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Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Draugr, Land \n'b' Family: Draugr \n'b' Medium undead (shapechanger), chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 82 (11d8 + 33) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 16 (+3) INT: 11 (+0) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +7 Damage Resistances necrotic Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons; poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision \xc2\xa060 ft., passive Perception 15 Languages the languages it knew in life Challenge 10 (5,900 XP) \n'b' Special Traits \n'b'\n'b' Draugr Weaknesses . If a piercing weapon made of iron is driven into the draugr\xe2\x80\x99s heart while the draugr is incapacitated in its resting place, the draugr is paralyzed until the stake is removed. \n'b' Earth Glide . The draugr can burrow through nonmagical, unworked earth and stone. While doing so, the draugr doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Foment Madness . Any creature that isn\xe2\x80\x99t undead that starts its turn within 30 feet of the draugr must succeed on a DC 13 Wisdom saving throw, or it hears maddening whispers in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check. If the saving throw against Foment Madness fails by 5 or more, the creature is instead subjected to the confusion spell for 1 minute (no concentration required by the draugr). While under the effect of that confusion , the creature is immune to Foment Madness. \n'b' Innate Spellcasting . The draugr\xe2\x80\x99 spellcasting ability is Charisma (spell save DC 14). The draugr can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At Will : dancing lights , darkness \n'b' 1/day : augury , bestow curse , contagion , control weather , nightmare \n'b'\n'b' Misty Escape . When it drops to 0 hit points outside its resting place, the draugr transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious. If it can\xe2\x80\x99t transform, it is destroyed. While it has 0 hit points in mist form, it can\xe2\x80\x99t revert to its draugr form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its draugr form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points , it regains 1 hit point. \n'b' Rampage . When the draugr reduces a creature to 0 hit points with a melee attack on its turn, the draugr can take a bonus action to move up to half its speed and make a bite attack . \n'b' Regeneration . The draugr regains 10 hit points at the start of its turn if it has at least 1 hit point and isn\xe2\x80\x99t in sunlight. If 96 | the draugr takes radiant damage or damage from holy water, this trait doesn\xe2\x80\x99t function at the start of the draugr\xe2\x80\x99s next turn. \n'b' Shapechanger . The draugr can use its action to polymorph into a Small seal (10 ft., swim 60 ft.), Large bull (30 ft.), Large horse (60 ft.), or Tiny cat (40 ft., climb 30 ft.) or a Medium cloud of mist, or back into its true form. While in its animal forms, the draugr can\xe2\x80\x99t speak. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the draugr can\xe2\x80\x99t take any actions , speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature\xe2\x80\x99s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can\xe2\x80\x99t pass through water. It has advantage on Strength , Dexterity , and Constitution saving throws, and it is immune to all nonmagical damage. \n'b' Sunlight Sensitivity . While in sunlight, the draugr has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Stench . Any creature that starts its turn within 5 feet of the draugr must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the draugr\xe2\x80\x99s Stench for 24 hours. \n'b'\n'b' Actions \n'b'\n'b' Multiattack (draugr Form Only) . The draugr makes two attacks, only one of which can be a bite attack . \n'b' Slam (Bull or Horse Form Only) . Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit : 10 (1d10 + 5) bludgeoning damage or 16 (2d10 + 5) bludgeoning damage when enlarged. \n'b' Unarmed Strike (Draugr Form Only) . Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit : 9 (1d8 + 5) bludgeoning damage or 14 (2d8 + 5) bludgeoning damage when enlarged. Instead of dealing damage, the draugr can grapple the target (escape DC 18). \n'b' Bite (Cat, Seal, or Draugr Form Only) . Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the draugr, incapacitated, or restrained . Hit : 8 (1d6 + 5) piercing damage or 12 (2d6 + 5) piercing damage when enlarged 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 draugr 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. A humanoid slain in this way and then buried in the ground rises the following night as a draugr spawn under the draugr\xe2\x80\x99s control. \n'b' Enlarge (Recharges after a Short or Long Rest) . For 1 minute, the draugr magically increases in size , along with anything it is wearing or carrying. While enlarged, the draugr is Large, doubles its damage dice on Strength -based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the draugr lacks the room to become Large, it attains the maximum size possible in the space available. \n'b' Swallow (Enlarged Cat, Seal, or Draugr form only) . The draugr makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained , it has total cover against attacks and other effects outside the draugr, and it takes 10 (3d6) necrotic damage at the start of each of the draugr\xe2\x80\x99s turns. The draugr can have only one target swallowed at a time. If the draugr dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone . \n'b'\n'b' About \n'b' This blue-black, bloated corpse stalks forward with malign intent.\xc2\xa0 \n'b' The draugr is an animated corpse that bursts from its grave. Worse, the corpse can grow in enormous size and is incredibly heavy. It is animated out of sheer jealousy. The draugr misses its old life and envies the living. \n'b' Perhaps most distressing of the draugr\xe2\x80\x99s traits are its perpetual hunger. It craves flesh of all types, but its undead state can never be satiated. It will fall upon anything living and rip it apart, gulping the flesh down in chunks.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Draugr, Sea \n'b' Family: Draugr \n'b' Large undead , neutral evil \n'b' Armor Class 12 (natural armor) Hit Points 42 (5d10 + 15) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 15 (+2) CON: 16 (+3) INT: 7 (-2) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4, Survival +2 Damage Resistances fire, bludgeoning, piercing, poison Condition Immunities blinded , deafened, exhaustion , poisoned Senses blindsight 60 ft., passive Perception 13 Languages Common Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Ambusher . In the first round of a combat, the draugr has advantage on attack rolls against any creature it surprised. \n'b' False Appearance . While the draugr remains motionless in its true form, it is indistinguishable from normal seaweed. \n'b' Rock Shape . The draugr can use its action to reshape its body into the form a wet rock. Its statistics are otherwise unchanged. The disguise is convincing, unless the draugr is in bright light, moves, or the viewer is within 30 feet of it, in which case ruse is clear. The draugr returns to its true form if takes a bonus action to do so or if it dies. \n'b'\n'b' Actions \n'b'\n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' Slippery Puddle . The draugr creates a puddle of slippery water. The puddle is 1 inch deep and covers the ground in the draugr\xe2\x80\x99s space. The puddle is difficult terrain for all creatures except draugrs and lasts for 1 hour. Any creature that enters the puddle\xe2\x80\x99s area or starts its turn there must succeed on a DC 12 Dexterity saving throw or fall prone . \n'b'\n'b' About \n'b' This blue-black, bloated corpse stalks forward with malign intent. \n'b' The draugr is an animated corpse that bursts from its grave. Worse, the corpse can grow in enormous size and is incredibly heavy. It is animated out of sheer jealousy. The draugr misses its old life and envies the living. \n'b' The spirits of those who drowned at sea, sea-draugr are the size of bulls, dressed in oilskin coats, and have only seaweed for a head. While not nearly as powerful as landdraugr, they make up in numbers what they lack in strength.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dread \n'b' Medium fiend (titanspawn), neutral evil\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 16 (+3) INT: 17 (+3) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 16 (natural armor) Hit Points 75 (10d8 + 30) Speed 30 ft., fly 90 ft Saving Throws Constitution +6, Intelligence +8 Skills Deception +7, Insight +4, Intimidation +7, Stealth +7 Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages all, telepathy 120 ft. Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Induce Fear . As a bonus action, the dread can create utter hopelessness and wracking doubt in a target with whom it can make eye contact. The target must succeed at a DC 15 Wisdom saving throw or become frightened of the dread. Every 24 hours the target may attempt a new saving throw. The effect is instantly dispelled by the Aura of Hope ability created by the dread\xe2\x80\x99s nemesis, the hope. \n'b' Innate Spellcasting . The dread\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' At will : alter self , bane , blindness/deafness , charm person \n'b' 3/day each : fear , invisibility \n'b' 1/day each : contagion , greater invisibility \n'b'\n'b' Actions \n'b' Multiattack . The despair makes two claw attacks and one bite attack. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage and the target must make a DC 15 Constitution saving throw or become infected with Titan\xe2\x80\x99s Pestilence (see opposite). \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' Tactics \n'b' The dread are cowards. If threatened, they prefer flight over combat. They seek isolated targets, and will only attack if they are certain they will prevail. The dread most often attack from ambush, using their claws and infectious bites on hapless victims, then fleeing immediately, allowing their disease to do its work. \n'b' Description \n'b' The dread look like thin filthy humans with gray skin and bat-like wings. They have dark, sunken eyes and its malicious smile reveals long, blackened fangs. They smile when others shriek in fear. \n'b' Titan\xe2\x80\x99s Pestilence The symptoms of this disease manifest 1d4 days after infection, in the form of open sores and oozing pus. Another creature coming into physical contact with a victim at this stage must succeed at its own DC 13 Constitution saving throw or become similarly infected. Once the disease incubates, the victims health begins to deteriorate, spiraling downward as death nears. Every 24 hours the victim must make a DC 15 Constitution saving throw. On a failure, the creature\xe2\x80\x99s Constitution score is reduced by 1. The victim dies if this reduces its Constitution to zero. Titan\xe2\x80\x99s Pestilence can be cured only through magic, such as lesser restoration or heal spells, or a Paladin \xe2\x80\x98s Lay on Hands ability.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dread Devourer \n'b' Large aberration , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 180 (19d10 + 76) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 12 (+1) WIS: 15 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +7 Skills Perception +7 Condition Immunities prone Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17 Languages Deep Speech, Undercommon Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . A dread devourer attempts to stay hidden until it detects potential prey near it\xe2\x80\x99s lair when it will burst from concealment and rush the largest or strongest appearing target with it\xe2\x80\x99s wicked maw open wide and teeth gnashing. The devourer moves in a straight line (no turns) a distance equal to twice it\xe2\x80\x99s normal speed. The devourer can make the charge attack at any point in this movement. On a successful attack this charge deals full maximum Bite damage (28 points) and the target must also make a Dexterity save or be forced prone. The dread devourer continues its movement past its target and beyond in a straight line path to the extent of the distance. \n'b' Blood Frenzy . The dread devourer has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hit points . \n'b' Alluring Aroma . The dread devourer\xe2\x80\x99s fur emits a compelling odor that draws prey closer and dulls their perception at the same time. Within 60 feet of the dread devourer, potential victims suffer disadvantage on all Perception checks. \n'b' Fearless . The dread devourer is immune to all fear -based attacks, effects, and spells. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dread devourer can make three attacks, one with its bite and two with its tentacles. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 18 (4d6 + 4) piercing damage. Those bitten by the dread devourer must make a DC 17 Constitution save or suffer an additional (7) 2d6 damage at the beginning of their next turn. \n'b' Tentacle . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage. \n'b'\n'b' TACTICS \n'b'\n'b' Initial round -If prey comes within 30 feet of its hiding place, the dread devourer charges towards the nearest opponent with terrifying swiftness. \n'b' Subsequent Rounds -The dread devourer makes its full attacks on a single target until it stops moving. Feigning dead could conceivably allow a character to avoid death, assuming the devourer is not hungry, merely aggressive. \n'b' If greatly injured -The dread devourer is an alpha predator and never retreats when injured, fighting on to the death. \n'b'\n'b' ABOUT \n'b' Dread devourers are violent, bizarre aberrations that prowl the dark depths of the earth, searching for live prey. Their bulbous body shares some aspects of a carnivorous fish and includes a wide, powerful tooth-filled mouth and gullet, but that is where the comparison ends. These terrifying creatures can fly and hover at will, terrain, and space permitting, and often use this ability to descend unnoticed on their prey. \n'b' The lower margin of their body is ringed with five muscular tentacles tipped with flesh rending claws. These tentacles allow the dread devourer to move quickly in tight places and even scale walls and ceilings with ease. The bottom of the body is covered in a series of overlapping scales protecting them as they descend on their victims. \n'b' Even more bizarre, the dread devourer\xe2\x80\x99s back is covered with a mat of coarse green fur which emits a strangely attractive odor that may lure victims closer. \n'b' Much like a terrestrial shark, the dread devourer is feared and avoided by any that know of its sheer ferocity and deadly attacks. It does not suffer any effects of fear in encounters and will return to attack repeatedly even when suffering terrible wounds. It is a relentlessly aggressive predator. A perfect feeding machine.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dread Eremite \n'b'\n'b' Medium undead (greater revnant), neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 208 (32d8+64) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 10 (+0) CON: 15 (+2) INT: 19 (+4) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +7, Intelligence +9, Wisdom +9, Charisma +8 Skills Arcana +9, History +9, Perception +9, Religion +9 Damage Immunities poison, necrotic; bludgeoning, piercing, and slashing from non-magical weapons Condition Immunities charmed , exhausted, frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 19 Languages the languages it knew in life Challenge 15 (13,000 XP) \n'b' Special Traits \n'b' Consuming Aura . Any creature that starts its turn within 15 feet of a dread eremite suffers 5 points of necrotic damage for each Mark of Woe it possesses. If the creature has no Marks of Woe, it suffers 2 points of spiritual damage. The area within a 1,000-foot radius of the dread eremite is a domain of Woe: All Woe saving throws in this region have a +2 DC, and any time a creature takes spiritual damage, it takes an equal amount of necrotic damage. \n'b' Magic Resistance . A dread eremite has advantage on saving throws against spells and other magical effects. \n'b' Voice of the Fall . A dread eremite is aware of the presence of rotters and revnants within one mile and can provide general directions to these creatures. It can assume direct control of a rotter or revnant within range and use the senses of this creature; this requires concentration. \n'b' Actions \n'b' Multiattack . The dread eremite can use its Touch of Woe and make an attack with an Entropic Bolt. \n'b' Entropic Bolt . Melee spell attack : +9 to hit, reach 5 ft., one target. Hit : The target takes 11 (2d6+4) necrotic damage and half that amount of spiritual damage. If the target has a Mark of Woe, they must succeed on a DC 17 Wisdom saving throw or be stunned until the end of the dread eremite\xe2\x80\x99s next turn. If the target has more than one Mark of Woe, it has disadvantage on this saving throw. \n'b' Touch of Woe . Melee spell attack : +9 to hit, reach 5 ft., one target. Hit : 18 (4d6+4) necrotic damage plus an additional 10 points of necrotic damage for each Mark of Woe the target possesses. If the target has no Marks of Woe, it suffers 3 points of spiritual damage. The target must make a DC 10 Woe save or suffer 1 point of spiritual damage. \n'b' Reactions \n'b' Woe Rising . When a dread eremite is struck by an attack or fails at a saving throw, it may use its reaction to avoid the attack or succeed at the saving throw. This is only possible if the source of the attack or effect is an individual with a Mark of Woe. \n'b' Legendary Actions \n'b' A dread eremite can take 2 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 dread eremite regains spent legendary actions at the start of its turn. \n'b' Entropic Bolt . The dread eremite uses its Entropic Bolt attack . \n'b' Vessel of Woe (Costs 2 Actions) . The dread eremite regains 5 hit points for every creature within 20 feet that possesses a Mark of Woe. \n'b' About \n'b' A dread eremite is a corpse permeated by the pure force of Woe. Its flesh is rotting and sloughing from the bone, and where it has fallen away a figure of shadow can be seen. As the dread eremite takes damage, more of this dark force is revealed until it appears as little more than a skeleton held together by shadows. \n'b' A Deadly Curiosity . A dread eremite begins as a brilliant archivist, sage, or researcher consumed by a burning question: What is the nature of the Fall? Through study, the dread eremite learns the various paths that lead to Woe and embraces them, until his life dribbles away and he becomes a conduit for this power. He-it-comes to understand Woe in a way no living creature can know. \n'b' Agent of the Fall . The dread eremite views the Fall as a grand plan that must be seen through to its conclusion. It has no loyalty to any other creature, living or Dead. A dwarf dread eremite might take some pleasure in destroying humanity; an elf dread eremite may believe that the world must end with the Second Ascension. But mostly, a dread eremite sees a beauty in the Fall, and wishes to be present when the world finally ends. With this in mind, a dread eremite seeks to bring down Redoubt, but how it goes about this process varies by individual. A dread eremite isn\xe2\x80\x99t a charismatic being-it will not start a cult or lead a movement-but it can use its influence over the Dead to cause shamblers to act strategically, driving events in a particular direction. It can use its knowledge of the Fall to create powerful domains of Woe. Whatever its plans, a dread eremite will not rest until the world belongs to the Dead. \n'b' Undead Nature . A dread eremite doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dread Examiner \n'b' Large aberration , neutral evil \n'b' Armor Class 19 (natural armor) Hit Points 322 (28d10 + 168) Speed 30 ft., fly 30 ft. (hover), swim 30 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 22 (+6) INT: 25 (+7) WIS: 23 (+6) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +13, Int +14, Wis +13, Cha +14 Skills Arcana +14, Intimidation +14, Nature +14, Perception +13, Stealth +10 Damage Resistances acid, cold, fire Damage Immunities poison; bludgeoning, piercing, and slashing damage from nonmagical attacks Condition Immunities exhaustion , paralyzed , petrified , poisoned , prone , restrained Senses truesight 120 ft., passive Perception 23 Languages all, telepathy 120 ft. Challenge 21 (33,000 XP) Proficiency Bonus +7 \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the dread examiner fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The dread examiner has advantage on saving throws against spells and other magical effects. \n'b' Otherworldly Form . The dread examiner\xe2\x80\x99s form is tentative in its cohesion, as well as its adherence to physical laws. It is immune to effects that cause the loss of limbs, such as the effects of a sword of sharpness or vorpal sword . It is immune to any spell or effect that would alter its form, and it can move through a space as narrow as 1 foot wide without squeezing. \n'b' Psychic Awareness . If the dread examiner is being directly observed at the start of its turn, it can immediately make a Wisdom ( Perception ) check to notice the observer. Once it has noticed the observer, it always knows the observer\xe2\x80\x99s exact location regardless of cover , obscurement, or invisibility , as long as the observer is within 120 feet of the examiner. \n'b' Sense Magic . The dread examiner senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn\xe2\x80\x99t itself magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dread examiner makes three Force Swipe or Force Blast attacks. It can replace one attack with a use of Spellcasting. \n'b' Force Swipe . Melee Spell Attack : +14 to hit, reach 5 ft., one target. Hit : 43 (8d8 + 7) force damage, and the target must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet in a direction of the dread examiner\xe2\x80\x99s choosing. \n'b' Force Blast . Ranged Spell Attack : +14 to hit, range 120 ft., one target. Hit : 43 (8d8 + 7) force damage, and the target must succeed on a DC 20 Strength saving throw or be forced prone . \n'b' Spellcasting (Psionics) . The dread examiner casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 22):\n'b'\n'b'\n'b' At will : dispel magic , fabricate (as an action), telekinesis \n'b' 3/day each : animate objects , wall of force \n'b' 1/day : true polymorph \n'b'\n'b' LAIR \n'b' The dread examiner rarely stays in one place for long, perhaps a year or two at most in one area, performing its experiments on living beings before moving on. It finds an enclosed area, often underground tunnels or an abandoned building where it can act without interruption. Here it fabricates tools, holding facilities, and machines out of the materials available to it, forming an elaborate, device-filled laboratory. When finished, the dread examiner unmakes its devices, leaving nothing but debris when it departs. Occasionally, the dread examiner leaves functional equipment behind, intending to return to the lair and resume its work. \n'b' On initiative count 20 (losing initiative ties), the dread examiner takes a lair action to create one of the following effects; the dread examiner can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Animate Device . A device the dread examiner can see within 120 feet of it briefly animates, reaching out with grasping appendages at a creature within 10 feet of the device. The target must succeed on a DC 20 Dexterity saving throw or take 14 (4d6) bludgeoning damage and be restrained . A creature, including the restrained creature, can take its action to break free by succeeding on a DC 20 Strength check. \n'b' Psychedelic Gas . Canisters of strange gas release their contents in a 20-foot radius centered on a point the dread examiner can see within 120 feet it. Each creature in the area must make a DC 20 Constitution saving throw. On a failure, Random objects float together in mutual orbit. As they move, shifting perspectives, their body doesn\xe2\x80\x99t change but its shape appears to, gaining an elongated head and stretched limbs that end in terrible talons. Another turn, and its form is lost again, appearing simply as floating shapes. The dread examiner is clearly not of this world, perhaps not even of this universe. A powerful creature without pity or mercy, the dread examiner abducts creatures of all types and subjects them to mind and body-altering experiments. These experiments often combine the flesh of several beings into new, terrible amalgams, such as a fire-breathing, fire-resistant troll. The dread examiner\xe2\x80\x99s motives for this behavior are unknown. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dread examiner 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 dread examiner regains spent legendary actions at the start of its turn. \n'b'\n'b' Teleport . The dread examiner magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. \n'b' Reform (Costs 2 Actions) . The dread examiner rearranges its disjointed parts and regains 36 (8d8) hp . \n'b' Psychic Surge (Costs 3 Actions) . The dread examiner releases a wave of psychic energy. Each creature within 20 feet of it must make a DC 20 Wisdom saving throw. On a failure, a creature takes 21 (6d6) psychic damage, can\xe2\x80\x99t use reactions , and has disadvantage on attack rolls and ability checks until the end of its next turn. On a success, a creature takes half the damage and ignores the other effects of this legendary action. It takes 11 (2d10) poison and 11 (2d10) psychic damage and is poisoned until the end of its next turn. On a success, it takes half the damage and isn\xe2\x80\x99t poisoned . \n'b' Shrieking Crystal . A glowing crystal the dread examiner can see within 120 feet of it emits a screech and burst of light. Each creature within 20 feet of the crystal must succeed on a DC 20 Constitution saving throw or be blinded and deafened until the end its next turn. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing the dread examiner\xe2\x80\x99s lair is warped by its unnatural presence, which creates one or more of the following effects: \n'b'\n'b' Bountiful Aberrations . Within 5 miles of the lair, aberrations and mutated creatures are more common. \n'b' Hallucinations . Creatures with an Intelligent score of 5 or higher regularly see mirages and experience similar visual hallucinations while within 1 mile of the lair. \n'b' Strange Phenomena . The dread examiner\xe2\x80\x99s psychic emanations have strange effects on wildlife within 3 miles of the lair, causing one or more of the following phenomena: flocks of birds flying in strange formations, ominous symbols forming in the air from clouds, pollen, floating leaves, or similar airborne objects, Beasts becoming uncharacteristically aggressive or reckless. If the dread examiner dies or departs the region for more than 24 hours, these effects fade over the course of 1d10 days. \n'b'\n'b' ABOUT \n'b' Perhaps there is some grand scheme behind its machinations, an ineffable goal beyond the understanding of mortal minds. \n'b' Body by Necessity . To anchor its presence in this reality, the dread examiner creates a body for itself out of whatever materials are at hand when it arrives on the Material Plane. Rocks, tools, debris, carrion, whatever happens to be at hand is bound together with psychic force. The material undergoes a profound change, becoming rubbery, slick, and organic with a purplish-blue, slimy surface, though the original shapes of the objects used to construct the body remain. The collection moves together in a tight orbit, perceived differently by those viewing it, depending on the angle at which it is viewed. From one angle, the dread examiner might have a humanoid form, but this impression changes as it or its observers move, ranging from a malformed giant to a random collection of flying shapes. The body serves no other purpose than to anchor the dread examiner in physical reality. When the body \xe2\x80\x9cdies,\xe2\x80\x9d the examiner departs this realm to return at a later time. \n'b' This return may take months, years, or even centuries.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dread Ghoul \n'b' Medium undead , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 75 (10d8 + 30) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 16 (+3) INT: 7 (-2) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5, Int +0, Wis +3 Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Keen Smell . The ghoul has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Actions \n'b' Multiattack . The ghoul makes two attacks: one with its bite, and one with its claws. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) slashing damage. If the target is a creature other than an elf or undead , it must succeed on a DC 11 Constitution saving throw, or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dire Corgi \n'b' Family: Animal \n'b' Medium beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 13 (2d8+4) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 15 (+2) INT: 2 (-4) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +2, Str +4 Skills Perception +3, Persuasion +2 Senses passive Perception 13 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The dire corgi has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Low-light Vision . A dire corgi can see twice as far in dim light as a human . \n'b' Cute as Heck . A dire corgi can make Charisma ( Persuasion ) rolls to ease tensions or improve dispositions without needing to share a language. They just need to be cute. Additionally once per short rest, they can provide their trainer or caregiver advantage on a Charisma ( Persuasion ) check. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4+2) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone . \n'b'\n'b' ABOUT \n'b' This stocky, but large, canine lets out a low growl of warning. \n'b' This larger version of the domestic corgi typically live and work in halfling communities. They are trained for riding and combat instead of herding. \n'b' Companion \n'b' Armor Class 13 plus Caregiver\xe2\x80\x99 s Proficiency Bonus (PB) (natural armor) Hit Points As above or 4x caregiver\xe2\x80\x99 s level Saving Throws Cha +0 plus Proficiency Bonus (PB), Str +2 plus Proficiency Bonus (PB) Skills Perception +1 plus Proficiency Bonus (PB), Persuasion +0 plus Proficiency Bonus (PB) Senses passive Perception 11 plus Proficiency Bonus (PB) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +2 plus Proficiency Bonus (PB) to hit, reach 5 ft., one target. Hit : 6 (2d4+2 plus Proficiency Bonus (PB)) piercing damage. If the target is a creature, it must succeed on a DC 10 plus Proficiency Bonus (PB) Strength saving throw or be knocked prone .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chaos Wurm \n'b' Large aberration , chaotic neutral \n'b' Armor Class 19 (natural armor) Hit Points 310 (27d10 + 162) Speed 40 ft., fly 40 ft., swim 40 ft.\n'b' STATS STR: 28 (+9) DEX: 12 (+1) CON: 23 (+6) INT: 20 (+5) WIS: 24 (+7) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Constitution +12, Wisdom +13 Skills Acrobatics +7, Deception +12, Intimidation +12, Perception +13, Persuasion +12 Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities acid Condition Immunities exhaustion , frightened , paralyzed , petrified , restrained Senses darkvision 120 ft. passive Perception 23 Languages all, telepathy 120 ft. Challenge 18 (20,000 XP) \n'b' Special Traits \n'b' Immutable Form . The chaos wurm is immune to any spell or effect that would alter its form. \n'b' Innate Spellcasting . The chaos wurm\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The chaos wurm can innately cast the following spell, requiring no material components: \n'b' At will : detect evil and good , dispel magic , tongues , vicious mockery \n'b' 3/day each : confusion , mirage arcane \n'b' 1/day each : prismatic spray , weird \n'b' Magic Resistance . The chaos wurm has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The chaos wurm\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . The chaos wurm makes four attacks: one with its bite, two with its claws, and one with its tail. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 23 (4d6 + 9) piercing damage. \n'b' Claw . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 18 (2d8 + 9) slashing damage. \n'b' Tail . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 25 (3d10 + 9) bludgeoning damage. \n'b' Swirling Chaos (Recharge 5-6) . The chaos wurm unleashes a wave of swirling chaos in a 60-foot cone that tears at reality, causing its victims blinding pain. Each creature in that area takes 45 (10d8) psychic damage, or half damage with a successful DC 18 Wisdom saving throw. Targets that fail this saving throw must also succeed on a DC 14 Constitution saving throw or be blinded for 1d4 rounds. \n'b' Teleport . The chaos wurm magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dread Guard \n'b' Medium Epic humanoid , lawful neutral \n'b' Armor Class 30 (plate, shield) Hit Points 756 (72d8 + 432) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 28 (+9) DEX: 14 (+2) CON: 22 (+6) INT: 15 (+2) WIS: 24 (+7) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +18, Dex +11, Con +15, Wis +16 Skills Insight +25, Intimidation +12, Perception +25 Damage Resistances bludgeoning, piercing, and slashing from non-Epic creatures Damage Immunities psychic Condition Immunities charmed , frightened Senses truesight 300 ft., passive Perception 35 Languages Common and three other languages Challenge Epic 4 \n'b' SPECIAL TRAITS \n'b'\n'b' Elite Teamwork . The guard gains a +1 bonus to its saving throws for each other dread guard within 300 feet of it that it is aware of. Additionally, the guard has Epic advantage on attack rolls against creatures within 5 feet of an ally of the guard that isn\xe2\x80\x99t incapacitated . \n'b' Lawbound . The guard cannot be compelled or forced to act in a manner that goes against any known local law unless explicitly ordered to do so by a recognized authority figure that outranks it. \n'b' Smite Chaos (1/Turn) . When the guard scores a hit with a weapon attack against a creature violating any known law, it can choose to smite the target. A creature so smote takes an additional 55 (10d10) damage of a type chosen by the guard between cold, fire, or lightning damage. \n'b' Stormguard Weaponry . The guard\xe2\x80\x99s weapons are magical and grant a +3 bonus to attack and damage rolls (included in the attack). \n'b' Wargear . The guard is equipped with formidable equipment. Its plate armor and shield are magically enchanted to grant it an AC of 30, and its black greatcloak can take the shape of enormous wings to grant a fly speed of 30 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The guard makes four weapon attacks, or two weapon attacks and takes the Dash , Dodge , or Search action. \n'b' Forcecage (1/Short or Long Rest) . The guard casts the spell forcecage (spell save DC 26). \n'b' Rally Cry (1/Short or Long Rest) . The guard lets loose a rally cry that bolsters its teammates. Each allied creature within 120 feet of the guard that can hear it magically regains 100 hit points and can end 1 spell effect of its choice currently affecting it. \n'b' Shield Bash . Melee Weapon Attack : +18 to hit, reach 5 ft., one target. Hit : 16 (2d6 + 9) bludgeoning damage. If the target is a creature, the guard can push it up to 30 feet away from it in a direction of the guard\xe2\x80\x99s choice. \n'b' Stormguard Crossbow . Ranged Weapon Attack : +14 to hit, range 120/360 ft., one target. Hit : 16 (2d10 + 5) piercing damage. If the target is a creature, the guard may immediately take a bonus action to attempt to magically teleport the creature. The target must succeed on a DC 26 Charisma saving throw or be magically teleported to an unoccupied space within 30 feet of the guard. If there is no unoccupied space within 30 feet of the guard, the effect fails. \n'b' Stormguard Hammer . Melee Weapon Attack : +21 to hit, reach 5 ft., one target. Hit : 22 (2d12 + 9) bludgeoning damage. If the target is a creature, the guard may immediately take a bonus action to attempt to stun the target. The target must succeed on a DC 26 Constitution saving throw or be stunned until the end of its next turn. A creature that fails three such saving throws (even between multiple operatives) is instead stunned for 8 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Shield Block . When the guard takes damage from an attack, it can take a reaction to halve the damage. \n'b'\n'b' Some dread guards are exceptional members of their order. In addition to the traits and abilities detailed above, such members have the following features. \n'b'\n'b' Mythic Resistance . When the guard fails the saving throw, it can expend one of its unspent legendary actions to succeed instead. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The guard 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 guard regains spent legendary actions at the start of their turn. \n'b'\n'b' Dash . The guard moves up to his speed. \n'b' Heal . The guard magically heals itself or a creature it can see within 60 ft. The target magically regains 55 (10d10) hit points . \n'b' Strike . The guard makes a Stormguard Crossbow or Stormguard Hammer attack .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dread Raven \n'b' Small beast , neutral evil\n'b' STATS STR: 7 (-2) DEX: 17 (+3) CON: 12 (+1) INT: 10 (+0) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 16 (natural armor) Hit Points 13 (3d6 + 3) Speed 10 ft., fly 80 ft. Saving Throws Dexterity +5 Skills Investigation +2, Perception +3 Senses darkvision 90 ft., passive Perception 13 Languages Ledean and other local languages Challenge 2 (450 XP) \n'b' Special Traits \n'b' Keen Vision . The dread raven has advantage on Wisdom ( Perception ) and Intelligence ( Investigation ) checks that rely on sight. \n'b' Metamagic . When casting a spell that requires a saving throw, the dread raven can cause one target to make its first saving throw against the spell with disadvantage. After it uses this ability it must take a long rest before using it again. \n'b' Spellcasting . The dread raven is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spells:\n'b'\n'b' Cantrips (at will) : minor illusion , message \n'b' 1st level (4 slots) : charm person , shield \n'b' 2nd level (2 slots) : invisibility , suggestion \n'b'\n'b' Actions \n'b' Peck . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. On a critical hit the target becomes blinded until it receives some form of magical healing or takes a long rest . \n'b' Tactics \n'b' The dread raven is more spy and messenger than warrior, and it avoids direct combat. When it desires \xe2\x80\x93 or is ordered \xe2\x80\x93 to be more antagonistic it will seek to trick its enemies, using both its wiles and its magic to lead them to bad ends. If attacked it will try to escape, often cackling and laughing at frustrated would-be assailants. \n'b' Description \n'b' The dread raven could pass for a normal raven except for its three foot height, correspondingly large wingspan, and yellow-orange beak the size of a small dagger. Its nature is also revealed in the cold, malevolent intelligence in its unblinking stare. \n'b' Vile Scavengers . Particularly clever and nasty, dread ravens gather like plague in places already troubled by blight, warfare and devastation. Much larger and more intelligent than their more common kin, dread ravens pose a threat to travelers because of their appetite for flesh and because they are often trained to serve as spies for evil masters. Dread ravens are scavengers more than hunters. They prey upon those who have already fallen, and the more tender the flesh the better: they show a preference for the remains of children, women and sheltered lords. If starving, they will seek to snatch small children from their parents and peck their victims apart in sheltered roosts. \n'b' Sorcerous Origins . Twisted and corrupted by battlemages, the creatures owe their nascent magical powers to their horrific origin. Most dread ravens end up knowing the same spells, but there are exceptions, and those with unique spells, especially powerful offensive spells, often become leaders of their kind.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dread Shambler \n'b' Large elemental (undead), neutral \n'b' Armor Class 17 (natural armor) Hit Points 107 (12d10+36) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 17 (+3) INT: 6 (-2) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities radiant damage, grim weapon damage Damage Resistance(s) necrotic damage; bludgeoning, piercing and slashing damage when inflicted from nonmagical attacks Condition Immunities poison damage Condition Immunities to poisoned, restrained, paralyzed, petrified, unconscious, and frightened Senses passive Perception 10, darkvision 60 ft. Languages Whisper of the Echoes Challenge 5 (1800 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . A dread shambler makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 feet, one target. Hit : 13 (2d8 + 4) bludgeoning damage; the target is frightened until the end of its next turn if it fails a Wisdom saving throw (DC 12) \n'b' Pile of Carcasses (Recharge 4-6) : A dread shambler can decompose into a pile of bones, sludge and debris and gains the benefits of the Dodge and Disengage actions until the beginning of its next turn; if it traverses a creature\xe2\x80\x99s space while in this form, that creature must make a successful Strength Saving Throw with a save DC 16 or take 6 (1d4+4) bludgeoning damage and is knocked prone. \n'b'\n'b' ABOUT \n'b' A Dread Shambler is an undead elemental, consisting of animal carcasses, mud, branches, topsoil, and bones. This being is the most literal manifestation of the corruption of the natural world and usually represents the death that lingers in the wilds. It cannot be animated by spells or formed spontaneously, but it is the result of foul druidic practices who have learned to harness the necrotic energies of dying nature.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dread Walker, Excavator \n'b' Large construct , neutral \n'b' Armor Class 16 (natural armor) Hit Points 75 (10d10 + 20) Speed 30 ft., climb 30 ft., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX: 19 (+4) CON: 14 (+2) INT: 14 (+2) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Wis +6 Skills Perception +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened, exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Arcane Instability . When the excavator is reduced to half its maximum hp or fewer, unstable arcane energy begins to pour from its metal body. A creature that touches the unstable excavator or hits it with a melee attack while within 5 feet of it takes 3 (1d6) force damage. \n'b' Spider Climb . The excavator can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Actions \n'b' Multiattack . The excavator makes two foreleg attacks. \n'b' Foreleg . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Excavation Beam . Ranged Weapon Attack : +7 to hit, range 30/60 ft., one target. Hit : 17 (5d6) force damage. \n'b' About \n'b' Few know the exact origin of the excavators, but many believe them to be remnants of the Great Mage Wars, a horrible conflict between powerful and unbridled magocracies that took place centuries ago. \n'b' Their creators were clearly skilled in the arcane arts, but the goals and intentions the creators embedded into the excavators are unknown. Though the creators are likely long dead, the excavators still perform their instructions long after their masters\xe2\x80\x99 demise. \n'b' Others believe the creators of the excavators exist still, silently pulling the strings behind the rise and fall of empires while they study the mysterious origins of the Dread Walkers over the centuries. \n'b' These glyph-covered metal spiders slowly crawl over the cracked temples of beings beyond the minds of mortals. \n'b' Dread walker excavators are spider-shaped constructs developed to protect and excavate ancient, magical ruins. Excavators are found deep underwater or in wastelands, crawling over monuments built hundreds of years ago. \n'b' Alien Minds . The minds of the excavators are completely mysterious, their instructions indecipherable. Excavators are able to communicate with one another, and supposedly with their masters, but the transmission path of this communication is unknown. \n'b' Dread Eye . The excavator\xe2\x80\x99s central eye shines complicated diagrams atop the stonework of ancient ruins, imprinting alien glyphs atop those carved hundreds of years previously. \n'b' Some believe the excavators contain vast knowledge of ancient magic and lost civilizations, and sages greatly desire destroyed excavators, hoping to extract this knowledge from their remains. None have yet been successful, and many have been driven mad by the attempt. \n'b' Construct Nature . A dread walker excavator doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dreadclaw \n'b' Medium undead , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 28 (4d8+10) Speed 50 ft.\n'b' STATS STR: 7 (-2) DEX: 17 (+3) CON: 10 (+0) INT: 10 (+0) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Senses passive Perception 13 Languages Common Challenge 1 (200 XP) \n'b' Special Traits \n'b' Pack Tactics . The dreadclaw has advantage on attack rolls against a creature if at least one of the dreadclaw\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Pounce . If the dreadclaw moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 8 Strength saving throw or be knocked prone . If the target is prone , the dreadclaw can make one bite attack against it as a bonus action. \n'b' Undead Fortitude . If damage reduces a dreadclaw 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, it drops to 1 hit point instead. \n'b' Undead Nature . Dreadclaws don\xe2\x80\x99t require air, food, drink, or sleep . \n'b' Actions \n'b' Decaying Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (1d10+4) piercing damage plus 3 (1d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or be cursed with perpetual decay. The cursed target can\xe2\x80\x99t regain hit points until the curse is lifted by the remove curse spell or similar magic, or until it succeeds on a DC 10 Constitution saving throw at the end of a long rest . \n'b' About \n'b' What the rotkites are for the air so the dreadclaws are for the land-brilliant pack hunters that weave through the shadows around wherever larger undead dinosaur herds and groups travel. Dreadclaws often hide until after a larger predator has begun an attack , striking from shadows that might otherwise have been harmless. In settlements and villages a dreadclaw might try to lure prey by whispering to it from the shadows, beckoning it further and further away from safety and into a carefully planned ambush. \n'b' Conjurers of undeath should be wary when empowering the corpse of any bipedal thunder beast predator as when control over one of these undead is lost they rapidly turn upon their former master. At the GM\xe2\x80\x99s discretion, the Wake of Maws undead may have the Turn Resistance trait. \n'b' Turn Resistance . The undead has advantage on saving throws against any effect that turns undead.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dreadful Spirit \n'b' Medium undead , any alignment \n'b' Armor Class 14 Hit Points 88 (16d8 + 16) Speed 0 ft., fly 40 ft.