its breath weapon has not recharged. \n'b' Poisonous Miasma (Recharge 5\xe2\x80\x936) . The wildwood dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 87 (25d6) poison damage on a failed save, or half as much damage on a successful one. Creatures that take any damage from this attack also gain the poisoned condition for 1 minute. If this attack would kill the target it instead drops to 0 hit points and falls asleep as the sleep spell. The target remains asleep so long as it remains poisoned . Target creatures that fail their save but are not killed become confused (as the confusion spell) for as long as they are poisoned . Finally, if a creature is hit with this attack and already has the poisoned state and fails to remove this condition by the end of its next round it begins to drown at the start of the following round as the poisonous miasma liquefies the creature\xe2\x80\x99s lungs (see Suffocating). \n'b'\n'b' REACTIONS \n'b'\n'b' Bloodied Breath . When the wildwood dragon is reduced to less than half its original hit points its poisonous miasma attack option recharges and it may use it as a reaction . \n'b'\n'b' LEGENDARY ACTIONS \n'b' A wildwood 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. A wildwood dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The mythic green makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The mythic green makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The mythic green 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' Legendary Initiative (1/day, Costs 3 Actions) . The wildwood dragon can take a second Action from its list of available options. \n'b'\n'b' LAIR ACTIONS \n'b' The wildwood dragon gains the normal lair actions of an ancient green dragon with the following addition. \n'b'\n'b' A soporific mist rises from the ground in 90-foot sphere centered on the wildwood dragon. Each creature that starts its turn in the mist become sleepy and lethargic on a failed DC 15 Constitution saving throw. Lethargic creatures gain the poisoned condition and while poisoned have disadvantage on Wisdom and Constitution . A successful saving throw at the end of a creatures turn ends the effect and makes them immune to the soporific spores for the next 24 hours. \n'b'\n'b' REGIONAL EFFECTS \n'b' The wildwood dragon gains the normal regional effects of an ancient green dragon with the following addition. \n'b'\n'b' A wildwood dragon can cause its voice to emanate from different locations within 1 mile of its lair. If using the \xe2\x80\x9cDragons as Innate Spellcaster\xe2\x80\x9d variant it may also add any vocal spell to this ventriloquism effect (for example, creating a suggestion effect as the spell). \n'b'\n'b' ABOUT \n'b' Scales the color of emeralds armor this ferocious dragon. A single sharp horn protrudes from the end of its toothy snout. \n'b' These ancient relatives of green dragons are incredibly rare, dwelling only in the trackless heart of truly untamed timberlands. They suffer no rivals and drive out any powerful forest dwellers that might challenge their power, decorating the woodlands with their corpses as a warning to any who would dare defy them. The can be savage in physical combat but they are also creatures of great subtlety, using deception and dark dreams to drive those intruding into their domains or in nearby kingdoms to madness.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ghost Dragon, Ancient \n'b' Family: Dragons \n'b' Gargantuan dragon , any \n'b' Armor Class 22 (natural armor) \n'b' Hit Points 448 (23d20 + 207) \n'b' Speed 30 ft., fly 60 ft. (hover), swim 30 ft.\n'b' STATS STR: 25 (+7) DEX: 14 (+2) CON: 29 (+9) INT: 18 (+4) WIS: 25 (+7) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Con +16, Wis +14, Cha +13 \n'b' Skills Arcana +11, Insight +14, Perception +14, Stealth +9 \n'b' Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities necrotic, poison \n'b' Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious \n'b' Senses blindsight 120 ft. (blind beyond this radius), passive Perception 24 \n'b' Languages Common, Draconic, plus any other languages it knew in life \n'b' Challenge 24 (62,000 XP) \n'b' Proficiency Bonus +7 \n'b' SPECIAL TRAITS \n'b'\n'b' Ethereal Sight. The dragon can see 120 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \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' Unusual Nature . The dragon doesn\xe2\x80\x99t require air, food, or drink. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon makes two attacks, one with its Bite and one with its Claws or Tail, or it uses its Ethereal Form action and its Weakening Presence action. \n'b' Bite . Melee Weapon Attack : +17 to hit, reach 15 ft., one target. Hit : 21 (2d10 + 10) piercing damage plus 14 (4d6) necrotic damage. \n'b' Claw . Melee Weapon Attack : +17 to hit, reach 10 ft., one target. Hit : 17 (2d6 + 10) slashing damage. \n'b' Tail . Melee Weapon Attack : +17 to hit, reach 20 ft., one target. Hit : 19 (2d8 + 10) bludgeoning damage. \n'b' Ethereal Form . As an action, the dragon enters the Border Ethereal, becoming incorporeal. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa. While incorporeal, it cannot attack creatures unless they are on the Ethereal Plane and it can\xe2\x80\x99t affect or be affected by anything on the other plane, except by using its Weakening Presence action. In this state, the ghost can move through other creatures and objects as if they were difficult terrain, and it does not provoke opportunity attacks. It takes 5 (1d10) force damage if it ends its turn inside an object.\n'b' Slime Breath (Recharge 5\xe2\x80\x936) . The dragon exhales ectoplasmic slime in a 90-foot cone. Each creature within that area must attempt a DC 25 Dexterity saving throw, taking 38 (7d10) necrotic damage and 38 (7d10) psychic damage on a failed save, or half as much damage on a successful one. Until the start of the dragon\xe2\x80\x99s next turn, a creature that takes damage from the slime breath can\xe2\x80\x99t regain hit points and reduces its speed by 10 feet. \n'b' Weakening Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 5 feet of the dragon must succeed on a DC 21 Wisdom saving throw or become weakened until the start of the dragon\xe2\x80\x99s next turn. While weakened, a creature has disadvantage on all attack rolls, ability checks, and saving throws that include their Strength modifier. This action even affects creatures on the Material Plane when the dragon is on the Ethereal Plane, and vice versa. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Manifestation . The ghost dragon enters the Material Plane from the Ethereal Plane. If it is in the same space as any object or creature when it does so, it takes 5 (1d10) force damage for each space it is in that is occupied, and each of those objects and creatures is shunted to the nearest unoccupied 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' Horrifying Visage (Costs 2 Actions) . Each non-undead creature within 60 feet of the dragon that can see it must succeed on a DC 21 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 \xc3\x97 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to this dragon\xe2\x80\x99s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. \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 25 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' It is said that the older a soul is, the more potent and powerful it becomes in death. This is frighteningly true when facing the specter of a fallen dragon: a terrible combination of the fury of an ancient drake and the lifestealing power of a specter . Just as deadly in terms of raw, physical power as when it was alive, the ancient ghost dragon has a host of new powers granted to it in death. \n'b'\n'b'\n'b'Horrifying and Hopeless In tales of heroes who faced off against ancient dragons, one pervasive feeling is shared by all\xe2\x80\x94fear.\n'b' The dragon\xe2\x80\x99s ability to instill fear in its enemies through its sheer presence is one of its more notable powers. \n'b' However, in death, the ancient dragon loses this fearinspiring presence and instead imbues those nearby with a sense of hopelessness. This hopelessness leads its enemies to make careless, fatal mistakes in the presence of the drake. The disheartened prey of the ancient ghost dragon are easily drowned in its slimy breath that binds unfortunate victims in place and drains them of their vitality. Worse still are those who Haunted Bestiary 110 are withered and aged by its horrifying visage when its true form is revealed, a sight so unholy that few records exist to depict what one might see. \n'b'\n'b'\n'b'Ethereal Hunter Living dragons lack the ability to move undetected due to their sheer size; the ancient ghost dragon, however, can move silently across the sky and attack its prey without warning. Having the ability to move between the Ethereal Plane and the Material Plane with ease, the ancient ghost dragon can wait in its lair for unfortunate heroes to enter and trigger a deadly ambush, or wander the world unseen, only to emerge and devastate those nearby with its terrifying aura.\n'b' Ancient ghost dragons frequently use this tactic to find and kill whoever who slew them in life, killing everything near their intended target due to their sheer devastating size. \n'b' It is not uncommon for the lair of an ancient ghost dragon to be filled with the ghosts of those who slew it, now shackled in immortal servitude. Among these spirits may also be the heroes who came to destroy its Undead form.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chag Beetle \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 85 (10d10 + 30) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 11 (+0) CON: 17 (+3) INT: 3 (\xe2\x80\x934) WIS: 8 (\xe2\x80\x931) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Resistances slashing, piercing Damage Immunities poison Condition Immunities poisoned Senses blindsight 60 ft., passive Perception 15 Languages \xe2\x80\x94 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Iridescent Carapace . When the chag beetle is in bright light, its carapace shines with blinding radiance. A creature that starts its turn within 30 feet of a chag beetle that\xe2\x80\x99s in bright light must succeed on a DC 14 Constitution saving throw or be blinded until the start of its next turn. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the chag beetle until the start of its next turn, when it can avert its eyes again. If the creature looks at the beetle in the meantime, it must immediately make the save. Trampling Charge. If the chag beetle moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone . If the target is prone , the beetle can make one slam attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The chag beetle makes two attacks: one with its gore, and one with its slam. \n'b' Gore . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage, and the target begins to bleed. At the start of the creature\xe2\x80\x99s turn, it loses 7 (2d6) hit points due to blood loss. A creature can take an action to make a DC 13 Wisdom ( Medicine ) check. On a success, or upon receiving magical healing , the bleeding stops. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' A trio of exaggerated horns protrude from the crown of this massive beetle\xe2\x80\x99s head and its six legs kick up a large amount of dust as it snorts aggressively. Chag beetles roam the grasslands in sizable herds, searching for carrion and plant matter. Juvenile chags are 3 feet long but weigh a very compact 150 pounds. The larger cows and bulls are 8 feet long, with cows weighing 500 pounds and bulls weighing nearly a ton. Viciously Territorial. When a mature herd finds a steady supply of food, the beetles revert to a territorial, hierarchical organization typical of many insectoid species. They aggressively protect this territory, as well as their eggs and hatchlings. Despite their appearance and insectoid behavior, chag possess an intelligence equivalent to any warm-blooded animal. Chags mate for life, and newly born beetles depart as they mature to start their own herds. During mating season, unmated chag cows attract several bulls which battle one another by charging and tangling horns to win mating rights. The victor is the bull with its horns still intact after such clashes, and this ritual proves dangerous to anyone stumbling upon them as the beetles stop their singular combat to drive off or kill intruders. Desert Staple. Various races on desert planets have domesticated these foul-tempered beetles and use them as a source of armor, tools, and food. Expert scavengers can strip the chitinous shells protecting chags and fashion them into suits of armor retaining the chitin\xe2\x80\x99s resistance to blows. Very few armorsmiths can retain the shell\xe2\x80\x99s reflective qualities, however, but many smiths purposely dull the armor to ensure the wearers don\xe2\x80\x99t make easy targets on the desert plain. Smaller plates and bull horns are more often fashioned into hammering tools or serrated into saws and other cutting implements. Thanks to the shell\xe2\x80\x99s natural hardness, objects crafted from them can withstand a lot of wear before breaking. Despite these benefits, chag meat remains the most popular product harvested from chags. For those unaccustomed to the simultaneously chewy and greasy substance, it demands an acquired taste. However, the beetles\xe2\x80\x99 carrion diets surprisingly do not taint the meat, and it proves quite filling. A widespread technique on desert worlds transforms the chag meat into jerky which greatly reduces the greasy quality, making it more palatable to offworlders.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Imperial Dragon, Adult \n'b' Family: Dragons \n'b' Huge dragon , neutral \n'b' Armor Class 19 (natural armor) Hit Points 297 (22d12 + 154) Speed 40 ft., fly 80 ft., swim 40 ft.\n'b' STATS STR: 27 (+8) DEX: 12 (+1) CON: 25 (+7) INT: 18 (+4) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +13, Wis +9, Cha +10 \n'b' Skills Arcana +10, History +10, Insight +9, Perception +15, Stealth +7 Damage Immunities lightning, thunder Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25 Languages all Challenge 20 (25,000 XP) \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' Truespeak . The dragon can communicate with any living creature as if they shared a language. \n'b' Innate Spellcasting . The imperial dragon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : fog cloud \n'b' 3/day each : control water , gust of wind , stinking cloud \n'b' 1/day each : cloudkill , control weather \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon can use its Mesmerizing 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.. 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' 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, hp , 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. The dragon can choose to transform only part of its body with this action, allowing it to sprout rabbit-like ears or a humanoid head. These changes are purely cosmetic and don\xe2\x80\x99t alter statistics. \n'b' Mesmerizing 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 charmed by the dragon 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 Mesmerizing Presence for the next 24 hours. \n'b' Lightning Breath (Recharge 5-6) . The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 21 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' LEGENDARY ACTIONS \n'b' The dragon can take 3 legendary actions , choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. 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' Cast a Spell (Costs 3 Actions) . The dragon casts a spell from its list of innate spells, consuming a use of the spell as normal. \n'b'\n'b' ABOUT \n'b' The long, serpentine dragon is wingless and possesses shimmering, opalescent scales. Its appearance is at once both serene and majestic. \n'b' Dragons of the Spirit World . Imperial dragons are tied to the world of celestials, fiends, and spirits. They freely parley with such creatures for knowledge about the outer planes or the fundamental mysteries of the universe. Some of the most powerful imperial dragons even become the servants of the gods in exchange for wisdom, acting as intermediaries between the divine and mortal realms. \n'b' Colorful and Magical . Imperial dragons are capable of changing their colors and forms. They are typically a rich, goldenyellow, but azure-, jade-, and vermillion?colored dragons are not unheard of, and even white and black imperial dragons have been reported. A magical organ in their skulls gives them the ability to fly without the aid of wings, and they are often hunted for this organ, which is rumored to grant eternal life if consumed. \n'b' Masters of Wind and Rain . Imperial dragons are creatures of wind and water, and the eldest of their kind exhibit mastery of these elements. They love the seas where they make their homes and sometimes act as guardians for sacred sites or temples near or beneath the waves. This often puts them in conflict with militant aquatic races like the sahuagin and evil water-dwelling monsters like krakens and sea dragons (Tome of Beasts, p. 135).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Imperial Dragon, Ancient \n'b' Family: Dragons \n'b' Gargantuan dragon , neutral \n'b' Armor Class 22 (natural armor) Hit Points 546 (28d20 + 252) Speed 40 ft., fly 80 ft., swim 40 ft.\n'b' STATS STR: 30 (+10) DEX: 12 (+1) CON: 29 (+9) INT: 20 (+5) WIS: 18 (+4) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Con +17, Wis +12, Cha +13 Skills Arcana +13, History +13, Insight +12, Perception +20, Stealth +9 Damage Immunities lightning, thunder Senses blindsight 60 ft., darkvision 120 ft., passive Perception 30 Languages all Challenge 26 (90,000 XP) \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' Truespeak . The dragon can communicate with any living creature as if they shared a language. \n'b' Innate Spellcasting . The imperial dragon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : control water , fog cloud , gust of wind , stinking cloud \n'b' 3/day each : cloudkill , control weather \n'b' 1/day each : legend lore , storm of vengeance \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon can use its Mesmerizing 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' Mesmerizing 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 24 Wisdom saving throw or become charmed by the dragon 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 Mesmerizing Presence for the next 24 hours. \n'b' Lightning Breath (Recharge 5-6) . The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 25 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b' Change Shape . The imperial 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, hp , 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. The dragon can choose to transform only part of its body with this action, allowing it to sprout rabbit-like ears or a humanoid head. These changes are purely cosmetic and don\xe2\x80\x99t alter statistics. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon can take 3 legendary actions , choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. 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' Cast a Spell (Costs 3 Actions) . The dragon casts a spell from its list of innate spells, consuming a use of the spell as normal. \n'b'\n'b' Lair Actions \n'b' Imperial dragons live deep below the water, typically in large rivers, lakes, and seas. While some live in simple caves, most construct great palaces of coral and kelp. These magnificent structures contain areas where air-breathing creatures can live without discomfort, and the palaces of the oldest dragons are filled with menageries, bathhouses, and even entire libraries of rare and esoteric texts. On initiative count 20 (losing initiative ties), the dragon can take 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 causes a bolt of lightning to strike a point it can see within 120 feet of it. Each creature within 5 feet of that point must make a DC 15 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed saving throw, or half as much damage on a successful saving throw. \n'b' The dragon calls coral to surround one creature it can see within 120 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be restrained . While restrained Dragon, Imperial in this way, the creature takes 10 (3d6) slashing damage at the start of each of its turns. A creature, including the target, can take its action to free the target by succeeding on a DC 15 Strength check. The coral can also be attacked and destroyed (AC 10; hp 15; vulnerability to bludgeoning damage; immunity to poison and psychic damage). The coral crumbles when the dragon uses this lair action again or when the dragon dies. \n'b' A whirl of water or wind appears on a point the dragon can see within 120 feet of it and disappears just as quickly. Each creature within 30 feet of that point must succeed on a DC 15 Strength saving throw or be pulled up to 25 feet toward that point and knocked prone . \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing a legendary imperial 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' The dragon\xe2\x80\x99s mood affects the weather and water within 6 miles of its lair. When the dragon is calm or sleeping, the sky is clear and the water still. When the dragon is angry or troubled, the sky is filled with storm clouds and the water becomes choppy. \n'b' Fish and other marine life become more numerous within 3 miles of the dragon\xe2\x80\x99s lair. \n'b' Pearls within 1 mile of the dragon\xe2\x80\x99s lair are imbued with healing magic. If a harvested pearl is crushed into a powder and then consumed, it provides the benefits of a potion of healing . If the dragon dies, these effects fade over the course of 1d10 days. \n'b'\n'b' ABOUT \n'b' The long, serpentine dragon is wingless and possesses shimmering, opalescent scales. Its appearance is at once both serene and majestic. \n'b' Dragons of the Spirit World . Imperial dragons are tied to the world of celestials, fiends, and spirits. They freely parley with such creatures for knowledge about the outer planes or the fundamental mysteries of the universe. Some of the most powerful imperial dragons even become the servants of the gods in exchange for wisdom, acting as intermediaries between the divine and mortal realms. \n'b' Colorful and Magical . Imperial dragons are capable of changing their colors and forms. They are typically a rich, goldenyellow, but azure-, jade-, and vermillion?colored dragons are not unheard of, and even white and black imperial dragons have been reported. A magical organ in their skulls gives them the ability to fly without the aid of wings, and they are often hunted for this organ, which is rumored to grant eternal life if consumed. \n'b' Masters of Wind and Rain . Imperial dragons are creatures of wind and water, and the eldest of their kind exhibit mastery of these elements. They love the seas where they make their homes and sometimes act as guardians for sacred sites or temples near or beneath the waves. This often puts them in conflict with militant aquatic races like the sahuagin and evil water-dwelling monsters like krakens and sea dragons (Tome of Beasts, p. 135).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Imperial Dragon, Wyrmling \n'b' Family: Dragons \n'b' Medium dragon , neutral \n'b' Armor Class 17 (natural armor) Hit Points 60 (8d8 + 24) Speed 30 ft., fly 60 ft., swim 30 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 17 (+3) INT: 14 (+2) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +3, Con +5, Wis +3, Cha +4 Skills Insight +3, Perception +5, Stealth +3 Damage Immunities lightning, thunder Senses blindsight 10 ft., darkvision 60 ft., passive Perception 15 Languages Draconic Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The dragon can breathe air and water. \n'b' Innate Spellcasting (1/Day) . The dragon can innately cast fog cloud , requiring no material components. Its innate spellcasting ability is Charisma . \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. \n'b' Lightning Breath (Recharge 5-6) . The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' The long, serpentine dragon is wingless and possesses shimmering, opalescent scales. Its appearance is at once both serene and majestic. \n'b' Dragons of the Spirit World . Imperial dragons are tied to the world of celestials, fiends, and spirits. They freely parley with such creatures for knowledge about the outer planes or the fundamental mysteries of the universe. Some of the most powerful imperial dragons even become the servants of the gods in exchange for wisdom, acting as intermediaries between the divine and mortal realms. \n'b' Colorful and Magical . Imperial dragons are capable of changing their colors and forms. They are typically a rich, goldenyellow, but azure-, jade-, and vermillion?colored dragons are not unheard of, and even white and black imperial dragons have been reported. A magical organ in their skulls gives them the ability to fly without the aid of wings, and they are often hunted for this organ, which is rumored to grant eternal life if consumed. \n'b' Masters of Wind and Rain . Imperial dragons are creatures of wind and water, and the eldest of their kind exhibit mastery of these elements. They love the seas where they make their homes and sometimes act as guardians for sacred sites or temples near or beneath the waves. This often puts them in conflict with militant aquatic races like the sahuagin and evil water-dwelling monsters like krakens and sea dragons (Tome of Beasts, p. 135).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Imperial Dragon, Young \n'b' Family: Dragons \n'b' Large dragon , neutral \n'b' Armor Class 18 (natural armor) Hit Points 210 (20d10 + 100) Speed 40 ft., fly 80 ft., swim 40 ft.\n'b' STATS STR: 23 (+6) DEX: 12 (+1) CON: 21 (+5) INT: 16 (+3) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +9, Wis +6, Cha +7 Skills Insight +6, Perception +10, Stealth +5 Damage Immunities lightning, thunder Senses blindsight 30 ft., darkvision 120 ft., passive Perception 20 Languages Common, Draconic Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The dragon can breathe air and water. \n'b' Innate Spellcasting . The imperial dragon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day : fog cloud \n'b' 1/day each : control water , gust of wind , stinking cloud \n'b'\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' Lightning Breath (Recharge 5-6) . The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 44 (8d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' The long, serpentine dragon is wingless and possesses shimmering, opalescent scales. Its appearance is at once both serene and majestic. \n'b' Dragons of the Spirit World . Imperial dragons are tied to the world of celestials, fiends, and spirits. They freely parley with such creatures for knowledge about the outer planes or the fundamental mysteries of the universe. Some of the most powerful imperial dragons even become the servants of the gods in exchange for wisdom, acting as intermediaries between the divine and mortal realms. \n'b' Colorful and Magical . Imperial dragons are capable of changing their colors and forms. They are typically a rich, goldenyellow, but azure-, jade-, and vermillion?colored dragons are not unheard of, and even white and black imperial dragons have been reported. A magical organ in their skulls gives them the ability to fly without the aid of wings, and they are often hunted for this organ, which is rumored to grant eternal life if consumed. \n'b' Masters of Wind and Rain . Imperial dragons are creatures of wind and water, and the eldest of their kind exhibit mastery of these elements. They love the seas where they make their homes and sometimes act as guardians for sacred sites or temples near or beneath the waves. This often puts them in conflict with militant aquatic races like the sahuagin and evil water-dwelling monsters like krakens and sea dragons (Tome of Beasts, p. 135).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Iridescent Pseudodragon \n'b' Family: Dragons \n'b' Tiny dragon , neutral good \n'b' Armor Class 13 (natural armor) Hit Points 14 (4d4 + 4) Speed 15 ft., fly 60 ft.\n'b' STATS STR: 6 (-2) DEX: 15 (+2) CON: 13 (+1) INT: 12 (+1) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +4 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 16 Languages Understands Common and Draconic but can\xe2\x80\x99t speak them Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Limited Telepathy . The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language. \n'b' Magic Resistance . The pseudodragon has advantage on saving throws against spells and magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The pseudodragon attacks once with its Bite and once with its Sting. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Sting . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake. \n'b' Dampen Magic (1/Day) . Any spell of 5th level or lower on a target creature within 30 feet ends. In addition, each magic item the creature is carrying that isn\xe2\x80\x99t an artifact has its magical properties suppressed until the end of the pseudodragon\xe2\x80\x99s next turn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Jabberwock (Dragon) \n'b' Family: Dragons \n'b' Huge dragon , chaotic evil \n'b' Armor Class 20 (natural armor) Hit Points 300 (24d12 + 144) Speed 50 ft., fly 20 ft.\n'b' STATS STR: 25 (+7) DEX: 18 (+4) CON: 23 (+6) INT: 8 (-1) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , poisoned Senses darkvision 90 ft., passive Perception 12 Languages Draconic Challenge 19 (22,000 XP) \n'b' Special Traits \n'b' Magic Resistance . The jabberwock has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The jabberwock\xe2\x80\x99s attacks are magical. \n'b' Siege Monster . The jabberwock does double damage to objects and structures. \n'b' Vorpal Vulnerability . Three critical hits from magical swords (during one encounter) will behead the jabberwock and kill it immediately. \n'b' Actions \n'b' Multiattack . The jabberwock makes four attacks: two with its claws, one with its bite, and one with its tail. \n'b' Claw . Melee Weapon Attack : +16 to hit, reach 5 ft., one target. Hit : 20 (3d8 + 7) slashing damage. \n'b' Bite . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 29 (5d8 + 7) piercing damage. \n'b' Tail . Melee Weapon Attack : +16 to hit, reach 15 ft., one target. Hit : 25 (4d8 + 7) bludgeoning damage. \n'b' Eyes of Flame . The jabberwock sends out two rays from its flaming eyes up to 90 feet. It can target one or two creatures. The target must make a successful DC 20 Dexterity saving throw or take 42 (12d6) fire damage. Half damage on a save. \n'b' Burble (Recharges 5-6) . The jabberwock shouts nonsense words. Anyone in a 60-ft. cone in front of the jabberwock must make a DC 20 Wisdom saving throw or suffer from the confusion spell for 1 minute. \n'b' About \n'b' Jabberwocks make strange burbling noises, as they crashes through the woods. If the jabberwock is near, everyone is fully aware of its presence. Fey creatures flee when this notorious dragon arrives on the scene. \n'b' Chaos Embodied . This wild dragon is the personification of chaotic evil. It embodies violence and rage. \n'b' Achilles Heel . Jabberwocks are vulnerable to magical swords, and with some luck it can be beheaded. \n'b' Burble and Flame . Jabberwocks can blast flames from their eyes and confuse opponents with its strange sounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Knight Dragon \n'b' Family: Dragons \n'b' Large dragon , lawful good \n'b' Armor Class 20 (plate, shield) Hit Points 178 (17d10 + 85) Speed 40 ft., climb 40 ft., fly 80 ft.\n'b' STATS STR: 22 (+6) DEX: 8 (-1) CON: 20 (+5) INT: 12 (+1) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +11, Constitution +10, Wisdom +6, Charisma +9 Skills Athletics +11, Intimidation +9, Perception +6 Damage Resistances radiant Damage Immunities fire Condition Immunities frightened Senses blindsight 30 ft., darkvision 60 ft., passive Perception 16 Languages Common, Draconic Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Knightly Honor . The dragon has advantage on attack rolls against enemies facing it. Otherwise, the dragon has disadvantage on attack rolls. \n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Military Leadership . All allies of the dragon within 60 feet of it that can see or hear the dragon have advantage on attack rolls. \n'b' Sword of the Knight Dragon (1/Turn) . When the knight dragon hits a target with a weapon attack , a golden sword appears in the air, revolving around it. Creatures within 5 feet of the knight dragon must succeed on a DC 17 Dexterity saving throw or take 6 slashing damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon can make three weapon attacks. \n'b' +2 Longsword . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 16 (2d8 + 7) slashing damage. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) piercing damage. \n'b' Holy Fire Breath (Recharges 5-6) . The dragon exhales radiant fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 28 (8d6) fire damage and 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Knight dragons are brave, heavenly dragons. They are the embodiments of knightly ideals; bravery, goodness, honor, and righteousness. \n'b' Fearless Heart . A knight dragon does not fear death and demonstrates its courage when necessary. It does not hesitate to put its life on the line to do what is right. \n'b' Heaven\xe2\x80\x99s Knights . A knight dragon is generally raised by angels and other servants of good. The dragon can be seen guarding such servants, accompanying them in their adventures, and protecting holy sites. A knight dragon can also be sent to the worlds of mortals to help those in need. \n'b' Martial Dragons . A knight dragon takes immense joy in martial battle and honorable war. It trains for all its life, and is proficient with all armor and weapons.