\n'b' STATS STR: 8 (-1) DEX: 19 (+4) CON: 12 (+1) INT: 11 (+0) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 12 Languages the languages it knew in life Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Ethereal Sight . The spirit can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Incorporeal Movement . The spirit can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Actions \n'b' Multiattack . The spirit can use its Horrifying Visage. It then attacks with its Blood-Chilling Touch. \n'b' Blood-Chilling Touch . Melee Spell Attack : +7 to hit, reach 5 ft., one target. Hit : 21 (5d6 + 4) necrotic damage, or 28 (7d6 + 4) necrotic damage, if the target is frightened . \n'b' Etherealness . The spirit enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can\xe2\x80\x99t affect, or be affected by, anything on the other plane. \n'b' Horrifying Visage . Creatures within 60 feet of the spirit, other than undead , that can see it must succeed on a DC 15 Wisdom saving throw, or be frightened for 1 minute. While frightened in this way, a target has disadvantage on saving throws against possession by the spirit. 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 spirit\xe2\x80\x99s Horrifying Visage for the next 24 hours. \n'b' Possession (Recharge 6) . One humanoid , that the spirit can see within 5 feet of it, must succeed on a DC 15 Charisma saving throw or be possessed by the spirit; the spirit then disappears, and the target is incapacitated and loses control of its body. The spirit now controls the body, but the target is still aware of its surroundings. The spirit can\xe2\x80\x99t be targeted by any attack , spell, or other effect, except ones that turn undead , and it retains its alignment, Intelligence , Wisdom , Charisma , and immunity to being charmed and frightened . It otherwise uses the possessed target\xe2\x80\x99s statistics, but doesn\xe2\x80\x99t gain access to the target\xe2\x80\x99s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points or takes an amount of radiant damage from a single hit equal to the spirit\xc2\x92s current hit points . The possession also ends if the spirit is turned, or forced out, by a dispel evil and good spell or similar effect, or the spirit ends the effect as a bonus action. When the possession ends, the spirit reappears in an unoccupied space within 5 feet of the possessed creature. The target is immune to this spirit\xe2\x80\x99s Possession for 24 hours after succeeding on the saving throw, or after the possession ends.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dreadwyrm \n'b' Gargantuan undead (shapechanger), lawful evil \n'b' Armor Class 20 \n'b' Hit Points 906 (49d20 + 392) \n'b' Speed 50 ft., climb 30 ft., fly 120 ft.\n'b' STATS STR: 24 (+7) DEX: 30 (+10) CON: 27 (+8) INT: 19 (+4) WIS: 23 (+6) CHA: 29 (+9) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +19, Int +13, Wis +15, Cha +18 \n'b' Skills Insight +15, Intimidation +18, Perception +15, Persuasion +18, Stealth +19 \n'b' Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities necrotic, poison \n'b' Condition Immunities poisoned , stunned \n'b' Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25 \n'b' Languages the languages it knew in life \n'b' Challenge 29 (135,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dread Hoard . When the dreadwyrm is slain, its body and everything it is carrying is reduced to ashes. The body of the dreadwyrm then immediately appears atop its hoard, and if removed vanishes and reappears atop the hoard within 1 hour. Over the course of 72 hours while its body remains atop the hoard, the dreadwyrm is restored to \xe2\x80\x9clife\xe2\x80\x9d at its hit point maximum. If the dreadwyrm\xe2\x80\x99s head is removed by a silver blade, its heart pierced by a wooden stake, and its remains immersed in holy water, the effect ends and the dreadwyrm is permanently destroyed. \n'b' Mythic Resistance . When the dreadwyrm fails a saving throw, it can expend one of its unspent legendary actions to succeed instead. \n'b' Shapechanger . If the dreadwyrm isn\xe2\x80\x99t in sunlight or running water, it can use its bonus action to polymorph into a beast of challenge rating 15 or lower, a gargantuan cloud of darkness , a humanoid creature, or back into its true form. While in the shape of a beast or humanoid, the vampire gains temporary hit points equal to the form\xe2\x80\x99s hit point maximum, which cannot be replaced by temporary hit points from another source unless the vampire allows it. Additionally, its statistics other than the creature\xe2\x80\x99s Strength , Dexterity , and Constitution are unchanged, and everything it is wearing becomes a part of its new form. This effect ends early if the temporary hit points granted by the form are reduced to 0, in which case the dreadwyrm can\xe2\x80\x99t transform into a beast or humanoid using this feature again for 24 hours. While in darkness form, the dreadwyrm can\xe2\x80\x99t take any actions other than using its Shapechanger feature, speaking, or manipulating objects. It is weightless and has a flying speed of 60 feet (hover) and can enter a hostile creature\xe2\x80\x99s space and stop there. In addition, if air can pass through a space, the darkness can do so without squeezing, and it can\xe2\x80\x99t pass through water. Finally, while in this form the dreadwyrm has advantage on Strength , Dexterity , and Constitution saving throws and is immune to all damage for as long as it is not exposed to daylight . \n'b' Vampire Nobility7 . The dreadwyrm is not subject to the weaknesses suffered by ordinary vampires . When the dreadwyrm would suffer a weakness that would affect ordinary vampires , it instead has disadvantage on attack rolls, saving throws, and ability checks for 1 hour or until it is not exposed to that weakness, whichever comes first. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dreadwyrm can makes three attacks: one with its bite and two with its claws. In lieu of making a bite attack in this manner, the dragon can instead make a tail attack or use its Charming Presence. \n'b' Bite . Melee Weapon Attack : +19 to hit, reach 15 ft., one creature. Hit : 23 (2d12 + 10) piercing damage plus 55 (10d10) necrotic damage. If the target is a flesh-and-blood creature, its hit point maximum is reduced by an amount equal to the necrotic damage taken, and the dreadwyrm magically regains a number of hit points equal to the necrotic damage dealt. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. The dreadwyrm can choose for a dragon slain in this way to rise within 24 hours as a vampire under the dreadwyrm\xe2\x80\x99s control (see the Vampire Template for details). \n'b' Claw . Melee Weapon Attack : +19 to hit, reach 10 ft., one target. Hit : 31 (6d6 + 10) slashing damage. \n'b' Tail . Melee Weapon Attack : +19 to hit, reach 25 ft., each target of the dreadwyrm\xe2\x80\x99s choice within reach. Hit : 46 (8d8 + 10) bludgeoning damage. If the target is a creature, the dreadwyrm can force it to attempt a DC 27 Strength saving throw, knocking the creature prone on a failure. \n'b' Charming Presence . Each creature of the dreadwyrm\xe2\x80\x99s choice within 120 feet of it and aware of it must succeed on a DC 26 Wisdom saving throw or be charmed by the dreadwyrm for 1 hour. If an affected creature takes damage while charmed in this manner, it may repeat the saving throw, ending the effect on a success. If the effect ends for a creature, that creature is immune to the dreadwyrm\xe2\x80\x99s Charming Presence for 24 hours. As a bonus action on each of its turns, the dreadwyrm can issue a verbal command to a creature it has charmed in this manner that can hear it, which the creature must follow to the best of its ability for as long as it remains charmed by the dreadwyrm. \n'b' Siphoning Breath (Recharge 5\xe2\x80\x936) . The dreadwyrm inhales in a 90-foot cone, drawing in the vitality of all flesh-and-blood creatures in the affected area. Each creature in the affected area must succeed on a DC 26 Constitution saving throw or have its maximum hit points halved, or quartered on a success (minimum of 1 hit point). This reduction lasts until an affected creature finishes a long rest. Additionally, for each creature that attempts a saving throw against this effect, the dreadwyrm regains 20 hit points if it fails the save, or half as much if it succeeds. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dreadwyrm 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 dreadwyrm regains spent legendary actions at the start of its turn. \n'b'\n'b' Claw . The dreadwyrm makes a claw attack . \n'b' Move . The dreadwyrm moves up to its speed. \n'b' Bite (Costs 2 Actions) . The dreadwyrm makes a bite attack . \n'b' Tail (Costs 2 Actions) . The dreadwyrm makes a tail attack . \n'b' Shapechanger (Costs 3 Actions) . The dreadwyrm uses its Shapechanger feature.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dream Eater \n'b' Medium fiend , lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 75 (10d8 + 30) Speed 30 ft., fly 20 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 17 (+3) INT: 16 (+3) WIS: 13 (+1) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +8, Insight +4, Persuasion +8 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 11 Languages Abyssal, Celestial, Common, Infernal, telepathy 120 ft. Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Dream Eater\xe2\x80\x99s Caress . A creature that starts its turn grappled by the dream eater must succeed on a DC 14 Charisma saving throw or take 5 (2d4) psychic damage. The dream eater gains temporary hp equal to the psychic damage dealt. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dream eater uses its Lotus Scent. It then makes one Bite attack and one Claw attack . \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the creature is restrained . The dream eater has two claws, each of which can grapple only one target. \n'b' Lotus Scent . The dream eater secretes an oily chemical that most creatures find intoxicating. Each creature that isn\xe2\x80\x99t a Construct or Undead within 15 feet of the dream eater must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. While poisoned , the creature is charmed by the fiend. A poisoned 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 dream eater\xe2\x80\x99s Lotus Scent for the next 24 hours. \n'b' Waking Dreams (Recharge 5\xe2\x80\x936) . Each creature within 20 feet of the dream eater must make a DC 14 Charisma saving throw. On a failure, a creature takes 21 (6d6) psychic damage and is incapacitated for 1 minute. When it moves, an incapacitated creature moves in a random direction. On a success, a creature takes half the damage and isn\xe2\x80\x99t incapacitated . 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' Change Shape . The dream eater magically transforms into a Small or Medium humanoid it has seen, or back into its true form, which is a Fiend. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies. \n'b'\n'b' ABOUT \n'b' This tattered skeletal humanoid resembles a monster from a nightmare with vestigial skeletal wings with a few feathers, small horns, sharp teeth, and cloven hooves. \n'b' Drawn to Sin . Dream eaters are dedicated to lust, gluttony, and greed. They make their lairs in casinos, brothels, thieves\xe2\x80\x99 dens, and other locations where gambling, food, and other pleasures are readily available. Sometimes dream eaters work together to create such a place, especially near large towns or cities. Some band together to create traveling shows, offering all the oddities, whimsies, and flights of fantasy customary for such entertainers. \n'b' Devouring Hopes . Dream eaters lure people into their lairs, enticing them with promises of pleasure or wealth. Of course, they make sure the odds are stacked in their favor. Eventually, their victims are left with nothing. Worse than the loss of physical treasures, dream eaters leave their victims stripped of hopes and aspirations. Dream eaters feed on emotions, leaving helpless thralls willing to sell their souls for their vices.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dream Faun \n'b' Large magical beast, neutral good \n'b' Armor Class 17 Hit Points 33 (6d10) Speed : 50 ft..\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 10 (0) INT: 18 (+4) WIS: 18 (+4) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Arcana +7, Nature +7, Perception +7, Religion +7 Senses : darkvision 120 ft., passive Perception 16 Damage Resistances : poison Damage Immunities : radiant Condition Immunities : charmed , Paralyzed, Unconscious Languages : Celestial, common, sylvan, possibly others Challenge : 4 (1,100 XP) \n'b' Special Traits \n'b' Cause Sleep : Dream fauns grant the gift of sleep to all travelers who request it. The sleep lasts for eight hours. Those receiving this slumber drowsily bow to the grass. The sleep heals 1d4 hit points of damage above and beyond what ordinary rest usually does and revitalizes the recipient completely, eradicating all fatigue. Those who have sought the dream faun out on a special pilgrimage may also be granted prophetic dreams, giving them a hint of some future event of particular importance to them. Dream fauns may bestow this gift at will. If pressed, a dream faun may also use this power against hostile targets. Hostile targets must make a successful Wisdom save DC 16 to resist falling asleep. When used against hostile targets, the target does not heal damage, but is instead racked with horrible nightmares and the fitful sleep does not count as completing a rest. The power can be used in this fashion only a number of times equal to the dream faun\xe2\x80\x99s hit dice (6 by default). The faun must complete a long rest to regain all expended uses. Elves and Half Elves are immune to this effect. \n'b' Gift of Sustenance : A dream faun can magically create enough food and water for one person for one day. They must complete a long rest before using this ability again. \n'b' Clerical Abilities : Dream fauns cast spells (4 cantrips; 1st-4 slots, 2nd-3 slots, 3rd-3 slots; Wisdom -based spell save DC 16) and have channel divinity as 6th-level clerics of the Life Domain. They do not require components for their spellcasting. \n'b' Actions \n'b' Horns . Melee Weapon Attack : +4 to hit, reach 5 ft., 1 target. Hit : 7 (2d6+1) piercing damage. \n'b' Hooves . Melee Weapon Attack : +4 to hit, reach 5 ft., 1 target. Hit : 11 (2d10+1) bludgeoning damage. \n'b' About \n'b' It is said that the gods of prophecy and dreams created the dream fauns, imbuing them with magical powers which allow them to interpret the mysteries and meanings of dreams. Physically they resemble angora goats, with grand, forked horns and cloven hooves that shine like silver and gold. \n'b' Often dream fauns are brought to temples of the dream gods, there to answer the prayers and supplications of the worshippers who make their pilgrimage there.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dream Shadow \n'b' Medium aberration , any chaotic alignment\n'b' STATS STR: 6 (-2) DEX: 24 (+7) CON: 20 (+5) INT: 12 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 19 (natural armor) Hit Points 237 (25d8 + 125) Speed 60 ft., fly 80 ft. (hover) Saving Throws Dexterity +12, Constitution +10, Wisdom +7, Charisma +8 Skills Stealth +12 Damage Immunities poison Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 12 Languages understands all but cannot speak, telepathy 120 ft. Challenge 16 (15,000 XP) \n'b' Special Traits \n'b' Amorphous . The shadow can move through a space as narrow as 1 inch wide without squeezing. \n'b' Shadow Stealth . While in dim light or darkness, the shadow can take the Hide action as a bonus action. It has advantage on its Dexterity ( Stealth ) check. \n'b' Shadow Regeneration . The shadow regains 10 hit points if it starts its turn in dim light or darkness. A shadow dies only if it starts its turn with 0 hit points while in sunlight. \n'b' Sunlight Weakness . While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws. \n'b' Actions \n'b' Absorb . Melee Weapon Attack : +12 to hit, reach 5 ft., one Medium or smaller target. Hit : if the target is a creature it is absorbed by the dream shadow. While absorbed, the creature is unconscious and cannot be targeted by any effect outside the shadow. If at least 8 hours pass while a creature is in a shadow, that creature gains the benefits of a long rest , regaining hit points , Hit Dice, features, and spells slots as appropriate. Casters that need to prepare spells must do so as usual before casting spells. A dream shadow can absorb up to 4 medium or smaller creatures. \n'b' Release . As an action, a dream shadow can release an absorbed creature. They can, in theory, be convinced to release their captives, however only divine intervention or death can forcibly free creatures from a shadow. When a shadow is killed, all creatures within it are released immediately. \n'b' Tactics \n'b' Dream shadows aren\xe2\x80\x99t meant as enemies. They belong in the GM\xe2\x80\x99s tool belt, to help players who cannot make a session. The shadow offers an in-game opportunity to sideline a PC without splitting the party as they travel. When the player becomes available again, the shadow \xe2\x80\x9creleases\xe2\x80\x9d its captive. You may use the shadow as an inscrutable tool or integrate it into your plot. Does it have orders? Why now? Why this party? \n'b' Description \n'b' A dream shadow seems like any other shadow in dim light but in bright light it is mottled and of fluid shape, fluttering in place. \n'b' Unearthly but Not Unspeakable . Some scholars misidentify these enigmatic creatures as slarecian minions, given their eldritch nature and lack of undead traits, and their particular interest in those who hunt ancient artifacts. Dream shadows, however, demonstrate no other slarecian abilities. They are actually joint creations of the dream god and the goddess of shadows. These deities are not known for their cooperation and the goal of dream shadows remains mysterious. \n'b' Tag-a\xe2\x80\x99longs . Each shadow usually pesters a single adventuring party, following them everywhere from dungeons to guild halls, randomly absorbing and releasing party members (often inconveniently close to battles or critical negotiations). Some adventurers consider it a mark of status, though, to be chosen by a dream shadow. Such shadows often tend towards the dominant alignment of the party, whether good or evil.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fleshcrawler \n'b' Family: Chardun-Slain \n'b' Medium undead , chaotic evil\n'b' STATS STR: 12 (+1) DEX: 20 (+5) CON: 17 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 17 (studded leather) Hit Points 52 (7d8 + 21) Speed 40 ft., climb 40 ft. Saving Throws Dexterity +8, Wisdom +4 Skills Acrobatics +11, Perception +4, Stealth +8 Damage Resistances necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities exhaustion , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 13 Languages the languages it knew in life Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Spider Climb . The fleshcrawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. It uses its hand and feet tethers (see next entry) in order to climb. \n'b' Tethers of Sinew . The fleshcrawler has chitinous sheaths in its hands and feet that hold grisly lengths of flesh tipped with barbed spikes. Its tongue also functions as a tether. It can shoot these tethers out at a target as action (see below) and if it chooses to detach a tether it can serve as a very strong rope (50 ft. in length). The fleshcrawler can produce an unlimited amount of tethers. \n'b' Actions \n'b' Multiattack . The fleshcrawler attacks with two of its limb tethers (any combination of hands or feet) and then attacks with either its mouth tether or its bite. \n'b' Limb Tether . Ranged Weapon Attack : +8 to hit, range 25/50 ft., one target. Hit : 8 (1d6 + 5) piercing damage. and the target must make a DC 11 Strength saving throw or be moved 25 feet closer to the fleshcrawler. The target is grappled by the limb tether (escape DC 11 and the target takes 1 piercing damage from removing the barbs). Each limb tether can grapple a separate target. \n'b' Mouth Tether . Ranged Weapon Attack : +8 to hit, range 25/50 ft., one target. Hit : 12 (2d6 + 5) piercing damage, and the target must make a DC 13 Constitution saving throw or become paralyzed . A paralyzed creature can repeat the saving throw at the end of its turn, ending the effect on a success. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage, and the target must make a DC 13 Constitution saving throw or become paralyzed . A paralyzed creature can repeat the saving throw at the end of its turn, ending the effect on a success. \n'b' Tactics \n'b' Fleshcrawlers use their tethers of sinews much as spiders use strands of silk, and they strategize well in three dimensions. They may hang from their foot tethers above doorways and attack their prey from above, or they may use them to climb walls, pull down a wall on opponents, or disarm an opponent. Fleshcrawlers like to prepare ambushes for their chosen prey. When hunting in a group, fleshcrawlers use pack tactics and work together like a well-oiled machine. Some have even been known to carry others on their backs, allowing the carried fleshcrawler to make five tether attacks. \n'b' Description \n'b' Demon-born . Fleshcrawlers were once wicked humans who made dark bargains and ultimately were taken to where demon lords made them undead and gave them dark gifts. They are sent back to the as snatchers, bounty hunters, or retrievers for the demons. \n'b' This creature is a humanoid with black veins showing through unwholesomely dead-white flesh. Its skin is wrapped tightly over its musculature and when it grins it shows a mouth-full of teeth and a curiously coiled tongue. It wears black leather armor and sports an array of ritualistic scars, brands and piercings.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dire Fox \n'b' Family: Animal \n'b' Small beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 13 (2d8+4) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 15 (+2) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Str +3 Skills Acrobatics +4, Perception +3, Stealth +4 Senses passive Perception 13 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The dire fox has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Low-light Vision . A dire fox can see twice as far in dim light as a human . \n'b' Jumper . The dire has advantage on Acrobatics checks involving jumping. \n'b' Winter Coat (arctic dire fox only) . An arctic dire fox has advantage on Stealth checks made in arctic, wintery or snowy environments. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone . \n'b'\n'b' ABOUT \n'b' This fox is much larger than others of its kind, it keeps a watchful eye as you pass, trying to determine if you would be good food. \n'b' Dire foxes are the larger kin to base foxes. They grow much larger in size and as such pose a greater threat to larger prey. \n'b' Companion \n'b' Armor Class 14 plus Caregiver\xe2\x80\x99 s Proficiency Bonus (PB) (natural armor) Hit Points As above or 4x caregiver\xe2\x80\x99 s level Saving Throws Dex +3 plus Proficiency Bonus (PB), Str +1 plus Proficiency Bonus (PB) Skills Acrobatics +2 plus Proficiency Bonus (PB), Perception +1 plus Proficiency Bonus (PB), Stealth +2 plus Proficiency Bonus (PB) Senses passive Perception 11 plus Proficiency Bonus (PB) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +2 plus Proficiency Bonus (PB) to hit, reach 5 ft., one target. Hit : 5 (1d6+2 plus Proficiency Bonus (PB)) piercing damage. If the target is a creature, it must succeed on a DC 9 plus Proficiency Bonus (PB) Strength saving throw or be knocked prone .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dream Spectre \n'b' Medium undead , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 105 (14d8 + 42) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 18 (+4) DEX: 19 (+4) CON: 16 (+3) INT: 6 (-2) WIS: 17 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +8, Wis +7 Skills Insight +7, Perception +7, Stealth +8 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 120 ft., passive Perception 17 Languages Common, Dreamspeak Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The dream spectre\xe2\x80\x99s innate spellcasting ability is Wisdom (+7, Dc 15). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : dream , sleep (5th level) \n'b'\n'b' Dreamsense . A dream spectre can automatically pinpoint the presence of dreams within 100 feet. This ability only works against sleeping creatures. \n'b' Heart-Stopping Fear . When a creature that can see the dream spectre\xe2\x80\x99s true form\xe2\x80\x99s starts its turn within 30 feet of the dream spectre, the dream spectre can force it to make a DC 15 Constitution saving throw if the dream spectre isn\xe2\x80\x99t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 Hit Points , unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the dream spectre until the start of its next turn. If the creature looks at the dream spectre in the meantime, it must immediately make the saving throw. \n'b' Incorporeal Movement . The dream spectre can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Sunlight Powerlessness . While in sunlight, the dream spectre is stunned . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dream spectre makes two incorporeal attacks. \n'b' Nightmare Touch . Melee Spell Attack : +8 to hit, reach 5 ft., one creature. Hit : 22 (5d8) psychic damage. Unless the target is immune to psychic damage, the target\xe2\x80\x99s Charisma score is reduced by 1d4 each time it is hit by this attack . At Charisma 0, the victim falls into a nightmare -filled coma until at least 1 point of Charisma is restored. The reduction lasts until the target finishes a short or long rest. \n'b'\n'b' ABOUT \n'b' These sinister undead are incarnate nightmares, sometimes arising from death in the midst of immense psychic trauma but sometimes formed when nightmare energies from the Dimension of Dreams bleed into reality so strongly that any creature perishing nearby may have their immortal soul drawn into the endless nightmare of undeath. Dream spectres often resemble themselves in life, though unlike most ghostly undead they are not simply faded remnants of their living selves. If anything, their coloration is intensified to garish and mind-rending intensity as their very essence is simultaneously overwhelmed and overwhelming to others by the power of the raw nightmare spark within them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dream Squire \n'b' Dressed in fine black and silver livery, this young-looking figure sports an embroidered coat of arms on its tabard. Upon closer inspection, the figure is pale and drawn with black hair and dark smears beneath its eyes. \n'b' Medium fey , neutral \n'b' Armor Class 15 (chain shirt) Hit Points 71 (13d8 + 13) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +2 Skills Athletics +4, Perception +2 Condition Immunities exhaustion Senses darkvision 60 ft., passive Perception 12 Languages Common, Umbral Challenge 2 (450 XP) \n'b' Special Traits \n'b' Bound Devotion . The dream squire has advantage on saving throws against being charmed or frightened . If an effect would cause the squire to take a harmful action against its master, it can immediately repeat the saving throw (if any), ending the effect on a success. The squire has disadvantage on attack rolls or ability checks made against its master. \n'b' Master\xe2\x80\x99s Bond . The dream squire is bound to serve another creature as its master. The squire obeys all the master\xe2\x80\x99s commands, and the master can communicate telepathically with the squire as long as they are on the same plane. A dispel evil and good spell\xe2\x80\x99s break enchantment option that targets a dream squire forces it to make a Wisdom saving throw. On a failure, the squire\xe2\x80\x99s bond with its master is broken, and it returns to its true form (use human guard statistics). \n'b' Actions \n'b' Multiattack . The dream squire makes two melee attacks . \n'b' Mace . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) psychic damage. \n'b' Light Crossbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 6 (1d8 + 2) piercing damage plus 3 (1d6) psychic damage. \n'b' Reactions \n'b' For the Master . When the dream squire\xe2\x80\x99s master is targeted by an attack or spell, the squire magically teleports to an unoccupied space within 5 feet of the master, and the attack or spell targets the squire instead. If the attack or spell deals damage, the dream squire takes half damage from it. To use this ability, the master and squire must be on the same plane. \n'b' About \n'b' Dream squires are most often bound in service to the shadow fey . They exist in great numbers in the fey courts are infrequently seen on the streets, attending or running some errand for their shadow fey masters.\xc2\xa0Dream squires are fey servants and bodyguards commonly found in service to shadow fey nobility. A shrinking, servile thing, a dream squire lurks in the shadows near its master, awaiting its master\xe2\x80\x99s whim. \n'b' Taken and Bound . Perhaps it was a broken promise, a foolish deal made in haste, or punishment for offending a fey lord , but a dream squire was once a mortal man or woman who ran afoul of the fey. The fey took the mortal and transformed it into a fey creature. The freshly-minted squire is then bound to unflinchingly serve its new master. \n'b' Conscripted . A dream squire is a tireless servant, forsaking refreshment and rest to serve its master\xe2\x80\x99s will. The squire often looks bedraggled and exhausted, though it keeps its clothing and equipment in top repair and cleanliness, so as not to embarrass its master. \n'b' Tireless Nature . A dream squire doesn\xe2\x80\x99t require drink, food, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dream Stalker \n'b' Medium fiend ( demon ), neutral evil \n'b' Armor Class 18 (natural armor) Hit points 102 (12d8 + 48) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 18 (+4) INT: 11 (+0) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened , poisoned Skills Deception +6, Insight +5, Intimidation +6, Perception +5, Stealth +4 Senses darkvision 60 ft., passive Perception 15 Languages Common Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Aura of Nightmares . When any other creature that isn\xe2\x80\x99t undead or a construct starts its turn within 30 feet of the dream stalker, that creature must succeed on a DC 13 Wisdom saving throw or take 11 (2d10) psychic damage. Magic Weapons. The dream stalker\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' Actions \n'b'\n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Invoke Nightmare (Recharges after a Short or Long Rest) . The dream stalker taps into the nightmares of a creature it can see within 60 feet of it and creates an illusory, immobile manifestation of the creature\xe2\x80\x99s deepest fears, visible only to that creature. The target must make a DC 11 Intelligence saving throw. On a failed save, the target takes 11 (2d10) psychic damage and is frightened of the manifestation, believing it to be real. The dream stalker must concentrate to maintain the illusion (as if concentrating on a spell), which lasts for up to 1 minute and can\xe2\x80\x99t be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success, or taking 11 (2d10) psychic damage on a failure. \n'b' Nightmare Touch . Melee Spell Attack : +6 to hit, reach 5 ft., one creature. Hit : 17 (4d6 + 3) psychic damage. If the target is unconscious , it takes an extra 10 (3d6) psychic damage and is cursed until the dream stalker dies or the curse is removed. The cursed creature\xe2\x80\x99s hit point maximum decreases by 5 (1d10) whenever it finishes a long rest. \n'b'\n'b' Reactions \n'b'\n'b' Dream Eater . When an unconscious creature the dream stalker can see within 30 feet of it regains consciousness, the dream stalker can force the creature to make a DC 13 Wisdom saving throw. Unless the save succeeds, the creature takes 11 (2d10) psychic damage, and the dream stalker regains hit points equal to the amount of damage taken. \n'b'\n'b' About \n'b' The horrible, scarred form of a burned man dressed in a fedora comes creeping towards you, humming to itself. \n'b' Dream stalkers are the souls of murders who have died by being burned to death. With such a particular set of circumstances, dream stalkers are very rare. It\xe2\x80\x99s a good thing too, as they are incredibly powerful and extremely difficult to combat. \n'b' Dream stalkers are cowards at heart, preferring to strike at the weak and helpless. Dream stalkers are especially fond of playing with their victims, appearing as loved ones in dreams, only to turn on the dreamer.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dream Warrior \n'b' Large construct , neutral \n'b' Armor Class 18 (natural armor) Hit Points 55 (10d10 HD) Speed 30 ft., fly 40 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 11 (+0) INT: 10 (+0) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire, cold, poison Condition Immunities charmed , grappled , poisoned , restrained Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 14 Languages All Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Detect Thoughts . The dream warrior can use the detect thoughts spell at will as a spell-like ability. This ability is always active and the save DC is 12. \n'b' Ethereal Sight . The dream warrior can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Mist Form . A dream warrior is incorporeal most of the time; however, three times a day, at will, the dream warrior may assume a more corporal form. It takes up to four rounds to alter its shape. A dream warrior may move 40 ft. in its mist form. The ability is otherwise similar to a gaseous form spell. This shape almost always takes on the form of someone close to the one they are fighting. This often disconcerts their foes and unless a successful Charisma save (DC 12) is made they suffer disadvantage on all attacks, attribute checks (made against the dream warrior), and saving throws. \n'b' Two-Weapon Fighting . When fighting with a weapon in each hand, the dream warrior adds its ability bonus to its off-hand weapon. The dream warrior creates only a single dreamscape weapon; if it fights with two weapons, the other will be of mundane or magical quality, but not dreamscape-crafted. \n'b'\n'b' ABOUT \n'b' Their weapon of choice is fashioned from the Dreamscape when the creature alters itself from its mist form. weapon, must succeed at a Charisma save (DC 12) every time they take a long rest or be plagued with nightmares and sleepless nights. A failure means the victim suffers a point of exhaustion at the end of the long rest. Only a remove curse spell can cure this ailment. Until such a spell is received, the victim\xe2\x80\x99s Constitution score is reduced by 1 point each month that passes, and cannot be restored by any means. \n'b' Etherealness . The dream warrior enters the Ethereal Plane from the Material Plane or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can\xe2\x80\x99t affect or be affected by anything on the other plane. \n'b' Fear (Recharge 6) . The dream warrior can cast fear as a spell-like ability (DC 12). Dream warriors appear as swirling columns of white mist, having no corporeal bodies of which to speak. In this form, they are hard to distinguish from smoke or fog, but as they engage in combat they take on more corporeal forms. They assume the shapes of knights and warriors, with armaments and weapons. They often scry their victims briefly, pulling memories from their sub-conscience and casting themselves in the images of those memories. They twist these memories into horrible apparitions, pained and sorrowful. In this way, they confront their victims with someone they thought long dead or gone and made to believe they suffer woefully in the great beyond. However, dream warriors can never assume real shapes and there are always tendrils of mist coiling about them. \n'b' Creatures of Nightmare . Dream warriors do not bleed, nor can they have limbs chopped off or the like. Nor can they drop their weapons, slip, or fall. They are creatures of mist and fragments of a mad god\xe2\x80\x99s musings. They are, however, real and they can slay and cause damage as with any other creature. Those weary in spirit or troubled in mind attract the dream warriors. There are, in fact, many of these creatures, and they linger on the edges of civilization, or in forgotten places where men once dwelt, latent and powerless. When encountered, their victims give their malice shape and form and they manifest and attack those nearest. \n'b' Deadly Warriors . Dream warriors use any variety of weapons in combat, preferring swords, axes, and lances. They can fight two-handed as if they have the Two-Weapon Fighting Style. Their weapons act as +2 to hit and damage, or if they use two weapons then +1 to hit and damage. They are not particularly clever or crafty in battle, and in all respects, battle as fighters.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dream Wasp Swarm \n'b' Medium swarm of Tiny beasts , unaligned \n'b' Armor Class 14 (studded leather) Hit Points 36 (8d8) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 10 (+0) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , paralyzed , petrified , prone , restrained , stunned Senses blindsight 10 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Stings . Melee Weapon Attack : +4 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 4 (1d4 + 2) piercing damage or 2 (1d4) if the swarm has half of its hit points or fewer. Those damaged by the sting must make a DC 12 Constitution saving throw, take 10 (3d6) poison damage on a failed save, or half as much damage of a successful one. A failed saving throw also charms the target. But this strange, disorienting charm puts the creature in a swirl of hallucinations, preventing them from attacking any dream wasp from the same colony. At the start of each turn, a creature currently charmed by the dream wasp\xe2\x80\x99s sting can attempt a DC 12 Will saving throw. on a success, the charm ends. \n'b'\n'b' Massive Colony Modifications \n'b' Intelligence increases to 10 (+0), and they gain the following ability. \n'b'\n'b' Innate Spellcasting . The dream wasp\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 10, +12 to hit with spell attacks). The dream wasp can innately cast the following spells, requiring no material component.\n'b'\n'b'\n'b' 1/day : misty step \n'b'\n'b' Drones gain Intelligence boost and innate spellcasting as those in a large colony, and they gain the following innate spells in addition. \n'b'\n'b' At will : poison spray \n'b' 1/day : invisibility \n'b'\n'b' Each queen\xe2\x80\x99s Intelligence increases to 16 (+3), increasing their spells save to DC 14 and +16 to hit with a spell attack . They gain the following innate spells in addition to the ones gained as a large colony and that they already have. \n'b'\n'b' At will : shield \n'b' 1/day : confusion , nondetection \n'b'\n'b' d4 \n'b' Dream Wasp Treasure \n'b'\n'b' 1 \n'b' +2 dagger \n'b'\n'b' 2 \n'b' Secret boot pouch containing 10 platinum pieces and a ruby (100gp). \n'b'\n'b' 3 \n'b' +1 longsword \n'b'\n'b' 4 \n'b' +1 shield with a demon\xe2\x80\x99s face emblazoned on it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dream Wasp, Drone \n'b' Small beast , unaligned \n'b' Armor Class 14 (studded leather) Hit Points 36 (8d8) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 10 (+0) INT: 5 (-3) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9 Skills Perception +2, Stealth +2, Survival +3 Damage Resistances nonmagical bludgeoning, piercing, and slashing Damage Immunities poison Damage Vulnerabilities fire Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Giant Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Stings . Melee Weapon Attack : +5 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, take 17 (5d6) poison damage on a failed save, or half as much damage of a successful one. A failed saving throw also charms the target. But this strange, disorienting charm puts the creature in a swirl of hallucinations preventing them from attacking any dream wasp from the same colony. At the start of each turn, a creature currently charmed by the dream wasp\xe2\x80\x99s sting can attempt a DC 12 Will saving throw. \n'b'\n'b' TACTICS \n'b' Initial Round -Dream wasp swarms move swiftly to debilitate creatures with their stings. If a drone is among the swarms, it keeps to the edges, swooping in to specifically stubborn or troublesome prey. They have an innate sense for arcane magic and target those using it. \n'b' Defensive Round -Swarms give little heed to defense and tend to attack until dissipated or destroyed. Individual drones are cautious, fleeing when reduced to fewer than half of their hit points or when the swarms have taken substantial damage. A drone that escapes can warn the queen \xc2\xa0and the colony of the new threat within their territory, and such intrusion always provokes reprisal. \n'b' Victorious Round -Once victorious, the dream wasps quickly move on. Dream wasps leave their victims to rot on the forest floor, waiting for decay to make the meat more palatable. This typically takes a week, at which point they return to feast. \n'b' ABOUT \n'b' Amid humid hazes and azure sky, lone wasps drift sightlessly through the jungle forest, searching for overly ripe fruit and rotten meat. When a colony of dream wasps comes together, their nature shifts to violent territoriality that drives them to hunt in swarms. These swarms are led by the larger, more cunning drones and the colony\xe2\x80\x99s queen . When colony size reaches into the thousands, the entire collective displays further heightened aggression and strange magical powers, waging war against neighboring colonies and strangers with equal ferocity. \n'b' As a dream wasp colony grows, so does their bizarre ability to use magic. Some believe the wasps somehow connect to the Dreamlands and communicate with each other in that strange dimension. Even more puzzling, while large colonies are capable of intricate planning and devious traps, there seems to be no way of communicating with dream wasps either by symbolic language or magic. \n'b' Dream Wasp Colonies \n'b'\n'b' A small dream wasp colony consists of anywhere between 2-4 swarms, a pair of drones , and a queen . \n'b' A large colony has 4-8 swarms, a trio of drones , and a queen , and each gains the large colony modifications below. \n'b' A massive colony has more than 8 swarms, a half-dozen drones , and a queen , and each gains the massive colony modifications below. \n'b'\n'b' Large Colony Modifications \n'b' Drones gain Intelligence increases to 10 (+0), and they gain the following ability. \n'b'\n'b' Innate Spellcasting . The dream wasp\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 10, +12 to hit with spell attacks). The dream wasp can innately cast the following spells, requiring no material component.\n'b'\n'b'\n'b' At will : mage hand , silent image \n'b' 1/day : sleep , misty step \n'b'\n'b' Each queen\xe2\x80\x99s Intelligence increases to 14 (+2), increasing their spells save to DC 13 and +15 to hit with a spell attack . The gain the following innate spells in addition to the ones they already have. \n'b'\n'b' At will : poison spray \n'b' 1/day : hold person , invisibility'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dream Wasp, Queen \n'b' Medium beast , unaligned \n'b' Armor Class 14 (studded leather) Hit Points 36 (8d8) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 12 (+1) INT: 12 (+1) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities charmed , frightened , stunned Senses blindsight 10 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Innate Spellcasting . The dream wasp\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 12, +15 to hit with spell attacks). The dream wasp can innately cast the following spells, requiring no material component.\n'b'\n'b'\n'b' At will : mage hand , silent image \n'b' 1/day : detect thoughts , mirror image , misty step \n'b'\n'b' ABOUT \n'b' Amid humid hazes and azure sky, lone wasps drift sightlessly through the jungle forest, searching for overly ripe fruit and rotten meat. When a colony of dream wasps comes together, their nature shifts to violent territoriality that drives them to hunt in swarms. These swarms are led by the larger, more cunning drones and the colony\xe2\x80\x99s queen. When colony size reaches into the thousands, the entire collective displays further heightened aggression and strange magical powers, waging war against neighboring colonies and strangers with equal ferocity. \n'b' As a dream wasp colony grows, so does their bizarre ability to use magic. Some believe the wasps somehow connect to the Dreamlands and communicate with each other in that strange dimension. Even more puzzling, while large colonies are capable of intricate planning and devious traps, there seems to be no way of communicating with dream wasps either by symbolic language or magic.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dreaming Tree \n'b' Huge plant (fey), neutral \n'b' Armor Class 15 (natural armor) Hit Points 130 (15d12 + 24) Speed 10 ft.\n'b' STATS STR: 16 (+3) DEX: 3 (-4) CON: 18 (+4) INT: 10 (+0) WIS: 10 (+0) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 Senses blindsight 60 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the dreaming tree remains motionless, it is indistinguishable from a normal tree. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +6 to hit, reach 15 ft., one target. Hit : 14 (3d6 + 4) bludgeoning damage. \n'b' Feast on Dreams . Dreaming trees survive by passively feeding on dreams, and although they can sustain themselves on the flighty dreams of the fey, mortal dreams are a feast. When an unsuspecting humanoid sleeps near a dreaming tree, the tree attempts to sneak up and lull them into a deeper sleep. The humanoid must make a DC 15 Wisdom saving throw or lapse into an unbreakable sleeping spell, plagued by powerful, life-like dreams. These dreams can sustain the tree for decades, and in exchange it sustains the life of the dreamer; the tree envelops the mortal in its roots, sending small shoots into their body. \n'b'\n'b' ABOUT \n'b' The dreamer does not need to eat, drink, or breathe, and is immune to disease and poison in this state. The dreamer only ages one year for every ten years that pass. On each Equinox or Solstice the dreamer can make a new save. The DC for the Winter Solstice or Autumnal Equinox is DC 13, as that is when the tree is weakest. Any attacks against the tree will provide a new saving throw as well, and if the tree drops below half hit points, the dreamer will automatically wake up. \n'b' The dreaming tree appears to be a normal tree, especially when still. When in the Feywild, and well fed, its leaves will have silver or gold veins.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dreamwrack \n'b' Medium elemental (dream), chaotic neutral\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 13 (+1) INT: 6 (-2) WIS: 12 (+1) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 13 Hit Points 55 (10d8 + 10) Speed 30 ft. Senses passive Perception 11 Languages Any that the dreamer knows Challenge 3 (700 XP) \n'b' Special Traits \n'b' Empathic Link . The dreamwrack always knows the general direction of its dreamer and can track them faultlessly. \n'b' Intimate Knowledge . The dreamer suffers disadvantage on any Wisdom saves caused by the dreamwrack. The dreamwrack has advantage on any Wisdom ( Insight ) checks it makes concerning the dreamer. \n'b' Actions \n'b' Emotion . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : no damage, but the target must succeed at a DC 15 Wisdom save or suffer the effects below, depending on the type of dreamwrack:\n'b'\n'b' Anxiety : The dreamer is overcome with fear and despair, suffering disadvantage on all ability checks, saves, and attack rolls for 1d4 hours. \n'b' Erotic : The dreamer gains the charmed condition for 2d6 days with the first creature it is romantically attracted to that it sees serving as the charmer. \n'b' Nightmare : The dreamer gains the frightened condition towards every creature it encounters for the next 1d4 hours. \n'b'\n'b' Etherealness . The dreamwrack enters the Ethereal Plane from the Material Plane or vice versa. It is visible on the Material Plane when it is in the Border Ethereal, and vice versa, yet it can\xe2\x80\x99t affect or be affected by anything on the other plane. \n'b' Tactics \n'b' The dreamwrack does not engage in combat per se, although they can certainly be destroyed by it. If injured they will instinctively turn ethereal and flee. The dreamwrack haunts its dreamer until they enter a situation similar to the nature of the dream that created it, then manifesting and using its emotion attack . The dreamwrack will leave after it recreates the dream that originally spawned it or it is slain. \n'b' Description \n'b' Dreamwracks come in three varieties \xe2\x80\x93 nightmare, erotic, and anxiety \xe2\x80\x93 depending on the nature of the dream from which they were formed. When they appear in the physical plane, their forms are a shadowy collection of shifting images taken from the dream from which the dreamwrack was born, calling in voices imitating the friends, foes, and loved ones of its target. Those who witness the dreamwrack\xe2\x80\x99s manifestations will be given glimpses of the subconscious of the dreamer. \n'b' Delving too deep into Dreams . Amid the blue lotus-addled ramblings of the priest of the demigod of dreams, lie stories of the demigod\xe2\x80\x99s displeasure with those mortals who touch too deeply into his realm. Mortals who would seek to upset the stuff of dreams may find their dreams coming back to them in the waking world. Dreamwracks are spirits created when the realm of dreams is disturbed by arcane magic. \n'b' The half-formed fabric of disturbed dreams does not dissolve. Instead, it coalesces into an amalgam of dream imagery that is linked to the dreamer from whose dream the wrack was formed. Certainly, oneiromancers can attest to being haunted by dreamwracks as they delve deep into the dream realm. \n'b' Misguided hunger . Once formed, a dreamwrack empathically seeks its connected dreamer in the physical world, drawn by its need and the dreamer\xe2\x80\x99s subconscious need to resolve the dream from which the dreamwrack sprang. The dreamwrack is driven to actions that haunt and disturb the dreamer. A dreamwrack\xe2\x80\x99s only goal is to make manifest the feelings and mind state in their dreamer that they had during the dreamwrack\xe2\x80\x99s creation dream, thereby completing the dream. \n'b' Sometimes doing so involves \xe2\x80\x98haunting\xe2\x80\x99 the dreamer for weeks on end; sometimes it is solved in a single visitation.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Charfiend \n'b' Medium fiend (titanspawn), chaotic evil\n'b' STATS STR: 11 (+0) DEX: 13 (+1) CON: 14 (+2) INT: 8 (-1) WIS: 11 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 13 (natural armor) Hit Points 26 (4d8 + 8) Speed 40 ft. Skills Perception +2 Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Infernal, Titan Speech Challenge 1 (200 XP) \n'b' Special Traits \n'b' Keen Smell . The charfiend has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Stench . Any creature other than a charfiend that starts its turn within 5 feet of the charfiend must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature\xe2\x80\x99s next turn. On a successful saving throw, the creature is immune to the stench of all charfiends for 1 hour. \n'b' Unholy Aura . The charfiend exudes an aura of unholy power in a 20-foot radius. Fiends, titanspawn, and undead within the aura (including the charfiend) can roll a d4 and add the number rolled to any attack roll or saving throw. A creature cannot benefit from the unholy aura of more than one charfiend at a time. \n'b' Actions \n'b' Multiattack . The charfiend makes two attacks, one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) slashing damage. \n'b' Tactics \n'b' When facing an obviously inferior foe, charfiends encircle their prey, closing in slowly until they overwhelm the victim and tear him apart. If cornered, they fight like wild animals, endangering themselves just long enough to escape. When surprised or discovered feasting, charfiends usually flee unless they have a clear advantage, but they soon return to track down their assailants. They stay huddled close together, in order to gain advantage from their unholy aura. \n'b' Description \n'b' Scavengers that feed on flesh, preferably that of humanoids, charfiends earned their name through their lust for overcooked meat. The stink of burning hair, scorched skin, and sizzling fat stimulates their appetite, and they are drawn irresistibly to burning homes, funeral pyres, and even sacrificial rites involving burnt offerings. Despite their own foul odor, charfiends can seemingly smell burning flesh for miles. These creatures tend to lair in old ruins and burnt-out structures, emerging often to feed. \n'b' Charfiends have red eyes, and their mouths are filled with sharp, bloody fangs. They are usually clad in decaying rags and give off a nauseating stench of scorched flesh and smoke. Given these traits and their awkward, jerky gait, charfiends might easily be mistaken for zombies or other forms of shambling corpse did they not move with deceptive speed. \n'b' Unholy Presence . A charfiend\xe2\x80\x99s stench and hideous presence defiles any holy place it enters until the spot is rededicated with the proper purification spells. In the early days of the Divine War, one of the titans created the charfiends precisely to spread such desecration, thereby leaving worshipers unable to communicate with their gods.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dreamwraith \n'b' Medium elemental (dream), chaotic neutral\n'b' STATS STR: 6 (-2) DEX: 16 (+3) CON: 14 (+2) INT: 14 (+2) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 13 Hit Points 130 (20d8 + 40) Speed fly 90 ft. (hover) Saving Throws Dexterity +5, Wisdom +6 Skills Deception +6, Insight +6, Perception +6, Stealth +5 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t silvered Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses dreamsight 120 ft., passive Perception 18 Languages dream telepathy 120 ft. Challenge 7 (2900 XP) \n'b' Special Traits \n'b' Dream Telepathy . Dreamwraiths can only speak to creatures capable of dreaming. These communications manifest as vivid dream or daydream images and sounds. \n'b' Dreamsight . Dreamwraiths can sense the presence of any creature capable of dreaming, even if undetectable by sight. \n'b' Dreamslip . With a touch, the dreamwraith may attempt to settle into a creature\xe2\x80\x99s dreams, feeding upon its psyche and secret emotions. If the target fails a DC 17 Wisdom saving throw, then the dreamwraith merges with it. The target immediately falls into a deep sleep that is full of vivid dreams. This sleep brings improved natural healing; the affected creature gains the benefit of a long rest after only 4 hours of sleep. Any attempts to awaken the affected creature have disadvantage. Elves and other creatures that do not sleep are immune to this effect. \n'b' Incorporeal Movement . The dreamwraith can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Merge with Illusion . A dreamwraith can merge with an illusion spell to increase its believability; anyone trying to disbelieve the illusion has disadvantage on their saving throws. For spells with extended durations, the dreamwraith will only affect it for a maximum of one day. \n'b' Actions \n'b' Psychic Drain . If the dreamwraith touches a creature then that creature must make a DC 17 Charisma saving through or take 36 (8d8) psychic damage. The target\xe2\x80\x99s hit point maximum is reduced by this amount until the target finishes a short or long rest . The target also has disadvantage on Charisma ability checks and saving throws until the hit point reduction is removed. If the target succeeds, then it takes half damage and no additional effects. \n'b' Tactics \n'b' Dreamwraiths shun direct attack, preferring to merge with targets via dreamslip and feed on their emotions. If pressed into combat, a dreamwraith uses its psychic drain. \n'b' Description \n'b' Dreamwraiths are the second most powerful group of elementals that serve the demigod of dreams. Whenever the demigod of dreams decides mortals have tread too deeply upon the sanctity of his realm of dreams and the dreamwracks caused by such an incursion are not sufficient penalty, the god dispatches dreamwraiths to hold slumbering mortals accountable for their deeds. Dreamwraiths may also bring mortals to the demigod of dreams for an audience. Usually, such mortals are the demigod of dreams\xe2\x80\x99 own priests or illusionists who have courted favor with the god. The demigod of dreams grants them prescient advice or tasks them with a mission on his behalf. \n'b' Creatures of Dreams . Like most other elementals that serve the demigod of dreams, dreamwraiths are not formed from the souls of deceased mortals, but rather from the stuff of dreams itself. They are the embodiment of dreams and nightmares, given form and sentience by the demigod. \n'b' When called to the physical plane, dreamwraiths take on a ghostly, slowly shifting form like a roiling fog. Ancient wizards were first to discover, call and bind dreamwraiths to their will, and illusionists still call upon these creatures to enhance their illusions.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dire Raccoon \n'b' Family: Animal \n'b' Small beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 17 (2d8+8) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 13 (+1) DEX: 17 (+3) CON: 18 (+4) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Dex +5 Skills Acrobatics +5, Athletics +3, Stealth +5 Senses passive Perception 11 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Low-light Vision . A dire raccoon can see twice as far in dim light as a human . \n'b' Compression . A dire raccoon does not suffer penalties for moving through a space one size smaller than itself. It may also move through spaces as low as to 1/4 its size but it suffers the normal squeezing penalties. \n'b' Sewer Plague . A dire raccoon\xe2\x80\x99s bite has a chance of spreading sewer plague. See the disease in the 5eSRD for details. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6+3) piercing damage. \n'b'\n'b' ABOUT \n'b' This animal is the size of a large dog with brownish-gray fur and a bushy tail. It has the tell-tale mask markings of a raccoon around its eyes. \n'b' Dire raccoons are just as vicious and opportunistic as their more mundane counterparts. They are best avoided if at all possible. \n'b' Companion \n'b' Armor Class 15 plus Caregiver\xe2\x80\x99s Proficiency Bonus (PB) (natural armor) Hit Points As above or 4x caregiver\xe2\x80\x99 s level Saving Throws Con +4 plus Proficiency Bonus (PB), Dex +3 plus Proficiency Bonus (PB) Skills Acrobatics +3 plus Proficiency Bonus (PB), Athletics +1 plus Proficiency Bonus (PB), Stealth +3 plus Proficiency Bonus (PB) Senses passive Perception 11 \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit plus Proficiency Bonus (PB), reach 5 ft., one target. Hit : 6 (1d6+3 plus Proficiency Bonus (PB)) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dredgenaut \n'b' Huge construct , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 207 (18d12 + 90) Speed 40 ft., burrow 50 ft.\n'b' STATS STR: 23 (+6) DEX: 16 (+3) CON: 20 (+5) INT: 3 (-4) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses truesight 120 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 14 (11,500 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The dredgenaut doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Innate Spellcasting . The dredgenaut\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 13). The dredgenaut can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 1/day each : arcane eye , hypnotic pattern , legend lore , locate object \n'b'\n'b' Temporal Trauma . When condensed, burned as fuel, and vented, evidence collected by a dredgenaut washes over a living creature as a wave of psychic trauma and a disruption to the flow of time itself. When the dredgenaut inflicts psychic damage on a creature, the creature ages 1 year for every 2 psychic damage taken (for instance, 10 years for 21 psychic damage taken). The aging effect can be reversed with a greater restoration spell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dredgenaut makes three attacks: one with its claw, one with its kick, and one with its chrono beam. Alternatively, it makes three chrono beam attacks, each against a different target. \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 21) if the dredgenaut isn\xe2\x80\x99t grappling another creature. \n'b' Kick . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 25 (3d12 + 6) bludgeoning damage. \n'b' Swallow . Melee Weapon Attack : +11 to hit, reach 5 ft., one creature the dredgenaut is grappling. Hit : 19 (3d8 + 6) piercing damage, the 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 dredgenaut, and it takes 28 (8d6) bludgeoning damage at the start of each of the dredgenaut\xe2\x80\x99s turns. If the dredgenaut takes 25 damage or more on a single turn from a swallowed creature, or if the dredgenaut dies, it regurgitates all swallowed creatures, which fall prone in a space within 5 feet of the dredgenaut. \n'b' Chrono Beam . Ranged Weapon Attack : +8 to hit, range 120 ft., one creature. Hit : 21 (6d6) psychic damage, and the target is subjected to the dredgenaut\xe2\x80\x99s Temporal Trauma trait. \n'b' Calamity Vent (Recharge 5-6) . The dredgenaut releases fiery, time-infused energy from vents all over its body. Each creature within 30 feet of the dredgenaut must make a DC 18 Dexterity saving throw. On a failure, the creature takes 21 (6d6) fire damage and 21 (6d6) psychic damage and is subjected to the dredgenaut\xe2\x80\x99s Temporal Trauma trait. On a success, the creature takes half as much damage and avoids Temporal Trauma. \n'b' Inexorable March . The dredgenaut moves up to its speed. Each time it tries to enter the space of a Large or smaller creature during this movement, that creature must make a DC 19 Constitution saving throw. On a failure, the creature takes 25 (3d12 + 6) bludgeoning damage and is forced prone , and the dredgenaut enters its space. On a successful save, the dredgenaut\xe2\x80\x99s turn ends. \n'b'\n'b' ABOUT \n'b' A dredgenaut is a powerful construct made of scrap metal and fueled by arcane toxic runoff. Powerful nations and private companies use dredgenauts to trawl for criminal evidence-either their enemies\xe2\x80\x99 or their own-in battlefields and ruined cities. To collect evidence, the dredgenaut picks up noteworthy items or creatures and drops them into the aperture on its face, swallowing them for later deposit. For reasons not entirely understood, dredgenauts are particularly prone to collecting supernatural or psychically resonant evidence that, when destroyed, can have dramatic aging effects on nearby living creatures. \n'b' Though its primary objective is to gather evidence, sometimes a dredgenaut must temporarily forego this mission in order to ensure its own safety. By reconfiguring various internal gears and tubes, the dredgenaut can funnel collected evidence from its storage compartments into its engine core, causing the engine to overheat as magic items, trapped spirits, and other occult phenomena break down in the construct\xe2\x80\x99s body. The dredgenaut can then release this excess energy either via a chrono beam from its face or by venting the energy from its body in a sudden burst. \n'b' The first dredgenaut was supposed to be the last. It was made by a desperate community whose corrupt leadership had long denied its people justice for some ancient crime. Yet, the leaders managed to steal the dredgenaut and use the powerful construct to track down its creators. The screams of these talented inventors could be heard for miles around.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drider \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 123 (13d10 + 52) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 18 (+4) INT: 13 (+1) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +9 Senses darkvision 120 ft., passive Perception 15 Languages Elvish, Undercommon Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Fey Ancestry : The drider has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put the drider to sleep. \n'b' Innate Spellcasting : The drider\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components: \n'b' At will : dancing lights \n'b' 1/day each : darkness , faerie fire \n'b' Spider Climb : The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Sunlight Sensitivity : While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. \n'b' Web Walker : The drider ignores movement restrictions caused by webbing. \n'b' Actions \n'b' Multiattack : The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack. \n'b' Bite : Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 2 (1d4) piercing damage plus 9 (2d8) poison damage. \n'b' Longsword : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. \n'b' Longbow : Ranged Weapon Attack : +6 to hit, range 150/600 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage. \n'b' About \n'b' Created from the body of a drow, warped and mutated through special poisons and elixirs to take on the characteristics of a giant spider, the drider is a dangerous creature.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drider-Goblin \n'b' Family: Drider-Goblin \n'b' Medium monstrosity , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 67 (9d8 + 27) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 16 (+3) INT: 12 (+1) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Senses darkvision 60 ft., passive Perception 13 Languages Goblin, Undercommon Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Nimble Escape . The drider \xe2\x80\x93 goblin can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Spider Climb . The drider \xe2\x80\x93 goblin can climb difficult surfaces, including hanging upside-down on ceilings, without needing to make an ability check. \n'b' Sunlight Sensitivity . While in sunlight, the drider \xe2\x80\x93 goblin has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Web Walker . The drider \xe2\x80\x93 goblin ignores movement restrictions caused by webbing. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The drider \xe2\x80\x93 goblin makes one Bite attack and one Mace attack . \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage, plus 9 (2d8) poison damage. \n'b' Mace . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' Javelin . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack . \n'b'\n'b' ABOUT \n'b' The mind recoils at the thought of the upper body of a beady-eyed goblin affixed at the midsection to a horrific, hairy spider. But the unnatural drider-goblins are indeed nightmares brought to life, although how they are created is a mystery. They live in the dark crevices and subterranean spaces of the world, where they can be found serving true driders or leading tribes of normal goblins. One in a dozen drider-goblins is imbued with dark powers of the arcane and is capable of wielding magical spells. More intelligent and cunning than their common drider-goblin kin, they are seen as leaders among other drider-goblins and are sometimes revered as holy or divine among common goblin tribes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drider-Goblin Spellcaster \n'b' Family: Drider-Goblin \n'b' Medium monstrosity , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 97 (13d8 + 39) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 16 (+3) INT: 12 (+1) WIS: 13 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Languages Goblin, Undercommon Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Nimble Escape . The drider \xe2\x80\x93 goblin can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Spellcasting . The drider \xe2\x80\x93 goblin spellcaster is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has the following sorcerer spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : acid splash , chill touch , mending , prestidigitation , shocking grasp \n'b' 1st level (4 slots) : detect magic , false life , magic missile \n'b' 2nd level (3 slots) : blindness/deafness , web \n'b' 3rd level (2 slots) : dispel magic \n'b'\n'b' Spider Climb . The drider \xe2\x80\x93 goblin can climb difficult surfaces, including hanging upside-down on ceilings, without needing to make an ability check. \n'b' Sunlight Sensitivity . While in sunlight, the drider \xe2\x80\x93 goblin has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Web Walker . The drider \xe2\x80\x93 goblin ignores movement restrictions caused by webbing. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The drider \xe2\x80\x93 goblin makes one Bite attack and one Mace attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage, plus 9 (2d8) poison damage. \n'b' Mace . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' Javelin . Melee or Ranged Weapon Attack : +5 to hi, reach 5 ft. or range 30/120 ft., one target. Hit : 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack . \n'b'\n'b' ABOUT \n'b' The mind recoils at the thought of the upper body of a beady-eyed goblin affixed at the midsection to a horrific, hairy spider. But the unnatural drider-goblins are indeed nightmares brought to life, although how they are created is a mystery. They live in the dark crevices and subterranean spaces of the world, where they can be found serving true driders or leading tribes of normal goblins. One in a dozen drider-goblins is imbued with dark powers of the arcane and is capable of wielding magical spells. More intelligent and cunning than their common drider-goblin kin, they are seen as leaders among other drider-goblins and are sometimes revered as holy or divine among common goblin tribes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Droth \n'b' Huge aberration (shoth), lawful neutral \n'b' Armor Class 16 (natural armor) Hit Points 230 (20d12 + 100) Speed 20 ft., climb 10 ft.\n'b' STATS STR: 18 (+4) DEX: 9 (-1) CON: 20 (+5) INT: 14 (+2) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +9, Wisdom +7, Charisma +9 Skills Perception +7 Damage Resistances cold, fire Damage Immunities acid Senses blindsight 60 ft., passive Perception 17 Languages all, telepathy 100 ft. Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Absorbent (3/day) . When the droth damages a creature, it absorbs a portion of that creature\xe2\x80\x99s knowledge and power. As a bonus action , it can recreate any action available to a creature it damaged within the last minute. This includes spells and actions with limited uses or with a recharge. This recreated action is resolved using the droth\xe2\x80\x99s statistics where applicable. \n'b' Amorphous . The droth, including its equipment, can move through a space as narrow as 1 inch wide without squeezing. \n'b' Soothing Aura . Any creature hostile to the droth that starts its turn within 20 feet of the droth must succeed on a DC 17 Wisdom saving throw or have disadvantage on all attack rolls until the end of its next turn. Creatures with Intelligence 3 or lower automatically fail the saving throw. \n'b' Actions \n'b' Multiattack . The droth makes two oozing crush attacks. \n'b' Oozing Crush . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 30 (4d12 + 4) bludgeoning damage and 7 (2d6) acid damage. \n'b' Merge . A shoth with less than half its maximum hp can merge with any other shoth creature within 10 feet, adding its remaining hp to that creature\xe2\x80\x99s. The hp gained this way can exceed the normal maximum of that creature. A shoth can accept one such merger every 24 hours. \n'b' Acid Wave (Recharge 5-6) . The droth rises up and crashes down, releasing a 20-foot-radius wave of acidic ooze. Each creature in the area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 45 (10d8) acid damage and is knocked prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t knocked prone . \n'b' About \n'b' Oth who live for centuries eventually transform into droth. \n'b' These huge, undulating piles of ooze travel from world to world, creating the zolvs wherever they are needed. Droth have a calming effect on living creatures, and their rippling surface is not unlike a great body of water. Droth have a different sense of time than other shoth and communicating simple messages with them can take days or weeks. Droth are revered by the sooze and the oth, as they resemble Shoth itself. Droth, in turn, bolster the abilities of the lesser shoth. \n'b' Made From Their Bodies . The dissolving pools (zolvs) of the shoth are made from a portion of a droth. A droth who has recently created a zolv remains weakened (maximum hp halved)) for several days. For this reason, the droth are heavily guarded during and after the zolv production process. \n'b' The Shoth \n'b' Be at peace, lose your bones, be one with the shoth. \n'b' The shoth are an aberrant race of oozing humanoids from outside the known planes. Their leader, and namesake, is a creature with god-like powers whose gelatinous body floats like a star in a distant galaxy. The shoth have no home world; instead, they wander the universe inside massive oozing vessels capable of interplanar travel. The largest of these vessels, the Dripping Palace, contains an avatar of Shoth itself. \n'b' The singular purpose of all the shoth is to dissolve willing, sentient life in great bubbling pools called zolvs. Far from being war-like and dominating, the shoth instead form close relationships with creatures, assisting those creatures in whatever way they can. \n'b' The shoth provide assistance, wisdom, riches, and guidance until the object of their attention accepts the greatest offer the shoth can make-absolute co-mingling. In this way, the shoth increase both their knowledge and their numbers. They have been known to work for a millennia or more before making the offer of the zolv. \n'b' The process of dissolving oneself in a zolv is not painful or unpleasant. The creature wades into the thick protein bath and is flooded with calm and peaceful emotions. Slowly, the creature submerges itself, and its body is dissolved, rising again as a vaguely-humanoid ooze. \n'b' The shoth follow a strict code of laws recorded in magical spheres called zoms. Each shoth carries its own zom, to which it telepathically refers often. Only the shoth can fully understand the zom\xe2\x80\x99s sigils and sounds, though magic such as the comprehend languages spell gives the caster some measure of understanding. The laws of Shoth are actually the collected wisdom of all the disparate sentient species who have been dissolved over the aeons. \n'b' The shoth divide themselves into different castes according to their age. Newly dissolved shoth are called soozes, while shoth who have persisted a century or more earn the title oth. \n'b' These elders serve as generals in the shoth armies or as scholarly wizards who pursue magical knowledge to add to the collective. \n'b' The few who live for 500 years or more become droths. These massive piles of ooze no longer appear humanoid, instead looking like smaller versions of Shoth itself. Droths are required for the creation of zolvs and, therefore, are usually the last to arrive to a world. \n'b' Trustworthy . The shoth are true to their word. They are interested in gaining the trust of others and do not employ trickery, deception, or intimidation to obtain it. Once the shoth have targeted a creature or group for dissolution, they are true friends and allies. \n'b' Never by Force . Though the shoth have many laws recorded in the zoms, the overarching law states that creatures must agree to be dissolved without force or coercion. The zolv is the last step in the relationship, and it is never offered before the shoth are confident the creature will accept.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drow Duelist \n'b' Family: Drow \n'b' Medium humanoid (drow), any \n'b' Armor Class 16 (studded leather) Hit Points 97 (15d8 + 30); Wound Threshold 25 Speed 30 ft. \n'b'\n'b' FOR \n'b' DEX \n'b' CON \n'b' INT \n'b' SAG \n'b' CHA \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +4, Dex +7, Int +4 Skills Acrobatics +7, Perception +3, Stealth +7 Senses darkvision 120 ft., passive Perception 13 Languages Drow, Elvish, Undercommon and any one language Challenge 5 (1 800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fey Ancestry . The two-bladed drow duelist has advantage on saving throws against being charmed, and magic can\xe2\x80\x99t put the drow to sleep. \n'b' Innate Spellcasting . The two-bladed drow duelist\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : dancing lights \n'b' 1/day each : darkness, feather fall \n'b'\n'b' Sunlight Sensitivity . While in sunlight, the two-bladed drow duelist has disadvantage on attack rolls, as well as on Wisdom (Perception, Survival) checks that rely on sight. \n'b' Whirling Blades . When the two-bladed drow duelist hits with two weapon attacks in the same turn, the damage of all its following weapon attacks is doubled until the start of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The two-bladed drow duelist makes three shortsword attacks. \n'b' Shortsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Light Crossbow . Ranged Weapon Attack : +7 to hit, range 80/320 ft., one target. Hit : 8 (1d8 + 4) piercing damage, and the target must make DC 13 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'\n'b' BONUS ACTIONS \n'b'\n'b' Cunning Action . The two-bladed drow duelist can use a bonus action to take the Dash, Disengage, or Hide action. \n'b' Main Gauche . If the two-bladed drow duelist has unsheathed a second shortsword, it can make an additional shortsword attack. \n'b'\n'b' ABOUT \n'b' Drow mercenaries are known for their proficiency underground as well as on the surface, especially at night.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drow Guard \n'b' Family: Drow \n'b' Medium humanoid (drow), any \n'b' Armor Class 15 (chain shirt) Hit Points 13 (3d8); Wound Threshold 4 Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 10 (+0) INT: 11 (+0) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 Senses darkvision 120 ft., passive Perception 12 Languages Drow, Elvish, Undercommon and any one language Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fey Ancestry . The drow guard has advantage on saving throws against being charmed, and magic can\xe2\x80\x99t put the drow to sleep. \n'b' Innate Spellcasting . The drow guard\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : dancing lights \n'b' 1/day each : faerie fire \n'b'\n'b' Sunlight Sensitivity . While in sunlight, the drow guard has disadvantage on attack rolls, as well as on Wisdom (Perception, Survival) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Hand Crossbow . Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit : 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. \n'b'\n'b' ABOUT \n'b' Drow are the subterranean cousins of surface elves. Their appearance is well known thanks to the many tales of adventure told by the Drakenbergen bards. \n'b' The population has there learned to fear these stately, obsidian-skinned, pale-haired fighters. The zanrolem of the Spider Mother was born under the Drakenbergen and its history has been one of conquests, merciless struggles, and the kidnapping of many surface dwellers. To a lesser extent, assaults on the villages and travelers of the region have also contributed to the bad reputation of the drow. Today, the practice of slavery is in sharp decline. It is only prominent in the most traditional cities, having been abolished or sharply reduced everywhere else. Other zanrolemi compete with the Mother Spider, influencing drow practices. \n'b' With martial training and basic equipment, drow guards are responsible for routine missions, including surveillance. \n'b' They are skilled soldiers, accustomed to following orders. In case of a crisis, they call in reinforcements rather than unnecessarily risk their lives.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drow Negotiator \n'b' Family: Drow \n'b' Medium humanoid (drow), any \n'b' Armor Class 15 (chain shirt) Hit Points 44 (8d8 + 8); Wound Threshold 11 Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 12 (+1) INT: 14 (+2) WIS: 10 (+0) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +4, Cha +5 Skills Deception +5, History +4, Insight* +4, Intimidation +5, Perception +2, Persuasion* +7 Tools any one musical instrument and any two types of tools Senses darkvision 120 ft., passive Perception 12 Languages Drow, Elvish, Undercommon and any four languages Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fey Ancestry . The drow negotiator has advantage on saving throws against being charmed, and magic can\xe2\x80\x99t put the drow to sleep. \n'b' Innate Spellcasting . The drow negotiator\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : message \n'b' 1/day each : alter self, charm person (for 24 hours), disguise self \n'b'\n'b' Succubus Perfume . The drow negotiator wears a succubus perfume amulet. \n'b' Sunlight Sensitivity . While in sunlight, the drow negotiator has disadvantage on attack rolls, as well as on Wisdom (Perception, Survival) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The drow negotiator makes two melee attacks. \n'b' Rapier . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Parry . The drow negotiator adds +2 to its AC against one melee attack that would hit it. To do so, the drow negotiator must see the attacker and be wielding a melee weapon. \n'b'\n'b' ABOUT \n'b' Negotiators can undertake all manner of diplomatic or espionage operations in the field, from prestigious noble courts to isolated, backwater settlements. As experienced duelists, spinning blades and words with skill, they are well equipped to defend themselves with both weapon and wit. They can act independently or coordinate an expedition, but they are also appreciated as distinguished bodyguards.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Charlatan \n'b' Medium humanoid (any race), neutral evil \n'b' Armor Class 13 Hit Points 39 (6d8 + 12) Speed 30 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Perception +6, Performance +5, Persuasion +5, Sleight of Hand +5, Stealth +5 Senses passive Perception 16 Languages Common and two others Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Cunning Action . On each of its turns, the charlatan can use a bonus action to take the Dash , Disengage , or Hide action. \n'b' False Identity . The charlatan can spend seven days and 25gp to establish the history, profession, and affiliations for an identity. It can\xe2\x80\x99t establish an identity that belongs to anyone else. Thereafter, if the charlatan adopts the new identity as a disguise, other creatures believe it to be the person until given an obvious reason not to. \n'b' Fast Hands . The charlatan can use a bonus action granted by its Cunning Action to make a Dexterity ( Sleight of Hand ) check, use its thieves\xe2\x80\x99 tools to disarm a trap or open a lock, or take the Use an Object action. \n'b' Sneak Attack (1/turn) . The charlatan deals an extra 10 (3d6) 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 of the charlatan that isn\xe2\x80\x99t incapacitated and the charlatan doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Spellcasting . The charlatan is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13). It can cast the following spells:\n'b'\n'b' Cantrips (at will) : friends, prestidigitation , vicious mockery \n'b' 1st level (4 slots) : charm person , comprehend languages , darkness , illusory script \n'b' 2nd level (3 slots) : calm emotions , detect thoughts , knock \n'b'\n'b' Tools of the Trade . The charlatan is always equipped with a disguise kit and thieves\xe2\x80\x99 tools. \n'b' Actions \n'b' Multiattack . The charlatan makes two attacks. \n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage. \n'b' About \n'b' Charlatans are very charming and can talk most individuals into one of their many schemes. A great number of people get taken advantage by these rascals. The charlatans have the ability to take on an entirely new identity to fool anyone. They will create elaborate stories and swindle whoever they can. Some of them have robbed nobles of thousands of gold pieces. \n'b' Charming Creatures . Whether or not folks find them attractive, people are drawn to their magnetic personalities. They have a way of saying what people want to hear. \n'b' On the Move . Most charlatans don\xe2\x80\x99t stay in one place for too long. They prefer to move on to a new settlement before anyone catches onto to their illegal activities.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drow Protector \n'b' Family: Drow \n'b' Medium humanoid (drow), any \n'b' Armor Class 21 (plate +1, shield) Hit Points 153 (18d8 + 72); Wound Threshold 39 Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 19 (+4) INT: 12 (+1) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +8, Cha +6 Skills Athletics +8, Insight +6, Intimidation +6, Perception +6, Persuasion +6 Senses darkvision 120 ft., passive Perception 16 Languages Drow, Elvish, Goblin, Undercommon and any one language Challenge 12 (8 400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brute . A melee weapon deals one extra die of its damage when the drow protector hits with it (included in the attack). \n'b' Fey Ancestry . The drow protector has advantage on saving throws against being charmed, and magic can\xe2\x80\x99t put the drow to sleep. \n'b' Innate Spellcasting . The drow protector\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : spare the dying \n'b' 1/day each : faerie fire, silence \n'b' Sunlight Sensitivity . While in sunlight, the drow protector has disadvantage on attack rolls, as well as on Wisdom (Perception, Survival) checks that rely on sight. \n'b' Swift . The drow protector can take two reactions per round. \n'b' Unwavering . The drow protector has advantage on saving throws against being charmed or frightened. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The drow protector makes three melee attacks or two ranged attacks. \n'b' Longsword +2 . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) slashing damage. \n'b' Composite Bow +1 . Ranged Weapon Attack : +7 to hit, range 160/500 ft., one target. Hit : 9 (1d8 + 5) piercing damage, and the target must make a DC 15 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'\n'b' REACTIONS \n'b'\n'b' Protection . When a creature the drow protector can see attacks a target that is within 5 feet of it, the drow protector can use its reaction to impose disadvantage on the attack roll. The drow protector must be wielding a shield.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drow Warmaster \n'b' Family: Drow \n'b' Medium humanoid (drow), any \n'b' Armor Class 19 (studded leather armor +2) Hit Points 178 (21d8 + 84); Wound Threshold 45 Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 20 (+5) CON: 18 (+4) INT: 17 (+3) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +10, Int +8, Cha +8 Skills Acrobatics +10, Athletics +7, Insight +6, Intimidation +8, Perception* +11, Persuasion +8, Stealth +10 Senses darkvision 120 ft., passive Perception 21 Languages Drow, Elvish, Goblin, Undercommon and any one language Challenge 16 (15 000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Evasion . When the drow warmaster sicarius is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the drow warmaster sicarius instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Fey Ancestry . The drow warmaster sicarius has advantage on saving throws against being charmed, and magic can\xe2\x80\x99t put the drow to sleep. \n'b' Innate Spellcasting . The drow warmaster sicarius\xe2\x80\x99 innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : message \n'b' 1/day each : darkness, faerie fire \n'b' Sneak Attack (1/Turn) . The drow warmaster sicarius deals an extra 28 (8d6) damage when it hits a target with a weapon attack if it has advantage on the attack roll. It doesn\xe2\x80\x99t need advantage on the attack roll if one of its allies is within 5 feet of the target, that ally isn\xe2\x80\x99t incapacitated, and the drow warmaster sicarius doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Sunlight Sensitivity . While in sunlight, the drow warmaster sicarius has disadvantage on attack rolls, as well as on Wisdom (Perception, Survival) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The drow warmaster sicarius makes two rapier attacks or two composite bow attacks. \n'b' Rapier +3 . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 12 (1d8 + 8) piercing damage. \n'b' Dagger +1 . Melee or Ranged Weapon Attack : +11 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 8 (1d4 + 6) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Composite Bow . Ranged Weapon Attack : +10 to hit, range 160/500 ft., one target. Hit : 9 (1d8 + 5) piercing damage, and the target must make a DC 17 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'\n'b' BONUS ACTIONS \n'b'\n'b' Cunning Action . The drow warmaster sicarius can use a bonus action to take the Dash, Disengage, or Hide action. \n'b' Main Gauche . If the drow warmaster sicarius has unsheathed a dagger, it can make an additional dagger +1 attack. \n'b'\n'b' REACTIONS \n'b'\n'b' Second Wind (Recharge 4-6) . The drow warmaster sicarius rerolls a saving throw it has failed. It must use the new roll. \n'b' Uncanny Dodge . When an opponent that the drow warmaster sicarius can see hits it with an attack, it can use its reaction to halve the attack\xe2\x80\x99s damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dog \n'b' Family: Animal \n'b' Small beast , unaligned \n'b' Armor Class 12 \n'b' Hit Points 3 (1d6) \n'b' Speed 40 ft.\n'b' STATS STR: 9 (-1) 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' Skills Perception +3 \n'b' Senses passive Perception 13 \n'b' Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The dog has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +1 to hit, reach 5 ft., one target. Hit : (1d4 \xe2\x80\x93 1) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drow, Slaver Lord \n'b' Family: Drow \n'b' Medium humanoid (elf), neutral evil \n'b' Armor Class 14 (17 with mage armor ) Hit Points 49 (11d8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 11 (+0) INT: 18 (+4) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +5 Skills Arcana +7, Deception +8, Perception +5, Stealth +10 Senses darkvision 120 ft., passive Perception 15 Languages Elvish, Undercommon Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fey Ancestry . The drow has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put the drow to sleep . \n'b' Innate Spellcasting . The drow\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : dancing lights \n'b' 1/day each : darkness , faerie fire , levitate (self only) \n'b'\n'b' Spellcasting . The drow is a 10th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The drow has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : firebolt, mage hand , minor illusion \n'b' 1st level (4 slots) : mage armor , magic missile , shield \n'b' 2nd level (3 slots) : misty step , web \n'b' 3rd level (3 slots) : fireball , fly \n'b' 4th level (3 slots) : black tentacles , greater invisibility \n'b' 5th level (2 slots) : cloudkill \n'b'\n'b' Sunlight Sensitivity . While in sunlight, the drow has disadvantage on attack rolls as well as on Wisdom ( Perception ) ability checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Staff . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d8) bludgeoning damage plus 3 (1d6) poison damage. \n'b' Summon Demon (1/Day) . The drow summons a quasit, which appears in an unoccupied space within 60 feet. The quasit acts as an ally of the drow and remains for 10 minutes or until it or the drow dies. The drow can dismiss the quasit as an action.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drow, Slaver \n'b' Medium humanoid (elf), neutral evil \n'b' Armor Class 18 (studded leather, shield) \n'b' Hit Points 65 (10d8 + 20) \n'b' Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 19 (+4) CON: 15 (+2) INT: 12 (+1) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +5, Wis +4 \n'b' Skills Perception +4, Stealth +10 \n'b' Senses darkvision 120 ft., passive Perception 14 \n'b' Languages Elvish, Undercommon \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fey Ancestry . The drow has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put the drow to sleep . \n'b' Innate Spellcasting . The drow\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : dancing lights \n'b' 1/day each : darkness , faerie fire , levitate (self only) \n'b'\n'b' Sunlight Sensitivity . While in sunlight, the drow has disadvantage on attack rolls as well as on Wisdom ( Perception ) ability checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The drow makes two Rapier attacks. \n'b' Hand Crossbow . Ranged Weapon Attack : +7 to hit, range 30/120 ft., one target. Hit : 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature uses its action to shake the target awake. \n'b' Rapier . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage plus 10 (3d6) poison damage. \n'b' Web Cannon (1/Day) . The drow fires a ball of concentrated webbing from his hand crossbow, targeting a point he can see within 30 feet. On impact, it creates a Spider\xe2\x80\x99s Trap hazard that occupies a 10-foot-by-10-foot square centered on the chosen point, detailed in the \xe2\x80\x9cTerrain\xe2\x80\x9d section. \n'b'\n'b' REACTIONS \n'b'\n'b' Parry . The drow adds 3 to his AC against one melee attack that would hit him. To do so, the drow must see the attacker and be wielding a melee weapon.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drowned Maiden \n'b' Medium undead , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 90 (20d8) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 10 (+0) INT: 10 (+0) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Cha +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' ACTIONS \n'b'\n'b' Multiattack . The drowned maiden makes three Hair attacks. She can replace one attack with a use of Draining Kiss. \n'b' Hair . Melee Weapon Attack : +6 to hit, reach 20 ft., one target. Hit : 12 (2d8 + 3) slashing damage, and the target is grappled (escape DC 16) if it is a Large or smaller creature. She can grapple up to three creatures at a time. The hair holding a creature can be attacked and destroyed (AC 15; 15 hp ; immunity to necrotic, poison, and psychic damage). \n'b' Draining Kiss . One creature within 5 feet of the maiden and that she is grappling must make a DC 15 Charisma saving throw. On a failure, the target takes 10 (3d6) psychic damage, and its Strength is reduced by 1d6. On a success, the target takes half the damage, and its Strength isn\xe2\x80\x99t reduced. This reduction lasts until the target finishes a long rest. The target dies if its Strength is reduced to 0. \n'b' Illusory Appearance . The maiden covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and Humanoid shape. The illusion ends if the maiden takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 15 Intelligence ( Investigation ) check to discern that the maiden is disguised. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Reel . The drowned maiden pulls each creature grappled by her up to 15 feet straight toward her. \n'b'\n'b' ABOUT \n'b' A drowned woman floating in the water, her long hair drifting around her, suddenly rises! Her hair strikes out like dozens of watery snakes. \n'b' Raging Romantics . Drowned maidens are piteous, but terrifying, undead. They are created when a woman dies in water due to a doomed romance, often from unrequited love or drowned by a philandering partner. Either way, the drowned maiden awakens from death, seeking vengeance. Even as she dishes out retribution, a drowned maiden anguishes over her tragic fate. \n'b' Beckoning for Help . The maiden lurks in the silent depths where she died\xe2\x80\x94usually deserted docks, bridges, or coastal cliffs. She waits to pull the living to the same watery grave in which she is now condemned. Using her ability to disguise herself as a living person, she silently beckons victims from afar, acting as if in danger of drowning. When a victim is within range, the maiden uses her hair to pull her victim close enough to drain its strength with a magical kiss. Victims soon weaken and drown. \n'b' The victim\xe2\x80\x99s final vision is the drowned maiden\xe2\x80\x99s tearful lament over the loss of life. \n'b' Death to Betrayers . Desperate individuals may bargain with drowned maidens. Sometimes maidens release pleading victims who promise to return to her lair with the person who caused the maiden\xe2\x80\x99s death. Embracing and drowning her betrayer releases the maiden from undeath.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drt All Terrain Sentinel \n'b' Huge construct , unaligned \n'b' Armor Class 18 \n'b' Hit Points 248 (16d20 +80) \n'b' Speed 30 ft, fly 50 ft.\n'b' STATS STR: 24 (+7) DEX: 17 (+3) CON: 21 (+5) INT: 11 (+0) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +12, Con +10 \n'b' Skills Perception +5 \n'b' Damage Resistances piercing, slashing, and bludgeoning from nonmagical weapons that aren\xe2\x80\x99t coated in adamantine \n'b' Damage Immunities poison, psychic, \n'b' Condition Immunities poisoned , frightened , petrified , restrained , incapacitated , stunned , prone , shocked, blinded , charmed , diseased \n'b' Senses bioscanner 120 ft. passive Perception 15 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Adamantine Plating . The sentinel\xe2\x80\x99s body is composed of adamantine plating. This grants immunity to all damage unless it takes at least 15 points of damage or more, in which case it takes damage as normal. Any damage that fails to meet or exceed this damage threshold is considered superficial and doesn\xe2\x80\x99t reduce the sentinel\xe2\x80\x99s hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sentinel can make four attacks: one with its tesla cannon volley and three with its repeating blasters. Or it makes four slam attacks. \n'b' Slam . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 24 (3d10 + 7) bludgeoning damage. If the target is a creature it must succeed on a DC 17 Strength saving throw or be knocked prone . \n'b' Tesla Cannon Volley . The sentinel chooses a point within 300 feet and releases a barrage of tesla cannon fire in a 20-foot-cube centered on that point Each creature within the area must succeed on a DC 17 Dexterity saving throw, taking 33 (6d10) radiant damage on a failed save, or half as much damage on a successful one. \n'b' Repeating Blasters . Ranged Weapon Attack : +8 to hit, range 150/300 ft., one target. Hit : 19 (3d10 +3) radiant damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The sentinel can take 2 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 sentinel regains spent legendary actions at the start of their turn. \n'b'\n'b' Attack . The sentinel can make a single attack with its repeating blasters or its slam. \n'b' Aimed Shot . The next ranged attack the sentinel makes before the end of its next turn ignores half and threequarters cover .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drt Trooper \n'b' Medium construct , neutral \n'b' Armor Class 17 \n'b' Hit Points 58 (9d8 +18) \n'b' Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 10 (+0) INT: 7 (-2) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Perception +2 \n'b' Damage Immunities poison \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages Terran \n'b' Challenge 3 (700 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The trooper makes two melee or ranged attacks . \n'b' Buttstroke . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. \n'b' Blaster Rifle . Ranged Weapon Attack : +4 to hit, range 60/120 ft., one target. Hit : 8 (2d6+2) radiant damage. \n'b' Knockout Gas (Recharge 4-6) . The trooper releases a blast of sleep gas from a shoulder mounted cannon in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage, or someone uses an action to wake it. \n'b'\n'b' ABOUT \n'b' The DRT Trooper is the common foot soldier for the Deviant Response Team. The automatons have a shared server-side memory bank. This allows them each to quickly share knowledge gained while out in the field. This allows them to gather information on events and allow them to quickly cross reference the deviants and citizens in a location with previous data sets. The data is then used to extrapolate deviants engaging in illegal activities, allowing them to make authorized arrests. While they carry built in blasters and can deliver a punch that can bring a brute to their knees. These are just defensive capabilities. Their primary function of capturing unlawful deviants comes from their knockout gas. Rendering their targets unconscious without harming them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drudge Pitcher \n'b' Huge plant , unaligned \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 168 (16d12 + 64) \n'b' Speed 20 ft., climb 20 ft.\n'b' STATS STR: 20 (+5) DEX: 8 (\xe2\x80\x931) CON: 18 (+4) INT: 5 (\xe2\x80\x933) WIS: 10 (+0) CHA: 3 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire \n'b' Damage Resistances bludgeoning, piercing \n'b' Damage Immunities necrotic \n'b' Condition Immunities blinded , deafened , exhaustion \n'b' Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 10 (5,900 XP) \n'b' Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Undead Creator . When a creature dies while trapped inside a drudge pitcher\xe2\x80\x99s pitcher, the drudge pitcher regains 11 (2d10) hp , and the corpse of the creature rises as a zombie. This works like the animate dead spell, except the zombie stays under the drudge pitcher\xe2\x80\x99s control for 1d4 days. At the end of this duration or when the drudge pitcher is destroyed, the corpse melts into a puddle of necrotic slime. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The drudge pitcher makes five Vine Slam attacks. It can make one Pitcher Swallow attack in place of two Vine Slam attacks. \n'b' Vine Slam . Melee Weapon Attack : +9 to hit, reach 15 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. \n'b' Pitcher Swallow . Melee Weapon Attack : +9 to hit, reach 15 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be scooped up into the pitcher. A creature scooped up into a pitcher is blinded and restrained , it has total cover against attacks and other effects outside the pitcher, and it takes 10 (3d6) necrotic damage at the start of each of the drudge pitcher\xe2\x80\x99s turns. The drudge pitcher has four pitchers, each of which can have only one creature scooped up at a time. If the drudge pitcher takes 30 damage or more on a single turn from a creature inside one of its pitchers, the drudge pitcher must succeed on a DC 14 Constitution saving throw at the end of that turn or spill that creature out of the pitcher. The creature falls prone in a space within 5 feet of the drudge pitcher. If the drudge pitcher dies, a creature scooped up in a pitcher is no longer restrained by it and can escape from the pitcher using 15 feet of movement. \n'b'\n'b' ABOUT \n'b' A massive bundle of leaves and vines rises from the foliage. Jarlike containers with tops that flip open hang from the ends of several thick vines. The scent of rotten eggs wafts up from inside the containers. As the giant plant swings one of these jar-tipped vines, a zombie with melted skin tumbles out. \n'b' Necrotic Origins . Feared denizens from deep within the thickest jungles, these massive and dangerous plants sprout up when dark magic is used to raise the dead. Jungle dwellers believe the plant comes from an evil shaman who cursed the land with her dying breath. The shaman\xe2\x80\x99s necromantic magic pulsed into the plants and the first drudge pitcher began to grow. \n'b' Undead Maker . Drudge pitchers use their jar-like appendages to scoop up their prey, where the poor captives are then twisted by a necrotic slime that fills the pitchers. The creature\xe2\x80\x99s skin is melted away and absorbed as nourishment for the drudge pitcher. The creature\xe2\x80\x99s body is then re-animated from the same necrotic slime that slew it, becoming a mindless undead creature that roams the jungles. \n'b' Viscous Reagent . The slime found in the pitchers of drudge pitchers can enhance any undead created by a potion or spell that uses the slime as a component. Few seekers survive drudge pitchers long enough to confirm this rumor, but many alchemists, wizards, and their agents visit the jungles to collect this necrotic slime.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dry Shaman \n'b' Family: Dry \n'b' Medium humanoid , neutral evil \n'b' Armor Class 13 (hide armor) Hit Points 45 (6d8 + 18) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 12 (+1) CON: 16 (+3) INT: 10 (+0) WIS: 17 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances poison Condition Immunities poisoned Skills Perception +5, Medicine +5, Religion +2, Stealth +3 Senses darkvision 120 ft., passive Perception 15 Languages Common Challenge 2 (450 XP) \n'b' Special Traits \n'b' Multiattack : The dry shaman makes two poisoned dagger attacks. \n'b' Desert Camouflage : The dry have advantage on Dexterity ( Stealth ) checks made to hide in desert terrain. \n'b' Spellcasting : dry are 6th-level spellcasters. Their spellcasting ability is Wisdom (save DC 13, +5 to hit with spell attacks). The dry have the following cleric spells prepared:\n'b'\n'b' Cantrips (at will) : mending , poison spray, spare the dying, thaumaturgy \n'b' 1st level (4 slots) : bane , create or destroy water , cure wounds , shield of faith \n'b' 2nd level (3 slots) : hold person , prayer of healing , spiritual weapon \n'b' 3rd level (3 slots) : bestow curse , speak with dead , stinking cloud \n'b'\n'b' Poisoned Dagger : Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 2 (1d4) piercing damage plus 7 (3d4) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. \n'b' About \n'b' A desert-dwelling people, the dry are desiccated and withered, with leathery skin stretched across gaunt frames. When they have hair, it is thin and wispy, and their voices are raspy. Emerging only at night, the dry capture any who are foolish enough to be caught in their territory and sacrifice these prisoners in dark rituals. When they capture people wandering the desert, the dry carve accounts of the murder into their victims\xe2\x80\x99 flesh and then ritualistically sacrifice the captives, forcing the deceased ones\xe2\x80\x99 souls to deliver the reminders to the underworld.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Charon Fiend \n'b' Large monstrosity , lawful evil \n'b' Armor Class 14 (natural armor) Hit Points 56 (8d10+12) Speed 50 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 16 (+3) INT: 6 (-2) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Mating Pairs . Mating charon fiends are even more disagreeable than normal, for both beasts suffer from multiple snakebites, as well as the violence of the pairing. While mating, two charon fiends will temporarily share territory. During this time, they dig or occupy a den. The male leaves as soon as the female is with pup. A litter of 1-4 pups is common, but the female always eats all but the strongest of them. The remaining pup matures extraordinarily quickly and leaves its mother at about 1 year of age. Two fiends may spend several years paired up, as producing young is extremely difficult for them. \n'b' Camouflage . The creature naturally blends into its environment, much like a chameleon. The charon fiend has advantage on all Dexterity ( Stealth ) checks. \n'b' Keen Smell . The charon fiend\xe2\x80\x99s superior sense of smell gives it advantage on all Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The charon fiend makes two attacks: one with its bite and one with its claws. If it has a creature grappled with its bite, it instead automatically hits with its bite and makes an attack with its mane of snakes. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target Hit : 7 (1d8+3) piercing damage. The target must succeed on a DC 14 Strength saving throw or be grappled . \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6+3) slashing damage. \n'b' Snakes . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6+3) piercing damage plus 3 (1d6) poison damage. The target must succeed on a DC 14 Constitution saving throw or suffer an additional 7 (2d6) poison damage and gains the poisoned condition. The charon fiend is a thin, bony creature with a broad head, shrouded in a wild, writhing mane of snakes. Their yellowed, largely hairless skin, stretches over tawny muscle except upon the beast\xe2\x80\x99s long back, where bony plates protrude from its spine. These plates continue down the creature\xe2\x80\x99s thin tail, ending just beyond the buttocks. Its legs appear ungainly but possess triple joints, braced by wide feet with huge claws, designed more for ripping and gouging than cutting. But of all the beast\xe2\x80\x99s strange features, the mane is by far the most unworldly. This is because the mane consists of living snakes, not unlike a medusa\xe2\x80\x99s. These creatures possess minds of their own and are forever biting the charon fiend in the face, neck, and forelegs. In turn, the beast tears at them, so that it is not uncommon to witness the fiend in a ferocious fight with itself. \n'b'\n'b' ABOUT \n'b' The charon fiend was created to serve as pets and hunting companions. They are uncommon in most of the world, but on occasion, one or two appear in villages, towns, and such, wreaking havoc upon the world at large. Some use them as mounts, hunting dogs, and the like. If a mogrl should be near (within a few miles) and sounds its horn, any and all charon fiends come running, howling and barking in joyful glee, as is their want when in the vicinity of their true masters. \n'b' Constant Rage . The charon fiend is a fierce creature, driven mad by the constant bites it receives from the snakes about its face. Its foul disposition drives it to attack anything that it comes across, good or evil; lawful or chaotic; man, elf, orc, or beast. The wake of their passage is often easy to discern, and for this reason, when a charon fiend enters into a region it is immediately hunted down. \n'b' Dangerous Pets . At times, the very powerful capture them, using them as hunting dogs. Their intelligence makes them trainable but very dangerous, as they turn on their master if the opportunity presents itself. \n'b' Solitary Migrants . Charon fiends are migratory and never remain in any one place for long. With a slight ability to reason, they can realize when they have depleted a food source, their prey is too weak to defend itself, or if they are in real danger. They always travel alone, only coming together to mate. between riders and mount. The horse can develop these bonds over time with those who treat them well. Exceptional Beast of Burden. A light load for an olgdonberg is up to 350 pounds; a medium load, 351-700 pounds; a heavy load, 701-1,000 pounds. They can drag 5,000 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dry Warrior \n'b' Family: Dry \n'b' Medium humanoid , neutral evil \n'b' Armor Class 15 (scale mail) Hit Points 45 (6d8 + 18) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 16 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances poison Condition Immunities poisoned Skills Perception +3, Medicine +3, Stealth +3 Senses darkvision 120 ft., passive Perception 13 Languages Common Challenge 1 (200 XP) \n'b' Special Traits \n'b' Desert Camouflage : The dry have advantage on Dexterity ( Stealth ) checks made to hide in desert terrain. \n'b' Actions \n'b' Multiattack : The dry warrior makes one longsword and one poisoned dagger attack . \n'b' Longsword : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8+2) slashing damage. \n'b' Poisoned Dagger : Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d4+2) piercing damage plus 5 (2d4) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. \n'b' About \n'b' A desert-dwelling people, the dry are desiccated and withered, with leathery skin stretched across gaunt frames. When they have hair, it is thin and wispy, and their voices are raspy. Emerging only at night, the dry capture any who are foolish enough to be caught in their territory and sacrifice these prisoners in dark rituals. When they capture people wandering the desert, the dry carve accounts of the murder into their victims\xe2\x80\x99 flesh and then ritualistically sacrifice the captives, forcing the deceased ones\xe2\x80\x99 souls to deliver the reminders to the underworld.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dry, Common \n'b' Family: Dry \n'b' Medium humanoid , neutral evil \n'b' Armor Class 12 (hide armor) Hit Points 13 (2d8 + 4) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 10 (+0) CON: 14 (+2) INT: 11 (+0) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances poison Condition Immunities poisoned Skills Perception +3, Medicine +3, Stealth +2 Senses darkvision 120 ft., passive Perception 13 Languages Common Challenge 1/8 (25 XP) \n'b' Special Traits \n'b' Desert Camouflage : The dry have advantage on Dexterity ( Stealth ) checks made to hide in desert terrain. \n'b' Actions \n'b' Poisoned Dagger : Melee or Ranged Weapon Attack : +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 2 (1d4) piercing damage plus 2 (1d4) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. \n'b' About \n'b' A desert-dwelling people, the dry are desiccated and withered, with leathery skin stretched across gaunt frames. When they have hair, it is thin and wispy, and their voices are raspy. Emerging only at night, the dry capture any who are foolish enough to be caught in their territory and sacrifice these prisoners in dark rituals. When they capture people wandering the desert, the dry carve accounts of the murder into their victims\xe2\x80\x99 flesh and then ritualistically sacrifice the captives, forcing the deceased ones\xe2\x80\x99 souls to deliver the reminders to the underworld.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dryad Queen \n'b' Family: Dryad \n'b' Large fey , neutral \n'b' Armor Class 14 (18 with barkskin ) Hit Points 65 (10d10+ 10) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 12 (+1) INT: 15 (+2) WIS: 18 (+4) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7, Stealth +6 Senses passive Perception 17 Languages Sylvan, Elvish Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The dryad queen\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15, +9 to hit with spell attacks). The dryad queen can innately cast the following spells, requiring no components.\n'b'\n'b' At will : druidcraft, goodberry \n'b' 3/day : entangle , shillelagh , thorn whip \n'b' 1/day : barkskin , dispel magic , pass without trace , plant growth , spike growth \n'b'\n'b' Magic Resistance . The dryad queen has advantage on saving throws against spells and other magical effects. \n'b' Tree Stride . Once on each of its turns, the dryad queen can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. \n'b' Speak with Beasts and Plants . The dryad queen can communicate with plants and beasts as if they shared a language. \n'b' Actions \n'b' Multiattack . The dryad queen makes two attacks with her club. \n'b' Greatclub . Melee Weapon Attack : +5 to hit (+9 to hit with shillelagh ), reach 5 ft., one target. Hit : 11 (2d8 + 2) bludgeoning damage. \n'b' Fey Charm . The dryad queen targets one humanoid or beast she can see within 30 ft. of her. If the target can see the dryad queen, it must make a DC 15 Wisdom saving throw or be magically charmed . The charmed creature regards the dryad queen as a trusted friend to be heeded and protected. Although the target isn\xe2\x80\x99t under the dryad queen\xe2\x80\x99s control, it takes the dryad queen\xe2\x80\x99s requests or actions in the most favorable way it can. Each time the dryad queen or its allies do something harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours, or until the dryad queen dies, is on a different plane of existence than the target, or ends the effect as a bonus action. If a target\xe2\x80\x99s saving throw is successful, the target is immune to the dryad queen\xe2\x80\x99s Fey Charm for the next 24 hours. The dryad queen can have no more than one humanoid and up to three beasts charmed at the same time. \n'b' About \n'b' The dryad queen is the leader of all the dryads. She is a wild fey and not a member of either of the fey courts. This creature was bound to her tree by the Queen of Darkness. Both were at court long ago and the evil queen grew jealous. However, this dryad has decided to make the best of the situation. \n'b' Leader of the Dryads . Other dryads look up to their queen as they know what she has been through. Their leader has fallen further than any of them, yet she holds her head high.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Eagle, Crested \n'b' Family: Animal \n'b' Medium beast , unaligned \n'b' Armor Class 12 Hit Points 18 (4d8) Speed 10 ft., fly 60 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 10 (+0) INT: 3 (-4) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +4 Senses passive Perception 16 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Eyes The eagle has tactical advantage on Wisdom / Perception checks involving sight. \n'b' Forest Hunter The eagle has tactical advantage on Dexterity / Stealth checks in forest terrain. \n'b' Surprise Swoop If the eagle surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 2d6 damage from the attack . A Medium- size or smaller opponent is also forced prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The eagle makes two attacks: one with its talons, and one with its beak. \n'b' Talons . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 2d4+2 slashing damage. \n'b' Beak . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1d4+2 piercing damage. \n'b'\n'b' ABOUT \n'b' This fierce-looking bird of prey has golden-brown plumage with a striking collar and crest of red feathers. Its wingspan is easily 10 feet or more. \n'b' The largest natural eagle species, the crested eagle is a very dangerous predator that is known to take down far larger prey, including elk, wolves, young bears-and humans. The average crested eagle weighs nearly 40 pounds, and has a wingspan in excess of 10 feet. Its talons are like 3-inch knife blades, powerful enough to snap a grown man\xe2\x80\x99s spine. \n'b' Crested eagles are stealthy forest predators. They typically perch on a high branch above the forest floor, looking for likely prey below. When a potential meal catches their eye, they silently launch from their high branch and strike like an anvil with wings. The eagles are clever enough to recognize when a target\xe2\x80\x99s back is turned, and almost always strike from behind. The forest tribes hate and fear crested eagles, and go to great lengths to destroy their nests whenever they find one.