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angler Worm \n'b' Huge monstrosity , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 104 (11d12 + 33) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 14 (+2) DEX: 5 (-3) CON: 16 (+3) INT: 3 (-4) WIS: 14 (+2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities blinded , charmed , deafened , poisoned , prone Senses tremorsense 60 ft., passive Perception 12 Languages \xe2\x80\x94 Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Touch . The angler worm has advantage on Wisdom ( Perception ) checks that rely on vibrations. \n'b' Snare Walker . The angler worm ignores movement restrictions caused by its snares or the snares of other angler worms. \n'b' Spider Climb . The angler worm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Transparent Trap . With 10 minutes of work, the angler worm can create a web of nearly transparent snares in a 20-foot cube. The web must be anchored between two solid masses or layered across a floor, wall, or ceiling. A web of snares layered over a flat surface has a depth of 5 feet. The web is difficult terrain , and the snares forming it are nearly transparent, requiring a successful DC 15 Wisdom ( Perception ) check to notice them. A creature that starts its turn in the web of snares or enters the web during its turn must succeed on a DC 13 Dexterity saving throw or be restrained by the sticky snares. A creature restrained by the snares can use its action to free itself by succeeding on a DC 13 Strength check. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The angler worm makes two Bite attacks or one Bite attack and one Coils attack. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 9 (2d6 + 2) piercing damage plus 3 (1d6) acid damage. \n'b' Coils . Melee Weapon Attack : +4 to hit, reach 10 ft., one creature. Hit : 12 (3d6 + 2) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained by the angler worm, it can\xe2\x80\x99t breathe, it takes 10 (3d6) bludgeoning damage at the start of each of the angler worm\xe2\x80\x99s turns, and the angler worm can\xe2\x80\x99t use its Coils on another target. \n'b' Ethereal Lure (Recharge 4\xe2\x80\x936) . The angler worm creates an orb of faint, blue light on a point it can see within 20 feet of it. The light glows until the start of the worm\xe2\x80\x99s next turn. When a creature that isn\xe2\x80\x99t an angler worm starts its turn within 60 feet of the orb and can see the light, it must succeed on a DC 13 Wisdom saving throw or be charmed until the start of its next turn. While charmed , the creature must take the Dash action and move toward the light by the most direct route, trying to get within 5 feet of the light. It doesn\xe2\x80\x99t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, the creature can repeat the saving throw, ending the effect on itself on a success. If the charmed creature enters the worm\xe2\x80\x99s snares, it has disadvantage on the saving throw to avoid being restrained . \n'b'\n'b' ABOUT \n'b' As patient as a fisherman, the angler worm lights a beacon in the darkness and waits for its next meal. \n'b' Silk Snares . The angler worm burrows into the ceilings of caves and tunnels, where it creates snares from strong silk threads coated with sticky mucus. It then lures prey into its snares while remaining safely hidden, emerging only to feed. With dozens of snares, food always comes to the angler worm eventually.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Knight Dragon, Champion \n'b' Family: Dragons \n'b' Huge dragon , lawful good \n'b' Armor Class 21 (+1 plate, shield) Hit Points 312 (25d12 + 150) Speed 40 ft., climb 40 ft., fly 80 ft.\n'b' STATS STR: 24 (+7) DEX: 8 (-1) CON: 22 (+6) INT: 14 (+2) WIS: 14 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +13, Constitution +12, Wisdom +8, Charisma +11 Skills Athletics +13, Intimidation +11, Perception +8 Damage Resistances radiant Damage Immunities fire Condition Immunities charmed , frightened Senses blindsight 60 ft., darkvision 120 ft., passive Perception 18 Languages Common, Draconic Challenge 20 (25,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Knightly Honor . The dragon has advantage on attack rolls against enemies facing it. Otherwise, the dragon has disadvantage on attack rolls. \n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Military Leadership . All allies of the dragon within 60 feet of it that can see or hear the dragon have advantage on attack rolls. \n'b' Sword of the Knight Dragon (1/Turn) . When the knight dragon hits a target with a weapon attack , a golden sword appears in the air, revolving around it. Creatures within 5 feet of the knight dragon must succeed on a DC 19 Dexterity saving throw or take 10 slashing damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon can make three weapon attacks. \n'b' +3 Longsword . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 24 (3d8 + 10) slashing damage. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 23 (3d10 + 7) piercing damage. \n'b' Holy Fire Breath (Recharges 5-6) . The dragon exhales radiant fire in a 30-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 32 (9d6) fire damage and 32 (9d6) radiant damage on a failed save, or half as much damage on a successful one. \n'b' Rampaging Fly (Recharge 6) . The knight dragon flies 80 feet in a straight line. Up to 10 creatures (of its choice) in that line are pierced by golden weapons that appear below them. Each creature must succeed on a DC 19 Dexterity saving throw or take 70 (20d6) piercing damage. \n'b'\n'b' ABOUT \n'b' Knight dragons are brave, heavenly dragons. They are the embodiments of knightly ideals; bravery, goodness, honor, and righteousness. \n'b' Fearless Heart . A knight dragon does not fear death and demonstrates its courage when necessary. It does not hesitate to put its life on the line to do what is right. \n'b' Heaven\xe2\x80\x99s Knights . A knight dragon is generally raised by angels and other servants of good. The dragon can be seen guarding such servants, accompanying them in their adventures, and protecting holy sites. A knight dragon can also be sent to the worlds of mortals to help those in need. \n'b' Martial Dragons . A knight dragon takes immense joy in martial battle and honorable war. It trains for all its life, and is proficient with all armor and weapons.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Knight Dragon, Squire \n'b' Family: Dragons \n'b' Medium dragon , lawful good \n'b' Armor Class 16 (half plate, shield) Hit Points 119 (14d8 + 56) Speed 30 ft., climb 30 ft., fly 40 ft.\n'b' STATS STR: 18 (+4) DEX: 8 (-1) CON: 18 (+4) INT: 8 (-1) WIS: 8 (-1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +7, Constitution +7, Wisdom +2, Charisma +6 Skills Athletics +7, Intimidation +6, Perception +2 Damage Resistances radiant Damage Immunities fire Condition Immunities frightened Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12 Languages Common, Draconic Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Knightly Honor . The dragon has advantage on attack rolls against enemies facing it. Otherwise, the dragon has disadvantage on attack rolls. \n'b' Sword of the Knight Dragon (1/Turn) . When the knight dragon hits a target with a weapon attack , a golden sword appears in the air, revolving around it. The creatures within 5 feet of the knight dragon must succeed on a DC 14 Dexterity saving throw or take 3 slashing damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon can make three weapon attacks. \n'b' +1 Longsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) slashing damage. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage. \n'b' Holy Fire Breath (Recharges 5-6) . The dragon exhales radiant fire in a 30-foot cone. Creatures within the cone must make a DC 14 Dexterity saving throw, taking 18 (5d6) fire damage and 18 (5d6) radiant damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Knight dragons are brave, heavenly dragons. They are the embodiments of knightly ideals; bravery, goodness, honor, and righteousness. \n'b' Fearless Heart . A knight dragon does not fear death and demonstrates its courage when necessary. It does not hesitate to put its life on the line to do what is right. \n'b' Heaven\xe2\x80\x99s Knights . A knight dragon is generally raised by angels and other servants of good. The dragon can be seen guarding such servants, accompanying them in their adventures, and protecting holy sites. A knight dragon can also be sent to the worlds of mortals to help those in need. \n'b' Martial Dragons . A knight dragon takes immense joy in martial battle and honorable war. It trains for all its life, and is proficient with all armor and weapons.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Alpine Creeper \n'b' Huge plant , unaligned \n'b' Armor Class 5 Hit Points 95 (10d12 + 30) Speed 15 ft.\n'b' STATS STR: 3 (\xe2\x80\x934) DEX: 1 (\xe2\x80\x935) CON: 17 (+3) INT: 1 (\xe2\x80\x935) WIS: 4 (\xe2\x80\x933) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Damage Immunities cold Condition Immunities blinded , charmed , deafened , frightened , grappled , prone Senses tremorsense 60 ft., passive Perception 7 Languages \xe2\x80\x94 Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the alpine creeper remains motionless, it is indistinguishable from a normal patch of lichen. \n'b' Mossy Carpet . The alpine creeper can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 foot wide without squeezing. \n'b'\n'b' ACTIONS \n'b'\n'b' Gentle Dissolution . Each creature in the alpine creeper\xe2\x80\x99s space must make a DC 13 Constitution saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. The alpine creeper can choose not to harm friendly Beasts in its space. An unconscious creature that takes damage from this action must make a DC 13 Wisdom saving throw, remaining unconscious on a failed save, or waking on a successful one. \n'b' Sleep Spores . The alpine creeper releases sleep-inducing spores. Each Humanoid and Giant within 20 feet of the alpine creeper must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. The effect ends for a creature if the creature takes damage, or another creature uses an action to wake it. \n'b' Cleaning Call (1/Day) . The alpine creeper sprays pheromone-laced spores, calling nearby Beasts to the feast. The called Beasts arrive in 1d4 rounds and act as allies of the alpine creeper, attacking creatures within 10 feet of it. The Beasts remain for 1 hour, until the alpine creeper dies, or until the alpine creeper dismisses them as a bonus action. Choose one Beast of challenge rating 1 or lower or roll a d% and consult the Summoned Beasts table (see sidebar). \n'b'\n'b' ABOUT \n'b' The alseid entrust their woad warriors to safeguard their forest domains. \n'b' Skilled Craftsmen . A woad warrior always has its bodypainting kit close at hand. This kit is often a leather roll or small chest and contains an assortment of bowls, pouches of powdered dyes, vials, brushes, and a mortar and pestle. Alseid frequently cultivate woad, the plant used to make the bright blue dye, in their communities. They are not above trading for dye, though they prefer to interact among their cousins the elves, centaurs, or even fey before conversing with humans. \n'b' Being painted with woad is a reverent practice for the alseid, reserved for their greatest warriors and rarely shared with outsiders. \n'b' Patches of lichen dot the mountainside, lying atop fallen trees, stones, and the ground like a blanket. A grim collection of bones, coins, and rusted weapons and armor peak through it. \n'b' Alpine creepers thrive at high elevations. The plant uses its likeness to true lichen to lure prey and is the cause of many mountaintop deaths attributed to animal or monster attacks. This innocuous-looking plant settles in a location and waits for unwitting humanoids and giants to pass over it or to take a rest on it. \n'b' Mountainside Perils . Once prey is subdued by sleep-inducing spores, alpine creepers emit pheromones to attract carnivorous animals. Beasts drawn toward the creeper usually find a feast waiting for them, though the creepers routinely finish off too-aggressive animals. \n'b' Use the Summoned Beasts table to determine what kind of beasts the alpine creeper\xe2\x80\x99s pheromones call. Beasts that arrive at the alpine creeper\xe2\x80\x99s location are aggressive and prioritize attacking active threats before feasting on creatures knocked out by the creeper\xe2\x80\x99s spores. \n'b' Table: Summoned Beasts \n'b'\n'b' d% \n'b' Beast \n'b'\n'b' 01-04 \n'b' 2d4 badgers \n'b'\n'b' 05-09 \n'b' 1d6 black bears \n'b'\n'b' 10-13 \n'b' 1d3 brown bears \n'b'\n'b' 14-17 \n'b' 1d3 dire wolves \n'b'\n'b' 18-20 \n'b' 1d6 giant badgers \n'b'\n'b' 21-30 \n'b' 2d6 giant rats \n'b'\n'b' 31-34 \n'b' 1d3 giant vultures \n'b'\n'b' 35-40 \n'b' 2d6 giant weasels \n'b'\n'b' 41-44 \n'b' 1d3 lions or tigers \n'b'\n'b' 45-60 \n'b' 1d6 swarms of rats \n'b'\n'b' 61-71 \n'b' 2d4 wolves \n'b'\n'b' 72-75 \n'b' 1d4 worgs \n'b'\n'b' 76-100 \n'b' No beasts respond'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Knight Dragon, Veteran \n'b' Family: Dragons \n'b' Gargantuan dragon , lawful good \n'b' Armor Class 22 (+2 plate, shield) Hit Points 332 (19d20 + 133) Speed 40 ft., climb 40 ft., fly 90 ft.\n'b' STATS STR: 26 (+8) DEX: 8 (-1) CON: 24 (+7) INT: 14 (+2) WIS: 18 (+4) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +15, Constitution +14, Wisdom +11, Charisma +12 Skills Athletics +15, Intimidation +12, Perception +11 Damage Resistances radiant Damage Immunities fire Condition Immunities charmed , frightened Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21 Languages Common, Draconic Challenge 23 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Knightly Honor . The dragon has advantage on attack rolls against enemies facing it. Otherwise, the dragon has disadvantage on attack rolls. \n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Military Leadership . All allies of the dragon within 60 feet of it that can see or hear it have advantage on attack rolls. \n'b' Sword of the Knight Dragon (1/Turn) . When the knight dragon hits a target with a weapon attack , a golden sword appears in the air, revolving around it. Creatures within 5 feet of the knight dragon must succeed on a DC 19 Dexterity saving throw or take 10 slashing damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon can make three weapon attacks. \n'b' +3 Longsword . Melee Weapon Attack : +18 to hit, reach 15 ft., one target. Hit : 29 (4d8 + 11) slashing damage. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 30 (4d10 + 8) piercing damage. \n'b' Holy Fire Breath (Recharges 5-6) . The dragon exhales radiant fire in a 30-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 35 (10d6) fire damage and 35 (10d6) radiant damage on a failed save, or half as much damage on a successful one. \n'b' Rampaging Fly (Recharge 6) . The knight dragon flies 80 feet in a straight line. Up to 10 creatures (of its choice) in that line are pierced by golden weapons that appear below them. Each creature must succeed on a DC 20 Dexterity saving throw or take 84 (24d6) piercing damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The veteran knight 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' Attack (Costs 2 Actions) . The dragon makes a weapon attack . \n'b'\n'b' ABOUT \n'b' Knight dragons are brave, heavenly dragons. They are the embodiments of knightly ideals; bravery, goodness, honor, and righteousness. \n'b' Fearless Heart . A knight dragon does not fear death and demonstrates its courage when necessary. It does not hesitate to put its life on the line to do what is right. \n'b' Heaven\xe2\x80\x99s Knights . A knight dragon is generally raised by angels and other servants of good. The dragon can be seen guarding such servants, accompanying them in their adventures, and protecting holy sites. A knight dragon can also be sent to the worlds of mortals to help those in need. \n'b' Martial Dragons . A knight dragon takes immense joy in martial battle and honorable war. It trains for all its life, and is proficient with all armor and weapons.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pale Dragon, Adult \n'b' Family: Dragons \n'b' Large dragon , neutral \n'b' Armor Class 17 (natural armor) Hit Points 171 (18d10 + 72); Wound Threshold 43 Speed 50 ft., swim 50 ft.\n'b' STATS STR: 21 (+5) DEX: 18 (+4) CON: 18 (+4) INT: 25 (+7) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Con +9, Wis +9, Cha +8 Skills History +12, Insight +9, Investigation +12, Perception * +14, Stealth +9, Survival +9 Damage Immunities psychic Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24 Languages Draconic, Primordial, Deep Speech or Sylvan, Undercommon, Viatic, telepathy 120 ft. Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Change Shape . As an action, 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' Legendary Resistance (3/Day) . If the adult pale 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 detect thoughts . It then makes three attacks: one with its bite and two with its claws. It can use a psychic bolt in place of one of these attacks. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Detect Thoughts . The dragon uses an effect similar to the spell detect thoughts (DC 17). Targeted creatures have disadvantage on the saving throw to resist this ability. As long as the dragon concentrates on a creature, it has advantage on attack rolls, skill checks, and saving throws against this creature, which has disadvantage on its attack rolls and saving throws against the dragon. \n'b' Psychic Bolt . Ranged Spell Attack : +12 to hit, range 80 ft., one target. Hit : 17 (5d6) psychic damage. \n'b' Psychic Breath (Recharge 5-6) . The dragon exhales psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw, taking 45 (13d6) psychic damage on a failed save, or half as much damage on a successful one. \n'b' Tail . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage.. \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' Thought Detection . The dragon uses detect thoughts . \n'b'\n'b' ABOUT \n'b' As it ages, a pale dragon takes on a serpent\xe2\x80\x99s sinuous grace. It slithers through its domain as if one with the environment. Its aura is such that it influences the world around it, creating a lair with poetic echoes. The most prosaic pale dragons are peaceful predators, especially of fish.\xc2\xa0Others gain a passion for ancient knowledge and accumulate a treasure trove of texts, relics, and other precious remnants of the past. \n'b' In any case, pale dragons still hold the bitter memory of the fall of the Travelers, which could have led to their extinction. To avoid the risk of another such catastrophe, they remain in touch with one another through their deep dreams, during which they travel across the Astral Plane.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pale Dragon, Ancient \n'b' Family: Dragons \n'b' Huge dragon , neutral \n'b' Armor Class 18 (natural armor) Hit Points 287 (23d12 + 138); Wound Threshold 72 Speed 50 ft., swim 50 ft.\n'b' STATS STR: 25 (+7) DEX: 18 (+4) CON: 22 (+6) INT: 29 (+9) WIS: 20 (+5) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +10, Con +12, Wis +11, Cha +9 Skills Arcana +15, History +15, Insight +11, Investigation +15, Perception * +17, Stealth +10, Survival +11 Damage Immunities psychic Senses blindsight 80 ft., darkvision 120 ft., passive Perception 27 Languages Draconic, Primordial, Deep Speech or Sylvan, Undercommon, Viatic, telepathy 120 ft. Challenge 20 (25,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Change Shape . As an action, 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' Legendary Resistance (3/Day) . If the ancient pale 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 detect thoughts . It then makes three attacks: one with its bite and two with its claws. It can use a psychic bolt in place of one of these attacks. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 18 (2d10 + 7) piercing damage. \n'b' Claw . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 14 (2d6 + 7) slashing damage. \n'b' Detect Thoughts . The dragon uses an effect similar to the spell detect thoughts (DC 19). Targeted creatures have disadvantage on the saving throw to resist this ability. As long as the dragon concentrates on a creature, it has advantage on attack rolls, skill checks, and saving throws against this creature, which has disadvantage on its attack rolls and saving throws against the dragon. In addition to granting the ability to read minds, the dragon can also use this ability to explore the memories of the target creature. \n'b' Psychic Bolt . Ranged Spell Attack : +15 to hit, range 80 ft., one target. Hit : 18 (6d6) psychic damage. \n'b' Psychic Breath (Recharge 5-6) . The dragon exhales psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 20 Intelligence saving throw, taking 56 (16d6) psychic damage on a failed save, or half as much damage on a successful one. \n'b' Tail . Melee Weapon Attack : +13 to hit, reach 20 ft., one target. Hit : 16 (2d8 + 6) bludgeoning damage. \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' Thought Detection . The dragon uses detect thoughts . \n'b'\n'b' REGIONAL EFFECTS \n'b' Pale dragons are among the most secretive of their kind, and this peculiarity is reflected in their regional effects, which are generally so subtle as to be attributed to the area\xe2\x80\x99s ambiance, or at most, to some strange natural or geomagical oddity. \n'b'\n'b' Poetic Erosion . Rocks in the pale dragon\xe2\x80\x99s domain are shaped with great beauty by erosion and accretion. Even if the pale dragon doesn\xe2\x80\x99t consciously shape their appearance, the rocks are testament to its sensibilities. The interplay of echoes and acoustics is particularly remarkable. \n'b' Audible Thoughts . The thoughts of creatures within the pale dragon\xe2\x80\x99s domain are diffused as very faint whispers, echoing in random places as brief murmurs. Unless one is focused on them, they seem to be no more than natural rustling, and even a creature with very sharp hearing can only hear fragments of sentences. \n'b' Mind Perception . The pale dragon is aware of any creature in its domain with 5 or more Intelligence . It doesn\xe2\x80\x99t know their position, appearance, equipment, or anything else about their physical presence, but can discern their emotional state and immediate intentions. The latter is limited to single-word summaries of their objectives: destroy, protect, search , etc. \n'b' Thought Detection . Using an action, the pale dragon can use its detect thoughts ability on any creature perceived through the mind perception regional effect. If a creature\xe2\x80\x99s saving throw is successful against this effect, the creature is immune to it for the next 24 hours, but the creature will be unaware of being targeted even on a successful roll. At most, they\xe2\x80\x99ll have the feeling of being watched. \n'b' Breath Weapons (Recharge 4-6) . When the dragon is in its lair, its breath weapons recharge on 4-6 instead of 5-6. \n'b'\n'b' LAIR \n'b' The dragon\xe2\x80\x99s magic changes its environment to suit its shape and grant it an edge in its domain. \n'b' Inside its lair, the dragon can take a lair action on initiative count 20 (losing all initiative ties). \n'b'\n'b' Movement . The dragon can move a number of feet equal to its speed. \n'b' Sturdy Scales . Until its next lair action, the dragon has resistance to nonmagical bludgeoning, piercing, and slashing damage. \n'b' Inhale . The dragon tries to catch its breath. Roll a d6. On a 6, it can use the Breath Weapons action again. \n'b' Magic Resistance . Until its next lair action, the dragon has advantage on saving throws against spells and other magical effects. \n'b' Knowledge Loss . The dragon chooses a creature it can see. Until the dragon\xe2\x80\x99s next lair action, this creature\xe2\x80\x99s proficiency bonus is considered to be +0. \n'b' Psychosomatic Disruption . The dragon chooses a point within 60 feet. Any creature inside a 20-foot-wide sphere centered on this point must succeed on a Constitution saving throw (DC 20 for an adult dragon, or DC 23 for an ancient dragon)or lose its reaction , and on its next turn may use either an action or bonus action, but not both. \n'b'\n'b' ABOUT \n'b' Ancient pale dragons typically spend most of their time sleeping or roaming the Astral Plane. Now living on the same time scale as stone, it knows fault lines, and contemplates the growth of mountains.\xc2\xa0It meditates on the nature and interlacing of destinies. It\xe2\x80\x99s the closest thing in existence to the ancient Travelers and it ponders on this similarity.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pale Dragon, Wyrmling \n'b' Family: Dragons \n'b' Small dragon , neutral \n'b' Armor Class 15 (natural armor) Hit Points 22 (5d6 + 5); Wound Threshold 6 Speed 30 ft., swim 30 ft., fly (glide) 40 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 12 (+1) INT: 16 (+3) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +3, Wis +3, Cha +2 Skills Perception * +5, Stealth +4 Damage Immunities psychic Senses blindsense 30 ft., darkvision 120 ft., passive Perception 15 Languages Draconic, Viatic, telepathy 60 ft. Challenge 1 (200 XP) \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. \n'b' Detect Thoughts . The dragon uses an effect similar to the spell detect thoughts (DC 13). \n'b' Psychic Bolt . Ranged Spell Attack : +5 to hit, range 30 ft., one target. Hit : 7 (2d6) psychic damage. \n'b' Psychic Breath (Recharge 5-6) . The dragon exhales psychic energy in a 15-foot cone. Each creature in that area must succeed on a DC 11 Intelligence saving throw, taking 14 (4d6) psychic damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Pale dragons have few offspring. Already having a sharp mind, pale wyrmlings are remarkably calm and level-headed for their age. While many dragon hatchlings are of a similar size to adults, these are more comparable to subterranean lizards or salamanders. They have also been mistaken for pseudodragons.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pale Dragon, Young \n'b' Family: Dragons \n'b' Medium dragon , neutral \n'b' Armor Class 16 (natural armor) Hit Points 117 (18d8 + 36); Wound Threshold 30 Speed 40 ft., swim 40 ft., fly (glide) 40 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 14 (+2) INT: 21 (+5) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +5, Wis +6, Cha +5 Skills Insight +6, Investigation +8, Perception * +9, Stealth +6, Survival +6 Damage Immunities psychic Senses blindsight 40 ft., darkvision 120 ft., passive Perception 19 Languages Draconic, Primordial, Deep Speech or Sylvan, Undercommon, Viatic, telepathy 120 ft. Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Lesser Change Shape . As an action, the dragon magically polymorphs into a humanoid that has a challenge rating no higher than its own, or back into its true form. It does not revert to its true form if it dies, but its corpse will resemble that of a half-dragon. In the 1 minute that precedes and follows the change, the dragon is incapacitated . Any equipment it is wearing or carrying is not absorbed by the new form: oversized items fall, while undersized items may crack or split. In its new form, the dragon retains its alignment, hit points , Hit Dice, ability to speak, proficiencies, 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' ACTIONS \n'b'\n'b' Multiattack . The dragon makes three attacks: one with its bite and two with its claws. It can use a psychic bolt in place of one of these attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 14 (2d10 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Detect Thoughts . The dragon uses an effect similar to the spell detect thoughts (DC 15). Targeted creatures have disadvantage on the saving throw to resist this ability. \n'b' Psychic Bolt . Ranged Spell Attack : +8 to hit, range 60 ft., one target. Hit : 14 (4d6) psychic damage. \n'b' Psychic Breath (Recharge 5-6) . The dragon exhales psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 13 Intelligence saving throw, taking 42 (12d6) psychic damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' As soon as it\xe2\x80\x99s able to fend for itself, a young pale dragon leaves its parents to find its own way.\xc2\xa0Some are driven by mystical aspirations and a desire to solve ancient mysteries. Others live in the Netherworld, almost indifferent to the passage of time. They hunt and lead simple existences, savoring the beauty of the Netherworld. They\xe2\x80\x99re particularly sensitive to the interplay of echoes, traces, and erosion. \n'b' The pale dragon also learns in its youth how to lucid dream. In so doing, it can travel into the Astral Plane as a dreamer.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Prismatic Dragon, Adult \n'b' Family: Dragons \n'b' Huge dragon , neutral \n'b' Armor Class 18 (natural armor) Hit Points 212 (17d12 + 102) Speed 50 ft., climb 30 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 23 (+6) INT: 18 (+4) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +11, Wis +7, Cha +8 Skills Arcana +9, Perception +12, Stealth +5 Damage Immunities radiant Condition Immunities blinded Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22 Languages Common, Draconic Challenge 16 (15,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the prismatic dragon fails a saving throw, it can choose to succeed instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The prismatic dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. \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 prismatic 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\xe2\x80\x936) . The prismatic dragon uses one of the following breath weapons:\n'b'\n'b'\n'b' Light Beam . The prismatic dragon emits a beam of white light in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 45 (10d8) radiant damage on a failed save, or half as much damage on a successful one. \n'b' Rainbow Blast . The prismatic dragon emits multicolored light in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 36 (8d8) damage on a failed save, or half as much damage on a successful one. The dragon splits the damage up among acid, cold, fire, lightning, or\xc2\xa0 poison,\xc2\xa0choosing a number of d8s for each damage type totaling 8d8. It\xc2\xa0must choose at least two damage types. \n'b'\n'b' Spellcasting . The prismatic dragon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17):\n'b'\n'b'\n'b' At will : charm person , color spray , dancing lights \n'b' 3/day : prismatic spray \n'b' 1/day : prismatic wall \n'b'\n'b' LEGENDARY ACTIONS \n'b' The prismatic dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The prismatic dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The prismatic dragon makes a tail attack . \n'b' Cast a Spell (Costs 2 Actions) . The prismatic dragon uses Spellcasting. \n'b' Shimmering Wings (Costs 2 Actions) . The prismatic dragon beats its crystalline wings. Each creature within 20 feet of the dragon must succeed on a DC 16 Wisdom saving throw or take 11 (2d10) radiant damage and become blinded until the start of the dragon\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' With a multicolored hide and wings with multifaceted panes, this dragon stands over an array of chaotic crystals. \n'b' Light gleams off the dragon\xe2\x80\x99s hide and pours through its wings in a dizzying display. \n'b' Prismatic dragons bring light and color to the otherwise dark and gray underworld. They consume minerals for sustenance, making them relatively harmless as far as their appetites go, unless they encounter creatures loaded with gems and jewels. \n'b' Even then, they may negotiate for the treats, and canny explorers discover worthless crystals satisfy the dragons just as much as valuable jewels. \n'b' Resplendent Flightlessness . Like many dragons, prismatic dragons possess wings, but they can\xe2\x80\x99t sustain flight with their wings. Prismatic dragon wings have both the appearance and unwieldiness of stained glass. Fortunately, the dragons have no need to fly in most of their domain and their razor-sharp claws give them strong purchase to climb. The dragons\xe2\x80\x99 wings have a greater purpose than aesthetics\xe2\x80\x94though they are vain about their appearance\xe2\x80\x94because the dragons can tilt their wings to dazzle opponents to the point of blindness. As prismatic dragons age, their bodies shift in coloration from a dusty pink through an ever-expanding panoply of hues, including those invisible to most others. \n'b' Crystal Groves . Prismatic dragons tend crystals in their lair and in the surrounding territory. These crystal groves exhibit a riot of different shapes, sizes, and colors. Proud of their carefully cultivated collection, prismatic dragons may become incensed when a visitor criticizes any of the crystals or arrangements. Though prismatic dragons coexist peacefully with crystalline monoliths, the dragons harbor jealousy about the monoliths\xe2\x80\x99 crystal gardens, and they subtly direct intruders to a monolith\xe2\x80\x99s lair in the fervent hope the interlopers damage the other creature\xe2\x80\x99s crystal. \n'b' Gregarious Hosts . Of course, all this beauty serves no purpose if only the prismatic dragon can enjoy it. The dragon often welcomes subterranean guests or explorers from the upper world. It can\xe2\x80\x99t promise a comfortable stay for those who have difficulty sleeping on beds of crystals, but it attempts to accommodate food and drink requests within its means. This hospitality ends at undead creatures and conquest-driven groups. A prismatic dragon especially loathes cave dragons and strives to eradicate the crystal-destroying pests if they move into the dragon\xe2\x80\x99s territory.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Prismatic Dragon, Ancient \n'b' Family: Dragons \n'b' Gargantuan dragon , neutral \n'b' Armor Class 20 (natural armor) Hit Points 407 (22d20 + 176) Speed 50 ft., climb 40 ft.\n'b' STATS STR: 25 (+7) DEX: 10 (+0) CON: 27 (+8) INT: 20 (+5) WIS: 17 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +15, Wis +10, Cha +11 Skills Arcana +12, Perception +17, Stealth +7 Damage Immunities radiant Condition Immunities blinded Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 Languages Common, Draconic Challenge 21 (33,000 XP) Proficiency Bonus +7 \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the prismatic dragon fails a saving throw, it can choose to succeed instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The prismatic 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 15 ft., one target. Hit : 18 (2d10 + 7) piercing damage. \n'b' Claw . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 14 (2d6 + 7) slashing damage. \n'b' Tail . Melee Weapon Attack : +14 to hit, reach 20 ft., one target. Hit : 16 (2d8 + 7) bludgeoning damage. \n'b' Frightful Presence . Each creature of the prismatic 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\xe2\x80\x936) . The prismatic dragon uses one of the following breath weapons:\n'b'\n'b'\n'b' Light Beam . The prismatic dragon emits a beam of white light in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 90 (20d8) radiant damage on a failed save, or half as much damage on a successful one. \n'b' Rainbow Blast . The prismatic dragon emits multicolored light in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 72 (16d8) damage on a failed save, or half as much damage on a successful one. The dragon splits the damage up among acid, cold, fire, lightning, or poison, choosing a number of d8s for each damage type totaling 16d8. It must choose at least two damage types. \n'b'\n'b' Spellcasting . The prismatic dragon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 20):\n'b'\n'b'\n'b' At will : charm person , dancing lights , prismatic spray \n'b' 1/day : prismatic wall \n'b'\n'b' LEGENDARY ACTIONS \n'b' The prismatic dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The prismatic dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The prismatic dragon makes a tail attack . \n'b' Cast a Spell (Costs 2 Actions) . The prismatic dragon uses Spellcasting. \n'b' Shimmering Wings (Costs 2 Actions) . The prismatic dragon beats its wings. Each creature within 20 feet of the dragon must succeed on a DC 19 Wisdom saving throw or take 16 (3d10) radiant damage and become blinded until the start of the dragon\xe2\x80\x99s next turn. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing a legendary prismatic 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' Crystal Growth . Luminescent quartz and other inexpensive crystal protrude from all surfaces within 6 miles of a prismatic dragon\xe2\x80\x99s lair. \n'b' Enhanced Spells . Color-based spells (such as hypnotic pattern , frenzied bolt from Deep Magic, or any \xe2\x80\x9cprismatic\xe2\x80\x9d spell) cast within 1 mile of a prismatic dragon\xe2\x80\x99s lair become enhanced. When rolling damage for a spell of that type that deals damage, treat any 1 on a damage die as a 2 and increase the spell save DC by 1 (this doesn\xe2\x80\x99t affect the dragon\xe2\x80\x99s spells). \n'b' Prismatic Light . All light sources, including those created by magic effects, shed light in a rainbow of colors while within 1 mile of a prismatic dragon\xe2\x80\x99s lair. If the dragon dies, these effects fade over the course of 1d10 days. The quartz and crystals immediately lose their luminescence and crumble to dust over the same period. \n'b'\n'b' LAIR \n'b' Prismatic dragons inhabit underground caverns, especially those containing colorful, translucent crystals. Some dragons dwell in closed off portions of their mighty caverns, while many construct shrines or cathedrals from the crystals grown in their territories. Though the dragons don\xe2\x80\x99t require light to see, they always dot their lairs with light-filled, crystal globes to enhance the vibrant displays. \n'b' On initiative count 20 (losing initiative ties), the prismatic dragon can take 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' Crystalline Burst . Crystals suddenly grow from a point on the ground the dragon can see within 120 feet of it, creating a 1-foot-tall carpet of crystals. Each creature within 10 feet of that point must make a DC 15 Dexterity saving throw, taking 21 (6d6) piercing damage and falling prone on a failed save, or half as much damage and not falling prone on a successful one. The area becomes difficult terrain , and when a creature moves into or within the area, it takes 2d6 piercing damage for every 5 feet it travels. The crystals crumble to dust when the dragon uses this lair action again or when the dragon dies. \n'b' Dazzling Lights . Light strobes at a point the dragon can see within 120 feet of it. Each creature other than the dragon that starts its turn within 60 feet of that point must make a DC 15 Charisma saving throw or have disadvantage on attack rolls until the start of its next turn. The effect persists for 1 minute, until the dragon uses this lair action again, or until the dragon dies. \n'b' Mood Lights . The dragon changes the ambient lighting centered on a point within 120 feet of it. Each creature within 30 feet of that point must succeed on a DC 15 Wisdom saving throw or suffer one of the following effects until initiative count 20 on the next round (the dragon chooses the effect, which applies to all creatures that failed their saving throws, when it uses this lair action): the target becomes apathetic and has disadvantage on attack rolls and ability checks; the target becomes enraged and uses its next action to make a melee attack against a random creature within its reach; the target becomes paranoid and considers no other creature an ally, refusing help and being unable to benefit from the spells and effects of allies. A creature immune to being charmed is unaffected by this effect. \n'b'\n'b' ABOUT \n'b' With a multicolored hide and wings with multifaceted panes, this dragon stands over an array of chaotic crystals. \n'b' Light gleams off the dragon\xe2\x80\x99s hide and pours through its wings in a dizzying display. \n'b' Prismatic dragons bring light and color to the otherwise dark and gray underworld. They consume minerals for sustenance, making them relatively harmless as far as their appetites go, unless they encounter creatures loaded with gems and jewels. \n'b' Even then, they may negotiate for the treats, and canny explorers discover worthless crystals satisfy the dragons just as much as valuable jewels. \n'b' Resplendent Flightlessness . Like many dragons, prismatic dragons possess wings, but they can\xe2\x80\x99t sustain flight with their wings. Prismatic dragon wings have both the appearance and unwieldiness of stained glass. Fortunately, the dragons have no need to fly in most of their domain and their razor-sharp claws give them strong purchase to climb. The dragons\xe2\x80\x99 wings have a greater purpose than aesthetics\xe2\x80\x94though they are vain about their appearance\xe2\x80\x94because the dragons can tilt their wings to dazzle opponents to the point of blindness. As prismatic dragons age, their bodies shift in coloration from a dusty pink through an ever-expanding panoply of hues, including those invisible to most others. \n'b' Crystal Groves . Prismatic dragons tend crystals in their lair and in the surrounding territory. These crystal groves exhibit a riot of different shapes, sizes, and colors. Proud of their carefully cultivated collection, prismatic dragons may become incensed when a visitor criticizes any of the crystals or arrangements. Though prismatic dragons coexist peacefully with crystalline monoliths, the dragons harbor jealousy about the monoliths\xe2\x80\x99 crystal gardens, and they subtly direct intruders to a monolith\xe2\x80\x99s lair in the fervent hope the interlopers damage the other creature\xe2\x80\x99s crystal. \n'b' Gregarious Hosts . Of course, all this beauty serves no purpose if only the prismatic dragon can enjoy it. The dragon often welcomes subterranean guests or explorers from the upper world. It can\xe2\x80\x99t promise a comfortable stay for those who have difficulty sleeping on beds of crystals, but it attempts to accommodate food and drink requests within its means. This hospitality ends at undead creatures and conquest-driven groups. A prismatic dragon especially loathes cave dragons and strives to eradicate the crystal-destroying pests if they move into the dragon\xe2\x80\x99s territory.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Anguisher \n'b' Medium aberration , chaotic evil \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 65 (10d8 + 20) \n'b' Speed 30 ft.\n'b' STATS STR: 8 (\xe2\x80\x931) DEX: 14 (+2) CON: 15 (+2) INT: 8 (\xe2\x80\x931) WIS: 10 (+0) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +2, Perception +2, Stealth +4 \n'b' Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Condition Immunities exhaustion , frightened , grappled , paralyzed , petrified , prone , restrained , unconscious \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages understands all languages but can\xe2\x80\x99t speak, telepathy 60 ft. \n'b' Challenge 4 (1,100 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The anguisher can move through a space as narrow as 1 inch wide without squeezing. \n'b' Continued Suffering . A creature that has an Intelligence score of 4 or higher and dies from an anguisher\xe2\x80\x99s attacks spawns a new anguisher in 3 days. Any effect that prevents the body from becoming undead also prevents the emergence of the new anguisher. \n'b' Frightening Advantage . The anguisher has advantage on attack rolls against creatures that are frightened . Against such targets, the anguisher scores a critical hit on a roll of 18 to 20. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The anguisher uses anguish twice. \n'b' Anguish . Melee or Ranged Spell Attack : +5 to hit, reach 5 ft. or range 60 ft., one creature. Hit : 13 (3d6 + 3) psychic damage, and the target is frightened of the anguisher and must use its reaction to move its speed away by the safest possible route. Movement used during this reaction can\xe2\x80\x99t be used during the target\xe2\x80\x99s turn. \n'b' Harrow (Recharge 6) . Each creature of the anguisher\xe2\x80\x99s choice within 60 feet and aware of the anguisher must make a DC 13 Wisdom saving throw. On a failure, a creature takes 17 (5d6) psychic damage and becomes frightened for 1 minute. If the save succeeds, the creature takes half the damage and isn\xe2\x80\x99t frightened . A frightened creature can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success. \n'b' Invisibility . The anguisher magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). \n'b'\n'b' ABOUT \n'b' Aberrant Torment . Mental suffering can last far longer than physical damage. Psychic energy from those who die in extreme anguish might open a portal, allowing consciousness from beyond the veil to meld with psychic residue. \n'b' Old Wounds . The touch or aura of an anguisher calls old wounds and tormentors to mind. The creature uses invisibility and stealth to lurk around potential victims, slowly draining them of life through this recalled suffering. \n'b'\n'b' DC 10 Intelligence ( History ) : Anguishers are semisolid horrors from beyond reality. \n'b' DC 15 Intelligence ( Arcana ) : An anguisher shares many traits and immunities with semicorporeal undead, such as shadows. If an anguisher slays a sapient creature, a new anguisher emerges into the world near the corpse 3 days later. \n'b' DC 15 Intelligence ( Religion ) : Effects that prevent a corpse from becoming undead can also prevent it from bearing a new anguisher.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Prismatic Dragon, Wyrmling \n'b' Family: Dragons \n'b' Medium dragon , neutral \n'b' Armor Class 16 (natural armor) Hit Points 39 (6d8 + 12) Speed 30 ft., climb 15 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 15 (+2) INT: 14 (+2) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +2, Con +4, Wis +3, Cha +3 Skills Arcana +4, Perception +5, Stealth +2 Damage Immunities radiant Condition Immunities blinded Senses blindsight 10 ft., darkvision 60 ft., passive Perception 15 Languages Draconic Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the prismatic dragon fails a saving throw, it can choose to succeed instead. \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. \n'b' Light Beam (Recharge 5\xe2\x80\x936) . The prismatic dragon emits a beam of white light in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 18 (4d8) radiant damage on a failed save, or half as much damage on a successful one. \n'b' Spellcasting . The prismatic dragon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 12):\n'b'\n'b'\n'b' At will : dancing lights \n'b' 1/day each : charm person , color spray \n'b'\n'b' ABOUT \n'b' With a multicolored hide and wings with multifaceted panes, this dragon stands over an array of chaotic crystals. \n'b' Light gleams off the dragon\xe2\x80\x99s hide and pours through its wings in a dizzying display. \n'b' Prismatic dragons bring light and color to the otherwise dark and gray underworld. They consume minerals for sustenance, making them relatively harmless as far as their appetites go, unless they encounter creatures loaded with gems and jewels. \n'b' Even then, they may negotiate for the treats, and canny explorers discover worthless crystals satisfy the dragons just as much as valuable jewels. \n'b' Resplendent Flightlessness . Like many dragons, prismatic dragons possess wings, but they can\xe2\x80\x99t sustain flight with their wings. Prismatic dragon wings have both the appearance and unwieldiness of stained glass. Fortunately, the dragons have no need to fly in most of their domain and their razor-sharp claws give them strong purchase to climb. The dragons\xe2\x80\x99 wings have a greater purpose than aesthetics\xe2\x80\x94though they are vain about their appearance\xe2\x80\x94because the dragons can tilt their wings to dazzle opponents to the point of blindness. As prismatic dragons age, their bodies shift in coloration from a dusty pink through an ever-expanding panoply of hues, including those invisible to most others. \n'b' Crystal Groves . Prismatic dragons tend crystals in their lair and in the surrounding territory. These crystal groves exhibit a riot of different shapes, sizes, and colors. Proud of their carefully cultivated collection, prismatic dragons may become incensed when a visitor criticizes any of the crystals or arrangements. Though prismatic dragons coexist peacefully with crystalline monoliths, the dragons harbor jealousy about the monoliths\xe2\x80\x99 crystal gardens, and they subtly direct intruders to a monolith\xe2\x80\x99s lair in the fervent hope the interlopers damage the other creature\xe2\x80\x99s crystal. \n'b' Gregarious Hosts . Of course, all this beauty serves no purpose if only the prismatic dragon can enjoy it. The dragon often welcomes subterranean guests or explorers from the upper world. It can\xe2\x80\x99t promise a comfortable stay for those who have difficulty sleeping on beds of crystals, but it attempts to accommodate food and drink requests within its means. This hospitality ends at undead creatures and conquest-driven groups. A prismatic dragon especially loathes cave dragons and strives to eradicate the crystal-destroying pests if they move into the dragon\xe2\x80\x99s territory.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chamelequine \n'b' Large beast , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 32 (5d10 + 5) Speed 60 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 12 (+1) INT: 5 (-3) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Senses passive Perception 11 Languages Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Camouflage . The chamelequine has advantage on Dexterity ( Stealth ) checks. \n'b' Pack Tactics . The chamelequine has advantage on attack rolls against a creature if at least one of the chamelequine\xe2\x80\x99s allies is within 5 feet of the creature and the ally is not incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The chamelequine makes two hoof attacks. \n'b' Hoof . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Chamelequines are a breed of pony native to Oz that evolved with the ability to change colors, blending into their surroundings to elude predators. When roving and grazing, they can match the colors of the scrub, woods, and moors in most parts of Oz, favoring colors in earth tones. During mating season, the males adopt dazzling displays of kaleidoscopic colors, as seen through raindrops on a sunny day. Female chamelequines generally keep to subtler colors, but when in season their manes and tails will shimmer and match the foliage the region. \n'b' Chamelequines speak the Common tongue of Oz, and view draft and farm horses as being unjustly subjugated. \n'b' While they may be bribed or convinced to carry a rider a short distance, they will not submit to any bindings, saddles or other riding aids.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Prismatic Dragon, Young \n'b' Family: Dragons \n'b' Large dragon , neutral \n'b' Armor Class 17 (natural armor) Hit Points 142 (15d10 + 60) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 19 (+4) INT: 16 (+3) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +3, Con +7, Wis +5, Cha +5 Skills Arcana +6, Perception +8, Stealth +3 Damage Immunities radiant Condition Immunities blinded Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18 Languages Common, Draconic Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the prismatic dragon fails a saving throw, it can choose to succeed instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The prismatic 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. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Light Beam (Recharge 5\xe2\x80\x936) . The prismatic dragon emits a beam of white light in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much damage on a successful one. \n'b' Spellcasting . The prismatic dragon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 14):\n'b'\n'b'\n'b' At will : dancing lights \n'b' 3/day each : charm person , color spray \n'b' 1/day : prismatic spray \n'b'\n'b' ABOUT \n'b' With a multicolored hide and wings with multifaceted panes, this dragon stands over an array of chaotic crystals. \n'b' Light gleams off the dragon\xe2\x80\x99s hide and pours through its wings in a dizzying display. \n'b' Prismatic dragons bring light and color to the otherwise dark and gray underworld. They consume minerals for sustenance, making them relatively harmless as far as their appetites go, unless they encounter creatures loaded with gems and jewels. \n'b' Even then, they may negotiate for the treats, and canny explorers discover worthless crystals satisfy the dragons just as much as valuable jewels. \n'b' Resplendent Flightlessness . Like many dragons, prismatic dragons possess wings, but they can\xe2\x80\x99t sustain flight with their wings. Prismatic dragon wings have both the appearance and unwieldiness of stained glass. Fortunately, the dragons have no need to fly in most of their domain and their razor-sharp claws give them strong purchase to climb. The dragons\xe2\x80\x99 wings have a greater purpose than aesthetics\xe2\x80\x94though they are vain about their appearance\xe2\x80\x94because the dragons can tilt their wings to dazzle opponents to the point of blindness. As prismatic dragons age, their bodies shift in coloration from a dusty pink through an ever-expanding panoply of hues, including those invisible to most others. \n'b' Crystal Groves . Prismatic dragons tend crystals in their lair and in the surrounding territory. These crystal groves exhibit a riot of different shapes, sizes, and colors. Proud of their carefully cultivated collection, prismatic dragons may become incensed when a visitor criticizes any of the crystals or arrangements. Though prismatic dragons coexist peacefully with crystalline monoliths, the dragons harbor jealousy about the monoliths\xe2\x80\x99 crystal gardens, and they subtly direct intruders to a monolith\xe2\x80\x99s lair in the fervent hope the interlopers damage the other creature\xe2\x80\x99s crystal. \n'b' Gregarious Hosts . Of course, all this beauty serves no purpose if only the prismatic dragon can enjoy it. The dragon often welcomes subterranean guests or explorers from the upper world. It can\xe2\x80\x99t promise a comfortable stay for those who have difficulty sleeping on beds of crystals, but it attempts to accommodate food and drink requests within its means. This hospitality ends at undead creatures and conquest-driven groups. A prismatic dragon especially loathes cave dragons and strives to eradicate the crystal-destroying pests if they move into the dragon\xe2\x80\x99s territory.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Quadrak (Dragon) \n'b' Family: Dragons \n'b' Large dragon , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 75 (10d10 + 20) Speed 30 ft., fly 90 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 15 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire Senses passive Perception 11 Languages Draconic Challenge 5 (1,800 XP) \n'b' Actions \n'b' Multiattack . The quadrak makes two attacks: one with its claws and one with its bite. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage. \n'b' Breath Weapon (Recharge 5-6) . The quadrak exhales fire in a 15-ft. cone. Each creature in the area must make a successful 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' About \n'b' A shadow crosses the ground. You notice a dark shape with four wings is above you. The quadrak is a smaller dragon often used as a mount. \n'b' Fiery Opponent . Although this dragon is smaller than it cousins, it is still a dangerous opponent. It breathes fire and can attack with its jaws and claws. Quadraks enjoy bullying the weak, like their goblin allies. \n'b' Perfect Mount . The Unseelie Court are known to use these mounts for quick strikes against their enemies. They can manoeuvre into many areas that other kinds of mounts cannot. A group of goblin riders make up the bulk of this aerial cavalry.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Rot Dragon (Black), Young \n'b' Family: Dragons \n'b' Large undead , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 170 (20d10 + 60) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 17 (+3) INT: 6 (-2) WIS: 5 (-3) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +3, Con +6, Wis +0, Cha +1 Damage Resistances necrotic Damage Immunities acid Condition Immunities charmed , frightened , paralyzed , petrified , poisoned , stunned Senses blindsight 60 ft., passive Perception 7 Languages understands the languages it knew in life but can\xe2\x80\x99t speak Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fleeting Senses . The rot dragon has disadvantage on Intelligence ( Investigation ) and Wisdom ( Perception ) checks. \n'b' Putrefied Body . Any creature that starts its turn within 10 feet of the rot dragon must succeed on a DC 14 Constitution saving throw or take 9 (2d8) poison damage and must spend its action this turn retching and reeling. Creatures that don\xe2\x80\x99t need to breathe or are immune to poison automatically succeed on this saving throw. \n'b' Undead Fortitude . If damage reduces the rot dragon to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the rot dragon drops to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The rot dragon makes three attacks: one with its bite and two with its claws. \n'b' Foul Bite . Melee Weapon Attack : +7 to hit, reach 10ft., one target. Hit : 15 (2d10 + 4) piercing damage plus 4 (1d8) poison damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Putrid Breath (Recharge 5-6) . The rot dragon exhales poisonous acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 27 (6d8) acid damage and 22 (5d8) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Only the most powerful or necromancers can hope to slay, let alone reanimate, a dragon. Through complex rituals and incantations that render the lifeless corpse such a once proud beast, a rot dragon can be brought forth. Though devoid of any intelligence, a rot dragon is a gruesome reminder that even the most powerful creatures can be enslaved in undeath. \n'b' These rotting remains vaguely retain the appearance they had in life, however in a state that no vain and proud living dragon would accept. Its scales are covered in dust, grime, and rotting flesh, its wings tattered, torn or in many cases, missing completely. The dragon\xe2\x80\x99s eyes take on a yellowed-glassy hue and are unfocused despite the occasional maggot writhing within. The breath of a rot dragon is no longer a raging inferno or blistering icy storm, but instead a poisonous fume that chokes any living creature nearby. \n'b' Putrefied Form . Rot dragons emanate the stench of putrefaction and decay, the scent of which lingers long after the creature has moved on from a region. As their innards rot, their bodies become bloated and decaying material may erupt from any open wounds upon the rot dragon\xe2\x80\x99s body. Nearby creatures with feeble stomachs often purge themselves due to the stink of decaying dragon flesh. \n'b' Foul Breath . While living, a dragon\xe2\x80\x99s breath is one of its most fearsome weapons. However, as the organs responsible for metabolizing and creating their breath decay, the potency of their breath weapon decreases as well. Instead, their breath becomes acidic, poisonous, and capable of rapidly decomposing any organic material exposed to it. \n'b' Undead Nature . Rot dragons do not require air, food, water, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Runewrought Dragon, Huge \n'b' Family: Dragons \n'b' Huge construct , unaligned \n'b' Armor Class 19 (natural armor) Hit Points 212 (17d12 + 102) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 24 (+7) DEX: 10 (+0) CON: 23 (+6) INT: 8 (-1) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +11, Wis +7, Cha +4 Skills Perception +12, Stealth +5 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses truesight 120 ft., passive Perception 22 Languages the languages known by its creator Challenge 14 (11,500 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The dragon is immune to any spell or effect that would alter its form. \n'b' Rechargeable Resistance (Recharge 2 6) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Vulnerable Wings . Before making an attack roll against the dragon, a creature can choose to take a ?5 penalty to the attack roll to target its wings. The first time the dragon takes 20 or more damage from an attack to its wings, its flying speed is halved and it has disadvantage on Wing Spur attack rolls. The second time, it can no longer make Wing Spur attacks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon makes two Claw attacks and one Horn attack. \n'b' Claw . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 12 (1d10 + 7) slashing damage. \n'b' Horn . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 20 (2d12 + 7) piercing damage and the target must succeed on a DC 20 Strength saving throw or be hurled up to 60 feet horizontally in a direction of the dragon\xe2\x80\x99s choice and land prone , taking 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 20 Dexterity saving throw or take the same damage and be knocked prone . \n'b' Breath Weapons (Recharge 5 6) . The dragon uses one of the following breath weapons: Cerulean Breath. The dragon exhales a blast of icy energy in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Constitution saving throw. On a failed save, the creature takes 44 (8d10) cold damage, and is encased in a block of ice that melts away at the start of the dragon\xe2\x80\x99s next turn. While encased in ice, the creature\xe2\x80\x99s speed is 0 and it is incapacitated . On a successful save, the creature takes half as much damage with no additional effects. \n'b' Shock Breath . The dragon exhales a wave of crackling lightning in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw. On a failed save, the creature takes 54 (12d8) lightning damage and is staggered until the end of the dragon\xe2\x80\x99s next turn. While staggered, the creature can\xe2\x80\x99t take reactions , and it must choose whether it gets an action, a bonus action, or a move on its turn; it gets only one of the three. On a successful save, the creature takes half as much damage with no additional effects. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Runic Magic . The dragon activates the runes engraved on it to gain one of the following benefits that lasts until it uses this action again:\n'b'\n'b'\n'b' The dragon gains resistance to two types of damage. \n'b' The dragon gains a +2 bonus to AC and Dexterity saving throws. \n'b' The dragon\xe2\x80\x99s attacks deal an additional 4 (1d8) force damage on a hit. \n'b' The dragon has advantage on saving throws against spells and other magical effects. \n'b' Any creature that targets the dragon with an attack or a harmful spell must first make a DC 15 Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. \n'b'\n'b' Wing Spur . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 20 (2d12 + 7) piercing damage. If the target is a prone creature, it is grappled (escape DC 17) and restrained until the grapple ends. The grapple ends if the dragon moves or attacks another creature with its Wing Spur. \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' Claw .The dragon makes one Claw attack. \n'b' Runic Magic .The dragon uses Runic Magic. \n'b' Radiant Step (Costs 2 Actions) . The dragon magically teleports to an unoccupied space it can see within 60 feet of it. Each creature within 10 feet of the dragon when it appears must succeed on a DC 19 Constitution saving throw or take 18 (4d8) radiant damage and be blinded until the end of the dragon\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' Clad in a crystalline carapace and thick plates made of adamantine, mithral, and copper etched with numerous runes, a runewrought dragon is perhaps the pinnacle of runewrought constructs. While a runewrought dragon can speak and has a much more complex intelligence that an ordinary construct, it is crafted for the sole purpose of combat. \n'b' Powered by a complex magical rune known as an azureheart runestone, it can even mimic a dragon\xe2\x80\x99s breath weapon and is almost as resistant to spells and other magical effects as a living dragon. \n'b' Despite its prowess, however, a runewrought dragon is, after all, still a constructed creature. It acts as its master wills it and while its armor may be as impenetrable as that of a true dragon, its rubber-like wing flaps are an exploitable weakness in the design as they can be torn to pieces, hampering the dragon\xe2\x80\x99s ability to fly or attack with its wing spurs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Runewrought Dragon, Large \n'b' Family: Dragons \n'b' Large construct , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 126 (12d10 + 60) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 21 (+5) DEX: 12 (+1) CON: 20 (+5) INT: 8 (-1) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9, Wis +6, Cha +3 Skills Perception +10 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses truesight 120 ft., passive Perception 20 Languages the languages kResistance (nown by its creator Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The dragon is immune to any spell or effect that would alter its form. \n'b' Rechargeable Resistance (Recharge 4 6) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Vulnerable Wings . Before making an attack roll against the dragon, a creature can choose to take a ?5 penalty to the attack roll to target its wings. The first time the dragon takes 10 or more damage from an attack to its wings, its flying speed is halved and it has disadvantage on Wing Spur attack rolls. The second time, it can no longer make Wing Spur attacks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon makes two Claw attacks and one Horn attack. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) slashing damage. \n'b' Horn . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) piercing damage and, if the target is a Medium or smaller creature, the target must succeed on a DC 17 Strength saving throw or be hurled up to 20 feet horizontally in a direction of the dragon\xe2\x80\x99s choice and land prone , taking 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take the same damage and be knocked prone . \n'b' Shock Breath (Recharge 5 6) . The dragon exhales a wave of crackling lightning in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 45 (10d8) lightning damage and is staggered until the end of the dragon\xe2\x80\x99s next turn. While staggered, the creature can\xe2\x80\x99t take reactions , and it must choose whether it gets an action, a bonus action, or a move on its turn; it gets only one of the three. On a successful save, the creature takes half as much damage with no additional effects. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Runic Magic . The dragon activates the runes engraved on it to gain one of the following benefits that last until it uses this action again:\n'b'\n'b'\n'b' The dragon gains resistance to one type of damage. \n'b' The dragon gains a +2 bonus to AC and Dexterity saving throws. \n'b' The dragon\xe2\x80\x99s attacks deal an additional 4 (1d8) force damage on a hit. \n'b'\n'b' Wing Spur . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) piercing damage. If the target is a prone creature, it is grappled (escape DC 15) and restrained until the grapple ends. The grapple ends if the dragon moves or attacks another creature with its Wing Spur. \n'b'\n'b' ABOUT \n'b' Clad in a crystalline carapace and thick plates made of adamantine, mithral, and copper etched with numerous runes, a runewrought dragon is perhaps the pinnacle of runewrought constructs. While a runewrought dragon can speak and has a much more complex intelligence that an ordinary construct, it is crafted for the sole purpose of combat. \n'b' Powered by a complex magical rune known as an azureheart runestone, it can even mimic a dragon\xe2\x80\x99s breath weapon and is almost as resistant to spells and other magical effects as a living dragon. \n'b' Despite its prowess, however, a runewrought dragon is, after all, still a constructed creature. It acts as its master wills it and while its armor may be as impenetrable as that of a true dragon, its rubber-like wing flaps are an exploitable weakness in the design as they can be torn to pieces, hampering the dragon\xe2\x80\x99s ability to fly or attack with its wing spurs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Runewrought Dragon, Medium \n'b' Family: Dragons \n'b' Medium construct , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 85 (10d8 + 40) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 18 (+4) INT: 8 (-1) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +4, Cha +2 Skills Perception +7 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses truesight 120 ft., passive Perception 17 Languages the languages known by its creator Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The dragon is immune to any spell or effect that would alter its form. \n'b' Rechargeable Resistance (Recharge 6) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Vulnerable Wings . Before making an attack roll against the dragon, a creature can choose to take a ?5 penalty to the attack roll to target its wings. If the attack hits, the dragon\xe2\x80\x99s flying speed is halved and it has disadvantage on Wing Spur attack rolls. The second time an attack hits its wings, the dragon can no longer make Wing Spur attacks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon makes two Claw attacks and one Horn attack. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Horn . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) piercing damage. \n'b' Shock Breath (Recharge 5 6) . The dragon exhales a wave of crackling lightning in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 27 (6d8) lightning damage and is staggered until the end of the dragon\xe2\x80\x99s next turn. While staggered, the creature can\xe2\x80\x99t take reactions , and it must choose whether it gets an action, a bonus action, or a move on its turn; it gets only one of the three. On a successful save, the creature takes half as much damage with no additional effects. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Runic Magic . The dragon activates the runes engraved on it to gain one of the following benefits that last until it uses this action again:\n'b'\n'b'\n'b' The dragon gains resistance to one type of damage. \n'b' The dragon gains a +2 bonus to AC and Dexterity saving throws. \n'b' The dragon\xe2\x80\x99s attacks deal an additional 3 (1d6) force damage on a hit. \n'b'\n'b' Wing Spur . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. If the target is a prone creature, it is grappled (escape DC 13) and restrained until the grapple ends. The grapple ends if the dragon moves or attacks another creature with its Wing Spur. \n'b'\n'b' LAIR \n'b' Like dragons of flesh and blood, a runewrought dragon often inhabits a lair a particular place it has been ordered to protect. As if imbued with a living dragon\xe2\x80\x99s instincts, a runewrought dragons that finds itself without a master often seeks out a lair to inhabit, and tends to be attracted to locations where magic is prevalent. A runewrought dragon encountered in its lair may have access to powerful lair actions. \n'b' Lair Actions . On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can\xe2\x80\x99t take the same lair action two rounds in a row: \n'b'\n'b' Energy Surge . A crackling beam of energy flickers across the dragon\xe2\x80\x99s form, causing the magical runes etched into its body to flare with blinding light.\xc2\xa0The dragon gains 30 temporary hit points and each creature within 10 feet of the dragon that can see it must succeed on a DC 15 Constitution saving throw or be blinded until initiative 20 on the next round. \n'b' Arc Lightning . Bolts of lightning spring toward up to three creatures the dragon can see within 30 feet of it. Each target must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) lightning damage and it can\xe2\x80\x99t take reactions until initiative 20 on the next round. \n'b' Cold Feet . Ice forms in a 30-foot radius of a point the dragon can see in its lair and envelops the feet of any creature (other than the dragon) standing on the floor. Each creature other than the dragon must succeed on a DC 15 Strength saving throw or take 11 (2d10) cold damage and be grappled (escape DC 15) until initiative 20 on the next round. \n'b'\n'b' ABOUT \n'b' Clad in a crystalline carapace and thick plates made of adamantine, mithral, and copper etched with numerous runes, a runewrought dragon is perhaps the pinnacle of runewrought constructs. While a runewrought dragon can speak and has a much more complex intelligence that an ordinary construct, it is crafted for the sole purpose of combat. \n'b' Powered by a complex magical rune known as an azureheart runestone, it can even mimic a dragon\xe2\x80\x99s breath weapon and is almost as resistant to spells and other magical effects as a living dragon. \n'b' Despite its prowess, however, a runewrought dragon is, after all, still a constructed creature. It acts as its master wills it and while its armor may be as impenetrable as that of a true dragon, its rubber-like wing flaps are an exploitable weakness in the design as they can be torn to pieces, hampering the dragon\xe2\x80\x99s ability to fly or attack with its wing spurs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sand Dragon, Adult \n'b' Family: Dragons \n'b' Huge dragon , neutral evil \n'b' Armor Class 20 (natural armor) Hit Points 270 (20d12 + 140) Speed 40 ft., burrow 30 ft., fly 80 ft.\n'b' STATS STR: 24 (+7) DEX: 12 (+1) CON: 25 (+7) INT: 14 (+2) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +13, Wis +10, Cha +9 Skills Nature +8, Perception +16, Stealth +7 Damage Resistances piercing Damage Immunities fire Condition Immunities blinded Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26 Languages Common, Draconic, Terran Challenge 18 (20,000 XP) Proficiency Bonus +6 \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the creature fails a saving throw, it can choose to succeed instead. \n'b' Sand Camouflage . The sand dragon has advantage on Dexterity ( Stealth ) checks made to hide in sandy terrain. \n'b' Sandy Nature . The sand dragon is infused with elemental power, and it requires only half the amount of air, food, and drink that a typical dragon if its size needs. \n'b' Stinging Sand . The first time the sand dragon hits a target with a melee weapon attack , the target must succeed on a DC 21 Constitution saving throw or have disadvantage on attack rolls and ability checks until the end of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sand dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 18 (2d10 + 7) piercing damage. \n'b' Claw . 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) slashing damage. \n'b' Frightful Presence . Each creature of the sand dragon\xe2\x80\x99s choice that is within 120 feet of the creature 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 ??? \n'b'\n'b' ABOUT \n'b' Sand constantly sloughs from this brown dragon and twirls about in the air surrounding it. Falling sand reveals the creature\xe2\x80\x99s desiccated form. Spikes of dried and caked sand jut from its body. \n'b' Overlords of dry and desolate domains, sand dragons enjoy the solitude of a harsh climate. They begrudgingly share territory with blue dragons and wasteland dragons, but these dragons often keep clear of each other. \n'b' Sometimes, they come together in alliances of convenience, though more often one of the dragons believes it can take the other\xe2\x80\x99s territory by force. \n'b' Cantankerous Loners . A sand dragon\xe2\x80\x99s desire for isolation and the scarcity of available food renders it an irritable host at best. A dragon\xe2\x80\x99s first response upon noticing intruders rarely goes further than killing and eating them. Travelers who offer the dragon plenty of fresh meat stand a chance to pass through its domain unharmed. The sand dragon tolerates lesser creatures that inhabit the same land, such as sandwyrms, provided they don\xe2\x80\x99t compete for resources. It may bully these creatures to hunt on its behalf. \n'b' Sand Sculptors . Sand dragons express themselves through the medium of sand or similar materials in their lairs. Spiraling towers erupt from the ground, reaching dozens of feet in height and seeming on the verge of collapse. In the rare instances where the dragons decide to attack settlements, they commit the location to memory and duplicate the buildings as sand sculptures to near perfection. They often etch screaming faces in the walls of the buildings to commemorate the terror they unleashed during their attacks. Sand dragons also use sand to encase the remains of those who dared attack the dragons in their lairs, molding the sand to match the likenesses of the creatures when they were alive. \n'b' Guardians of Lost Empires . When tons of sand, silt, and other debris cover up the remains of forgotten kingdoms, they may slumber undisturbed for centuries. Bored or curious sand dragons sometimes discover the ruins of these little-remembered empires and loot their ancient treasures and magic items. The dragons guard these locations closely, not wishing to encourage treasure hunting mercenaries to invade their lairs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sand Dragon, Ancient \n'b' Family: Dragons \n'b' Gargantuan dragon , neutral evil \n'b' Armor Class 21 (natural armor) Hit Points 507 (26d20 + 234) Speed 40 ft., burrow 40 ft., fly 80 ft.\n'b' STATS STR: 27 (+8) DEX: 12 (+1) CON: 29 (+9) INT: 16 (+3) WIS: 20 (+5) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Con +17, Wis +13, Cha +12 Skills Nature +11, Perception +21, Stealth +9 Damage Resistances piercing Damage Immunities fire Condition Immunities blinded Senses blindsight 60 ft., darkvision 120 ft., passive Perception 31 Languages Common, Draconic, Terran Challenge 23 (50,000 XP) Proficiency Bonus +8 \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the sand dragon fails a saving throw, it can choose to succeed instead. \n'b' Sand Camouflage . The sand dragon has advantage on Dexterity ( Stealth ) checks made to hide in sandy terrain. \n'b' Sandy Nature . The sand dragon is infused with elemental power, and it requires only half the amount of air, food, and drink that a typical dragon if its size needs. \n'b' Stinging Sand . The first time the sand dragon hits a target with a melee weapon attack , the target must succeed on a DC 25 Constitution saving throw or have disadvantage on attack rolls and ability checks until the end of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sand 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 : 19 (2d10 + 8) piercing damage. \n'b' Claw . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 15 (2d6 + 8) slashing damage. \n'b' Tail . Melee Weapon Attack : +16 to hit, reach 20 ft., one target. Hit : 17 (2d8 + 8) slashing damage. \n'b' Frightful Presence . Each creature of the sand dragon\xe2\x80\x99s choice that is within 120 feet of the creature 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' Breath Weapon (Recharge 5\xe2\x80\x936) . The sand dragon uses one of the following breath weapons:\n'b'\n'b'\n'b' Sand Blast . The dragon exhales superheated sand in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 44 (8d10) piercing damage and 44 (8d10) fire damage on a failed save, or half as much damage on a successful one. If a creature fails its saving throw by 5 or more, it suffers one level of exhaustion as it dehydrates. \n'b' Blinding Sand . The dragon breathes fine sand in a 90-foot cone. Each creature in that area must succeed on a DC 25 Constitution saving throw or be blinded for 1 minute. A blinded creature can take an action to clear its eyes of sand, ending the effect for it. \n'b'\n'b' LAIR \n'b' Sand dragons live in sand or other loose, course soils. They can make themselves at home in deserts, salt flats, wastelands, and coastal dunes. Some sand dragons find convenient caves where they can dwell, but most dig deep below the surface, leaving a couple of well-supported tunnels where they can exit and enter. Piles of whatever common material they have in their lairs conceal these tunnels. \n'b' On initiative count 20 (losing initiative ties), the sand dragon can take 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' Create Sinkhole . A sinkhole opens beneath one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or be forced prone and buried in sand. If the buried target doesn\xe2\x80\x99t have a burrowing speed, it is restrained and unable to breathe or stand up. A creature, including the buried target, can take an action to make a DC 15 Strength check, ending the buried state on a success. When the buried state ends, the target enters an unoccupied space within 5 feet of where it was buried and is prone . \n'b' Evaporate Liquid . A container of liquid the dragon can see within 120 feet of it evaporates. If the container isn\xe2\x80\x99t being worn or carried and is nonmagical, up to one gallon of the liquid is destroyed. If the container isn\xe2\x80\x99t being worn or carried and the liquid or container is magical, the liquid must succeed on a DC 15 Constitution saving throw (with a bonus equal to +2 per level of rarity above common) or up to one gallon of the liquid is destroyed. If the container is being worn or carried, the creature holding the container must succeed on a DC 15 Dexterity saving throw to avoid the liquid\xe2\x80\x99s destruction. \n'b' Sand Wall . The dragon creates a wall of sand on a solid surface it can see within 120 feet of it. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must succeed on a DC 15 Dexterity saving throw or be pushed 5 feet out of the wall\xe2\x80\x99s space, appearing on whichever side of the wall it wants. Each 10-foot section of wall has AC 10, 20 hit points , and immunity to necrotic, poison, psychic, and radiant damage. The wall lasts for 1 minute, until the dragon uses this lair action again, or until the dragon dies. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing a legendary sand dragon\xe2\x80\x99s lair is warped by its magic, which creates one or more of the following effects: \n'b'\n'b' Dehydrate . Creatures, other than the sand dragon, within 1 mile of a sand dragon\xe2\x80\x99s lair need twice as much water to avoid dehydration. Precipitation rarely falls, making the area hospitable only to the hardiest specimens. \n'b' Prolific Vermin . Sand-dwelling vermin, such as scorpions and scarabs, become more numerous within 3 miles of the dragon\xe2\x80\x99s lair. \n'b' Sand Storms . Sand constantly swirls in small storms, impeding vision. Creatures within 1 mile of a sand dragon\xe2\x80\x99s lair have disadvantage on Wisdom ( Perception ) checks that rely on vision. If the dragon dies, these effects fade over the course of 1d10 days. \n'b'\n'b' 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'\n'b' Breath Weapon (Recharge 5\xe2\x80\x936) . The sand dragon uses one of the following breath weapons: \n'b' Sand Blast . The dragon exhales superheated sand in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 27 (5d10) piercing damage and 27 (5d10) fire damage on a failed save, or half as much damage on a successful one. If a creature fails its saving throw by 5 or more, it suffers one level of exhaustion as it dehydrates. \n'b' Blinding Sand . The dragon breathes fine sand in a 60-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or be blinded for 1 minute. A blinded creature can take an action to clear its eyes of sand, ending the effect for it. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The sand dragon can take 3 legendary actions , choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The sand dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The sand dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The sand dragon beats its wings. Each creature within 15 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 fly up to half its flying speed. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The sand dragon can take 3 legendary actions , choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The sand dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The sand dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The sand dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 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' ABOUT \n'b' Sand constantly sloughs from this brown dragon and twirls about in the air surrounding it. Falling sand reveals the creature\xe2\x80\x99s desiccated form. Spikes of dried and caked sand jut from its body. \n'b' Overlords of dry and desolate domains, sand dragons enjoy the solitude of a harsh climate. They begrudgingly share territory with blue dragons and wasteland dragons, but these dragons often keep clear of each other. \n'b' Sometimes, they come together in alliances of convenience, though more often one of the dragons believes it can take the other\xe2\x80\x99s territory by force. \n'b' Cantankerous Loners . A sand dragon\xe2\x80\x99s desire for isolation and the scarcity of available food renders it an irritable host at best. A dragon\xe2\x80\x99s first response upon noticing intruders rarely goes further than killing and eating them. Travelers who offer the dragon plenty of fresh meat stand a chance to pass through its domain unharmed. The sand dragon tolerates lesser creatures that inhabit the same land, such as sandwyrms, provided they don\xe2\x80\x99t compete for resources. It may bully these creatures to hunt on its behalf. \n'b' Sand Sculptors . Sand dragons express themselves through the medium of sand or similar materials in their lairs. Spiraling towers erupt from the ground, reaching dozens of feet in height and seeming on the verge of collapse. In the rare instances where the dragons decide to attack settlements, they commit the location to memory and duplicate the buildings as sand sculptures to near perfection. They often etch screaming faces in the walls of the buildings to commemorate the terror they unleashed during their attacks. Sand dragons also use sand to encase the remains of those who dared attack the dragons in their lairs, molding the sand to match the likenesses of the creatures when they were alive. \n'b' Guardians of Lost Empires . When tons of sand, silt, and other debris cover up the remains of forgotten kingdoms, they may slumber undisturbed for centuries. Bored or curious sand dragons sometimes discover the ruins of these little-remembered empires and loot their ancient treasures and magic items. The dragons guard these locations closely, not wishing to encourage treasure hunting mercenaries to invade their lairs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sand Dragon, Young \n'b' Family: Dragons \n'b' Large dragon , neutral evil \n'b' Armor Class 19 (natural armor) Hit Points 189 (18d10 + 90) Speed 40 ft., burrow 20 ft., fly 80 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 21 (+5) INT: 13 (+1) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +9, Wis +7, Cha +6 Skills Nature +5, Perception +11, Stealth +5 Damage Resistances piercing Damage Immunities fire Condition Immunities blinded Senses blindsight 30 ft., darkvision 120 ft., passive Perception 21 Languages Common, Draconic Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Sand Camouflage . The sand dragon has advantage on Dexterity ( Stealth ) checks made to hide in sandy terrain. \n'b' Sandy Nature . The sand dragon is infused with elemental power, and it requires only half the amount of air, food, and drink that a typical dragon if its size needs. \n'b' Stinging Sand . The first time the sand dragon hits a target with a melee weapon attack , the target must succeed on a DC 17 Constitution saving throw or have disadvantage on attack rolls and ability checks until the end of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sand 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. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Breath Weapon (Recharge 5\xe2\x80\x936) . The sand dragon uses one of the following breath weapons:\n'b'\n'b'\n'b' Sand Blast . The dragon exhales superheated sand in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 22 (4d10) piercing damage and 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. If a creature fails its saving throw by 5 or more, it suffers one level of exhaustion as it dehydrates. \n'b' Blinding Sand . The dragon breathes fine sand in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be blinded for 1 minute. A blinded creature can take an action to clear its eyes of sand, ending the effect for it. \n'b'\n'b' ABOUT \n'b' Sand constantly sloughs from this brown dragon and twirls about in the air surrounding it. Falling sand reveals the creature\xe2\x80\x99s desiccated form. Spikes of dried and caked sand jut from its body. \n'b' Overlords of dry and desolate domains, sand dragons enjoy the solitude of a harsh climate. They begrudgingly share territory with blue dragons and wasteland dragons, but these dragons often keep clear of each other. \n'b' Sometimes, they come together in alliances of convenience, though more often one of the dragons believes it can take the other\xe2\x80\x99s territory by force. \n'b' Cantankerous Loners . A sand dragon\xe2\x80\x99s desire for isolation and the scarcity of available food renders it an irritable host at best. A dragon\xe2\x80\x99s first response upon noticing intruders rarely goes further than killing and eating them. Travelers who offer the dragon plenty of fresh meat stand a chance to pass through its domain unharmed. The sand dragon tolerates lesser creatures that inhabit the same land, such as sandwyrms, provided they don\xe2\x80\x99t compete for resources. It may bully these creatures to hunt on its behalf. \n'b' Sand Sculptors . Sand dragons express themselves through the medium of sand or similar materials in their lairs. Spiraling towers erupt from the ground, reaching dozens of feet in height and seeming on the verge of collapse. In the rare instances where the dragons decide to attack settlements, they commit the location to memory and duplicate the buildings as sand sculptures to near perfection. They often etch screaming faces in the walls of the buildings to commemorate the terror they unleashed during their attacks. Sand dragons also use sand to encase the remains of those who dared attack the dragons in their lairs, molding the sand to match the likenesses of the creatures when they were alive. \n'b' Guardians of Lost Empires . When tons of sand, silt, and other debris cover up the remains of forgotten kingdoms, they may slumber undisturbed for centuries. Bored or curious sand dragons sometimes discover the ruins of these little-remembered empires and loot their ancient treasures and magic items. The dragons guard these locations closely, not wishing to encourage treasure hunting mercenaries to invade their lairs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angurboda \n'b' Huge giant , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 202 (15d12+105) Speed 30 ft.\n'b' STATS STR: 29 (+9) DEX: 14 (+2) CON: 25 (+7) INT: 18 (+4) WIS: 18 (+4) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Cha +11, Con +12, Str +14 Senses passive Perception 19 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities poisoned Skills Deception +11, Intimidation +11, Perception +9 Languages Aklo, Common, Giant Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The angurboda\xe2\x80\x99s spell casting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : fear , suggestion \n'b' 1/day each : dominate person , geas \n'b'\n'b' Polylingual . Whenever the angurboda is polymorphed through its Shapechanger ability, it can read, speak, write, and understand the creature\xe2\x80\x99s racial languages. \n'b' Shapechanger . The angurboda can use its action into any Huge or smaller beast, giant, humanoid, or monstrosity it has seen, or back into its true form. Its statistics, other than its size , are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The angurboda makes three slam attacks. \n'b' Slam . Melee Weapon Attack : +15 to hit, 15 ft. reach, one target. Hit : 22 (2d12 + 9) bludgeoning damage and 5 (1d10) necrotic damage. \n'b' Mother of Monsters (1/Day) . The angurboda can give birth to a Large or smaller beast, humanoid, giant, or monstrosity of Challenge 5 or less. These creatures are born fully grown and are helpful towards the angurboda for 1 hour, after which they become indifferent towards her, though may remain loyal through persuasion or magical control. \n'b'\n'b' REACTIONS \n'b'\n'b' Evil Eye . The angurboda can force a creature it sees within 30 feet to make an attack roll, saving throw, or ability check with disadvantage. \n'b'\n'b' ABOUT \n'b' Angurbodas are horrible ogresses that are known in some cultures as the \xe2\x80\x9cmothers of monsters.\xe2\x80\x9d They are fecund in the extreme, able to mate with virtually any species, though their offspring are uniformly hideous and savage, often of unusual size and bulk and possessing a variety of deformities. An angurboda is a shapechanger and often spends its time in forms other than its own, but in its natural shape an angurboda is 16 feet tall and weighs 7,000 pounds, with sallow skin mottled like spattered mud. \n'b' Hag Mothers . Angurbodas are versatile and adaptable creatures, able to survive in virtually any environment by virtue of their shapeshifting powers. Some believe they originated in the Fey Realms as horrid counterparts to the hag races, while some believe they were outcast and accursed by the gods and hurled from the outer planes to imprisonment in the realms of the fey, from whence they wandered into the mortal realms and found those hunting grounds much more to their liking. It is also possible they have always lived in the mortal world and simply used their magical powers to impersonate the fey or deflect blame for their predations onto them, diverting attention from their own fell deeds. \n'b' Angurbodas have no true society of their own, avoiding others of their kind if they are known to have established their claim to a particular region. They often gather hags into their service, however, either birthing them themselves or making alliances with them, and will typically use hags as their messengers or go-betweens, prospecting for potential mates and bringing the choicest of the lot to their ogrish mother. \n'b' Fecundity. Angurbodas are solitary in terms of their own kind, but they often live among other creatures unnoticed, blending in effortlessly with their surroundings and inveigling their way into the hearts and minds of the unwary to mate with them. \n'b' Fecund in the extreme, angurbodas are entirely indiscriminate in their collection of male seed. Their reproductive tracts can store unused material for years at a time, though the cells of the unborn are typically warped and corrupted by their time in the angurboda\xe2\x80\x99s womb or even melded with the stuff of life drawn from any number of the angurboda\xe2\x80\x99s other bestial ruts. \n'b' The angurboda can bring forth such befouled fruit from her womb with terrifying speed, growing monsters in her belly and disgorging them like an amniotic avalanche into the world, already fierce and ready to fight. \n'b' Gruesome Gorger . Angurbodas are omnivorous, content to scavenge carrion and decayed plant matter at need, though they crave the taste of blood and flesh in their natural form and have prodigious appetites, able to devour unthinkable amounts of food at a time. When shapechanged, they are canny enough to fit their dietary habits to the culture and society around them, but more than one angurboda has given away her ruse in an appalling display of gorging and odious table manners when she has spent too long a time away from her natural form. Angurbodas are long-lived, able to survive over 300 years. When living among other cultures, angurbodas often use their magical talents to pass themselves off as wise women, sages, or cult leaders, using their magical and alchemical knowledge to beguile the unwary with their concoctions and confabulations. A rare angurboda may strive for a place of prominence in society, though it is far more common for them to assume a role with access to power but a much lower profile, enabling them to obtain the things they want without exposing themselves to scrutiny that might betray their monstrous intentions. Besides, their urge to procreate cannot long be suppressed, and few angurbodas will stoop to eating their own children to prevent their predations from leading back to their monstrous mother and revealing her deceptions. Thus, even for angurbodas that spend much of their time in shapechanged disguise, they must often remove themselves into the wild and shadowed places to bring forth ever more monsters into the world.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Champion\xe2\x80\x99s Steed \n'b' Large beast , lawful good\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 18 (+4) INT: 11 (+0) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 11 Hit Points 38 (4d10 + 16) Speed 50 ft. Condition Immunities charmed , frightened Senses passive Perception 12 Languages Celestial, telepathy 120 ft. Challenge 1 (200 XP) \n'b' Special Traits \n'b' Sense Evil . If an aberration, celestial, elemental , fey, fiend or undead creature is within 30 feet of the steed, the steed is aware of the creature and can use a bonus action to indicate the creature\xe2\x80\x99s presence by neighing or stamping its feet. \n'b' Trampling Charge . If the steed moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone . If the target is prone , the horse can make another attack with its hooves against it as a bonus action. \n'b' Actions \n'b' Hooves . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. \n'b' Tactics \n'b' If they serve a paladin , these horses are willing steeds who, even when uncontrolled, are willing to join the fray of battle at need. If unmounted, champion steeds have been known to rescue travelers from evil things, or guide them to a safe place. \n'b' Description \n'b' This beautiful white horse is strongly muscled, with thick lines and broad hooves.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scitalis \n'b' Family: Dragons \n'b' Large dragon , neutral \n'b' Armor Class 19 Hit Points 273 (26d10+130) Speed 40 ft., fly 60 ft. (can hover)\n'b' STATS STR: 23 (+6) DEX: 16 (+3) CON: 20 (+5) INT: 9 (-1) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +9, Wis +6 Skills Insight +6, Perception +10, Stealth +7 Senses darkvision 60 ft., passive Perception 20 Languages Draconic Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Distorted Image . When a creature makes an attack against the scitalis, it has disadvantage on the attack roll. Creatures with truesight are immune. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The scitalis makes four attacks: on bite attack , one tail slap, and two frill attacks. It can make a gore attack instead of a bite. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 13 (2d6 + 6) piercing damage, and the target must make a DC 17 Constitution check. On a failed save, the target is poisoned for 1 minute. While poisoned , the poisoned creature can use either an action or a bonus action, not both. Regardless of the creature\xe2\x80\x99s abilities or magic items, it can\xe2\x80\x99t make more than one melee or ranged attack during its turn. At the end of each of the creature\xe2\x80\x99s turns, it can make a new saving throw; on a success, it is no longer poisoned . \n'b' Frill . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b' Gore . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 10 (1d8 + 6) piercing damage. \n'b' Tail Slap . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 10 (1d8 + 6) bludgeoning damage. \n'b' Prismatic Pattern . The scitalis creates a hypnotic illusion. All creatures within 60 feet who can see the scitalis must make a DC 14 Wisdom saving throw. On a failed saving throw, the creature is incapacitated for 1 minute. At the end of each of the creature\xe2\x80\x99s turns, it can attempt a new saving throw; on a success, the creatures is no longer incapacitated . Creatures with truesight are immune. \n'b' Sedative Breath (Recharge 5-6) . The scitalis exhales a powerful sedative poison in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Constitution saving throw. On a failed save, the target is poisoned for 1 minute. While poisoned , the poisoned creature can use either an action or a bonus action, not both. Regardless of the creature\xe2\x80\x99s abilities or magic items, it can\xe2\x80\x99t make more than one melee or ranged attack during its turn. At the end of each of the creature\xe2\x80\x99s turns, it can make a new saving throw; on a success, it is no longer poisoned . \n'b'\n'b' ABOUT \n'b' Scitalises are horned dragons with long, ophidian bodies; beautiful, many-colored frills; and thin, tapered horns. \n'b' Their heavy scales have an elliptical shape and grow ragged and thicker as the scitalises age. A scitalis glows from within, its scales and frill lighting up like a stained-glass window and projecting mesmerizing patterns that the dragon uses while hunting. An average scitalis is between 14 and 18 feet long and weighs approximately 2,500 pounds. \n'b' Territorial . Scitalises covet territory and food more than the gold and gems that true dragons prize. They live in caves, forest grottoes, and rocky crags, and mark their territories with a combination of musk and their sour, bile-scented sedative. \n'b' Scitalises often range up to 5 miles from their nests every few days to hunt large herd animals and livestock. Lacking forelegs with which to tear apart a meal, scitalises allow their kills to ripen for a day or so in their lairs before eating them. They keep some treasure and can be bribed, burying what they do attain in the walls and floors of their nests. Scitalises coexist with wyverns, but detest basilisks and griffons, which regularly devour the scitalises\xe2\x80\x99 eggs when they run across them. \n'b' Eggs . Scitalises lay clutches of one to three eggs, and males and females share duties guarding the nest. The pair remains together until the juveniles reach maturity after 2 years. These eggs sell for 5,000 gp in large cities, and juveniles can command prices of 8,000 gp.'}