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dryad, Duskthorn \n'b' Family: Dryad \n'b' Medium fey , chaotic neutral \n'b' Armor Class 17 (natural armor) Hit Points 77 (14d8 + 14) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 20 (+5) CON: 13 (+1) INT: 14 (+2) WIS: 15 (+2) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +3, Wis +4 Skills Animal Handling +4, Deception +9, Nature +6, Perception +4, Persuasion +9, Stealth +7 Senses darkvision 60 ft., passive Perception 14 Languages Common, Elvish, Sylvan, Umbral Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The dryad has advantage on saving throws against spells and other magical effects. \n'b' Speak with Beasts and Plants . The dryad can communicate with beasts and plants as if they shared a language. \n'b' Tree Stride . Once on her turn, the dryad can use 10 feet of her movement to step magically into one dead tree within her reach and emerge from a second dead tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The duskthorn dryad makes two Thorned Slam or Thorn attacks. \n'b' Thorned Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) piercing damage. \n'b' Thorn . Ranged Weapon Attack : +7 to hit, range 80/320 ft., one target. Hit : 10 (2d4 + 5) piercing damage. \n'b' Children of the Forest (1/Day) . The dryad magically calls 1d4 boars, constrictor snakes, or wolves, or it calls 1 child of the briar . The called creatures arrive in 1d4 rounds, acting as allies of the dryad and obeying her spoken commands. The creatures remain for 1 hour, until the dryad dies, or until the dryad dismisses them as a bonus action. \n'b' Spellcasting . The dryad casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):\n'b'\n'b'\n'b' At will : druidcraft \n'b' 3/day each : charm person , entangle , invisibility \n'b' 1/day each : barkskin , spike growth , suggestion \n'b'\n'b' ABOUT \n'b' This striking woman with obvious fey features and skin the color of slate sits in the shade of an ancient, vine-wrapped tree. Clothed in vines and leaves, she is almost indistinguishable from the tree. \n'b' Creeper Vine Spirits . Duskthorn dryads are spirits tied to thorn-bearing creeper vines. They seek out dead trees as homes for their vines. They can travel through trees to escape their foes but must stay near their vines. \n'b' Grove Guardians . Duskthorn dryads use their vines and the plants in their glades to defend themselves. They often call on the aid of forest animals and children of the briar. \n'b' Occasionally, a circle of duskthorn dryads work together to call on the aid of an enormously strong vine troll skeleton to protect their grove.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dryad, Mountain \n'b' Family: Dryad \n'b' Huge fey , neutral \n'b' Armor Class 17 (natural armor) Hit Points 172 (15d12+75) Speed 40 ft., burrow 30 ft.\n'b' STATS STR: 29 (+9) DEX: 12 (+1) CON: 20 (+5) INT: 14 (+2) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9, Cha +8 Skills Athletics +13, Intimidation +8, Perception +8, Stealth +5 Damage Resistances lightning Damage Immunities cold, poison Condition Immunities charmed , exhaustion , paralyzed , petrified , poisoned , unconscious Senses darkvision 60 ft., tremorsense 60 ft; passive Perception 18 Languages Sylvan, Terran Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Earth Glide . The mountain dryad can burrow through nonmagical, unworked earth and stone. While doing so, the dryad doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Magic Resistance . The mountain dryad has advantage on saving throws against spells and other magical effects. \n'b' Mountain\xe2\x80\x99s Aspect . Each day at sunrise, the mountain dryad chooses one of the following:\n'b'\n'b' Hardened Face . The mountain dryad chooses one of bludgeoning, piercing, or slashing damage types. The mountain dryad has resistance to the chosen damage type until the next sunrise. \n'b' Vaunted Peaks . The mountain dryad has advantage on Wisdom ( Perception ) checks until the next sunrise. \n'b' Rockslider . As a bonus action once before the next sunrise, the mountain dryad can make the ground within 30 feet of it difficult terrain . This difficult terrain doesn\xe2\x80\x99t cost the dryad extra movement. \n'b'\n'b' Siege Monster . The mountain dryad deals double damage to objects and structures. \n'b' Actions \n'b' Multiattack . The mountain dryad makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 27 (4d8 + 9) bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +13 to hit, range 60/240 ft., one target. Hit : 31 (4d10 + 9) bludgeoning damage. \n'b' Mountain\xe2\x80\x99s Awe (1/Day) . The mountain dryad emits a magical aura that radiates out from it for 1 minute. Each creature that starts its turn within 30 feet of the dryad must succeed on a DC 16 Charisma saving throw or be charmed for 1 minute. A charmed creature is incapacitated and, if it is more than 5 feet away from the mountain dryad, it must move on its turn toward the dryad by the most direct route, trying to get within 5 feet. It 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 dryad, it can repeat the saving throw. While charmed within 5 feet of the dryad, a Medium or smaller creature must climb the dryad, no check required. After climbing 20 feet, the charmed creature throws itself off the mountain dryad, taking falling damage and landing prone in an unoccupied space within 5 feet of the mountain dryad. A charmed 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' An enormous woman covered in rocky formations accented with crystals emerges from the mountainside. \n'b' Often mistaken for giants, mountain dryads are huge fey who are tied to primal mountains. \n'b' Like the Mountain . Mountain dryads are sturdier than their smaller, frailer sisters. Their beauty is more rugged, with hair the color of lichen and skin the shade of their mountain\xe2\x80\x99s stone. \n'b' Despise Mining . Mountain dryads tend to spend long stretches of time sleeping deep within their mountains, and they do not take kindly to the scarring of their homes. The dryads have a particular dislike for dwarves, kobolds, and others who make their living mining mountains.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mordius Dryad \n'b' Family: Dryad \n'b' Medium fey, any neutral \n'b' Armor Class 13 Hit Points 66 (12d8+12) Speed 30 ft.\n'b' STATS STR: 9 (-1) DEX: 17 (+3) CON: 13 (+1) INT: 12 (+1) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +3, Stealth +5 Senses darkvision 60 ft., passive Perception 13 Languages Common, Sylvan Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charm . A mordius dryad can, knowingly or unknowingly, use this ability on a chosen being. It is only cast after the victim has done three \xe2\x80\x9cthings\xe2\x80\x9d (as prescribed by the CK) in the dryad\xe2\x80\x99s presence; three meals are eaten with the dryad, three nights spent in her home, three kisses, and so on. Those mordius dryads who wish to charm people use their ability cleverly. They give the victim three drinks or lead him to a great oak three times and ensnare them. The target must make a Charisma save (DC 15) or fall under the mordius\xe2\x80\x99 charm. The target views the mordius as a close and trusted friend and will give her words great weight. The charm is broken by a dispel magic or similar spell. There is no limit to those charmed and they are released only after one year and a successful charisma save. If they break the spell they can leave, if not they remain another year. If the dryad dismisses them for whatever reason, they are left with a longing for dryad that never leaves them. \n'b' Symbiosis . The mordius dryads are bound to a forest or an area which they have settled. Unlike normal dryads, the mordius dryad is only restricted by the borders of the region or wood where they dwell. If attacked she can, as an action, summon the spirit of the land around her to give her aid. For 100 feet around the dryad, the air thickens, choking those who breathe for 1d4 HP of poison damage per round. Further, the entire area is under the effects of an entangle spell. The Dryad is immune to this effect. Any saves made against these effects are at a DC of 15. \n'b' Innate Spellcasting . The dryad\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components.\n'b'\n'b'\n'b' At Will : druidcraft, speak with animals , speak with plants \n'b' 3/day : dimension door \n'b' 1/day : control weather \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4+3) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +5 to hit, range 80/320, one target. Hit : 6 (1d6+3) piercing damage. \n'b'\n'b' ABOUT \n'b' These dryads are very comely fey, with perfect form. Their clothing and armament vary from individual to individual. They differ from their lesser kin in that they are not wild, born of god and man so that they can dwell near towns or castles. They do not, however, interact with men often, living aloof or in utter solitude as their conscience dictates. At times they enslave others to serve them. \n'b' Force of Nature . These dryads are far more powerful than their normal kin. They command the weather or some facet thereof, and they can charm the hapless into a life of servitude. The few who have been rescued from these Dawn\xe2\x80\x99s Maidens, as they are known by men, speak only of an abiding happiness or contentment and rue for the greater part of their mortal lives their passing from the dryad\xe2\x80\x99s home. \n'b' Bound to the Land . The mordius dryads are bound to a particular region, such as a forest, a grove, a ridgeline, or a mountain. They have been known to bind themselves to huge forests, but generally, they occupy smaller regions of only two or three dozen square miles. They build homes for themselves or occupy abandoned ones.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dryad Husk \n'b' Medium fey (husk) , chaotic evil \n'b' Armor Class 11 (16 with barkskin ) Hit Points 32 (5d8 + 10) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 15 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +6, Nature +3, Perception +4, Stealth +3 Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 14 Languages Elvish, Sylvan Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The dryad husk\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12). The dryad husk can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : druidcraft \n'b' 3/day each : darkness , entangle , shatter \n'b' 1/day each : barkskin , fear \n'b'\n'b' Speak with Beasts and Plants . The dryad can communicate with beasts and plants as if they shared a language. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dryad makes two blighted branch attacks. \n'b' Blighted Branch . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage plus 4 (1d8) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \n'b' Impart Anguish (Recharge 5-6) . The dryad husk twists its face into a visage of utter agony, sharing its anguish with those who gaze upon it. Creatures within 15 feet of the dryad that can see it must make a DC 14 Wisdom saving throw, taking 13 (3d8) psychic damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Few can look upon the face of a dryad husk and resist the pure fear it instills, and even fewer live to tell of it. Under normal circumstances, dryads are beautiful fey guardians of the forest. They become bound to great trees and rarely venture more than a few hundred feet from their homes. While the loss of its home tree can be devastating, a dryad can, in time, bind itself to a different tree. \n'b' The trouble arises, however, when calamity strikes a dryad\xe2\x80\x99s forest and yet fails to kill the dryad . Disease, fire, logging-these and other catastrophes can prevent an uprooted dryad from locating a suitable replacement for its lost home. Such dryads wander their destroyed homeland, wracked by pain for years. Over enough time, a treeless dryad can become a dryad husk-a shell of its former self, stuck in a state of perpetual agony, bent on inflicting the same pain on others that it feels every waking moment. \n'b' Dryad husks are driven by unbridled rage, particularly toward creatures they see as complicit in the destruction of forest land, which includes just about every kind of humanoid. In combat, they close with their enemies as soon as possible, forcing their foes to stare into their deformed faces in order to impart some of their anguish onto others. For a weapon, dryad husks often carry a corrupted or burned branch, the last remnant of the bound tree they lost. \n'b' From a distance, a dryad husk resembles its former self as a beautiful forest nymph. Up close, however, its horrifying visage becomes plain, as does its other monstrous features skin as dry and cracked as dead logs, tangled hair matted with mud and slime. \n'b' Dryads aren\xe2\x80\x99t the only nymphs capable of transforming into a husk-like abomination. \n'b' Naiad husks appear to be made of fetid, murky water. Similarly, the husks of once- golden-hued hesperides resemble a twilight sky reflected through a shattered mirror.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dryad\xe2\x80\x99s Hair \n'b' Medium swarm of tiny plants , unaligned \n'b' Armor Class 12 Hit Points 24 (7d8 \xe2\x80\x93 7) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 12 (+1) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses passive Perception 15 Languages understands Sylvan but can\xe2\x80\x99t speak Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny plant. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' False Appearance . While the dryad\xe2\x80\x99s hair remains motionless, it is indistinguishable from normal tree leaves. \n'b' Mask of the Fey Wild . The dryad\xe2\x80\x99s hair can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. \n'b'\n'b' ACTIONS \n'b'\n'b' Wings . Melee Weapon Attack : +4 to hit, reach 5 ft., one target in the swarm\xe2\x80\x99s space. Hit : 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. \n'b' Glow Dust (Recharges atier a Short or Long Rest) . Each object within 20 feet of the swarm is outlined in pulsing green light. Any creature in the area is also outlined in light if it fails a DC 10 Dexterity saving throw. For one minute objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and affected creatures and objects can\xe2\x80\x99t benefit from being invisible . \n'b'\n'b' ABOUT \n'b' Dryad\xe2\x80\x99s hair are small swarms of gentle fey with delicate butterfly-like bodies. These shy fairies can perfectly disguise themselves as clusters of leaves among the branches of a tree or blowing through the air on a gust, only to burst into life and color as they unfurl their wings and take flight. Whether as beautiful insects or floating flora, the dryad\xe2\x80\x99s hair takes on the colors and semblances appropriate to its environment. \n'b' Glow Dust . Dryad\xe2\x80\x99s hair are best known for the glowing dust they leave behind as they flit through the air. Though the dust usually dissipates quickly, the dryad\xe2\x80\x99s hair can, if necessary, produce a sudden burst of it, outlining everything around in a fine layer of luminescence. Preferring to avoid direct confrontation, dryad\xe2\x80\x99s hair use their glow dust to signal nearby fey and beasts of danger, so that they might confront it in place of the swarm. Observation of dryad\xe2\x80\x99s hair swarms and the study of their glow dust led the oldest of fey to the art of faerie fire. \n'b' At the edges of the mortal realm, where the mist thins, here in the eddies may be glimpsed the endless wood of the Fey Wild. In the gloam of this strange border between worlds, curious sylvan creatures dwell. These fey take on the forms of beasts grown from twining branches, roots and leaves. Such creatures, curious in form as they are in nature, may chance to slip between the realms, entering our own as fabled travelers sometimes slip into theirs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dubius \n'b' Small fiend , neutral evil \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 36 (8d6 + 8) \n'b' Speed 30 ft.\n'b' STATS STR: 9 (\xe2\x80\x931) DEX: 15 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 9 (\xe2\x80\x931) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Persuasion +5, Stealth +4 \n'b' Damage Vulnerabilities radiant \n'b' Damage Resistances cold, fire, lightning \n'b' Damage Immunities poison, psychic \n'b' Condition Immunities charmed , poisoned \n'b' Senses darkvision 60 ft., passive Perception 9 \n'b' Languages Abyssal, Common, Infernal, telepathy 120 ft. \n'b' Challenge 2 (450 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Memory of Shame . When a Humanoid that can see the dubius starts its turn within 30 feet of the dubius, the dubius can force it to make a DC 13 Wisdom saving throw if the dubius isn\xe2\x80\x99t incapacitated and can see the Humanoid. On a failed save, the Humanoid is frightened for 1 minute. The Humanoid can repeat the saving throw at the end of each of its turns, with disadvantage if the dubius is within line of sight, ending the effect on itself on a success. If a Humanoid\xe2\x80\x99s saving throw is successful or the effect ends for it, the Humanoid is immune to the dubius\xe2\x80\x99s Memory of Shame for the next 24 hours. Unless surprised, a Humanoid can avert its eyes to avoid the saving throw at the start of its turn. If the Humanoid does so, it can\xe2\x80\x99t see the dubius until the start of its next turn, when it can avert its eyes again. If the Humanoid looks at the dubius in the meantime, it must immediately make the save. If a dubius sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the dubius, due to its unique creation, is affected by its own Memory of Shame. \n'b'\n'b' ACTIONS \n'b'\n'b' Doubt . The dubius forces a creature it can see within 30 feet of it to recall all its doubts and fears. The target must make a DC 13 Wisdom saving throw, taking 14 (4d6) psychic damage on a failed save, or half as much damage on a successful one. A creature frightened by the dubius has disadvantage on the saving throw. \n'b' Loathing . The dubius sows distrust and loathing in one creature it can see within 30 feet of it. The target must make a DC 13 Wisdom saving throw. On a failure, the target loathes another creature of the dubius\xe2\x80\x99s choice within 30 feet of it and must make one attack against that creature on its next turn, moving to the creature if necessary. On a success, the target distrusts its allies and can\xe2\x80\x99t give or receive aid from them on its next turn, including spells and the Help action. \n'b'\n'b' REACTIONS \n'b'\n'b' Hesitation . When a creature the dubius can see attacks it, the dubius can force the creature to roll a d6, subtracting the result from the attack roll. If this causes the attack to miss, the attacker is stunned until the start of the dubius\xe2\x80\x99s next turn. \n'b' Self-Pity . If a creature the dubius can see within 30 feet of it regains hp , the dubius regains hp equal to half that amount. \n'b'\n'b' ABOUT \n'b' Twisted horns sprout from the temples of this thin, hunched humanoid. Above its razor-sharp teeth, wide, stricken eyes dart about, taking in everything. \n'b' Dubius are spawned from a creature\xe2\x80\x99s doubt, self-pity, loathing, misery, and despair. A person who revels in dismay and misery may give form to a dubius, literally creating and feeding their own demons. \n'b' Base and Devious Creatures . Dubius never fight fair. They corner or trap a single victim to feed off of its raw emotions, turning the victim\xe2\x80\x99s emotions into powerful attacks; they transform sorrow and self-pity into weapons. \n'b' Birthed by Tragedy . At times, multiple dubius can spawn in situations where a populace suffers a great humiliation. A proud city that has never bowed to outside conquerors may find itself infested with dozens, possibly hundreds, of dubius when it falls to an enemy, or an enslaved village may give rise to one or two dubuis when taken away in chains.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Charybdis \n'b'\n'b' Gargantuan aberration , unaligned \n'b' Armor Class 20 (natural armor) Hit Points 351 (18d20+162) Speed 20 ft., swim 50 ft.\n'b' STATS STR: 30 (+10) DEX: 9 (-1) CON: 28 (+9) INT: 4 (-3) WIS: 15 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +16, Dex +5, Cha +4 Skills Athletics +16, Perception +6 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid Condition Immunities frightened , prone Senses blindsight 60 ft., darkvision 200 ft., passive Perception 16 Languages Aquan Challenge 19 (22,000 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The charybdis can breathe water and air. \n'b' Innate Spellcasting . The charybdis\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : control water , fog cloud \n'b' 1/day each : control weather , hallucinatory terrain \n'b'\n'b' Regeneration . The charybdis regains 10 hit points at the start of its turn if it has at least 1 hit point. \n'b' Ship Eater . The charybdis deals double damage to objects and structures. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The charybdis makes two attacks: one with its bite, and one with its claws. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 21 (3d8 + 8) piercing damage. If the target is a Huge or smaller creature, it must succeed on a DC 19 Strength saving throw or be swallowed by the charybdis. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the charybdis, and it takes 24 (7d6) acid damage at the start of each of the charybdis\xe2\x80\x99s turns. If the charybdis takes 40 damage or more on a single turn from a creature inside it, the charybdis must succeed on a DC 26 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the charybdis. If charybdis dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone . \n'b' Claws . Melee Weapon Attack : +16 to hit, reach 30 ft., one target. Hit : 19 (2d10 + 8) piercing damage. \n'b' Vortex (Recharge 4-6) . The charybdis draws creatures and ships within 100 feet of it in the water towards it by creating a massive whirlpool. Ships attempting to avoid this require someone at the helm of the ship must make a relevant check (usually a water vehicle proficiency) with a DC of 20, or be drawn 50 feet closer to the charybdis. Creatures in the water must make a similar Strength ( Athletics ) check to avoid being drawn close 25 feet. Any creature or ship that is drawn to within 10 feet or closer of the charybdis is subject to a claw attack as part of the Vortex action. \n'b'\n'b' Legendary Actions \n'b' The charybdis can take 2 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 charybdis regains spent legendary actions at the start of its turn. \n'b'\n'b' Claws . The charybdis makes one attack with its claws. \n'b' Control Water . The charybdis casts control water or chooses one the effects of control water . \n'b'\n'b' About \n'b' Sailors tell many tales of the creatures of the deep, from the terrible kraken to the beautiful mermaid. Yet few are stranger or more feared than the dread charybdis, for it exists to capture ships, crack them open like nuts, and feast on the doomed sailors within. So legendary are these violent attacks that many sailors have come to view the charybdis not as a species of aberrant life, but as the vengeful personification of an angry sea god. A charybdis is 60 feet long and weighs 26,000 pounds. \n'b' Living Maelstrom . In truth, the charybdis is not the sending of an angry deity, but in fact little more than a monstrous predator capable of churning even the calmest of seas into a whirling maelstrom. The charybdis uses this vortex ability not only to capture prey like sharks or small whales, but also to entrap ships on the ocean surface above. \n'b' Shipwrecker . A charybdis\xe2\x80\x99 claws are particularly well suited to puncturing the hulls of ships, and most charybdises have learned that a single large merchant vessel contains enough sailors to make a perfectly sized meal. Often, a charybdis settles in along a well-known shipping route near the shoreline or amid an archipelago of islands where ships are forced along relatively narrow lanes between rocky isles-such locations allow the charybdis to lie in wait and increases the chance of its prey being unable to circumvent its vortex.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Duck of Many Things \n'b' Tiny construct , unaligned \n'b' Armor Class 13 Hit Points 21 (6d4 + 6) Speed 20 ft., swim 10 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Antimagic Susceptibility . The duck is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the duck must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b' Card Feathers . The feathers of the duck are playing cards, but only the face cards. Only 1 card can be removed each day and they don\xe2\x80\x99t grow back. When the last card is removed the duck explodes and does 10 (3d6) force damage in a 30 ft. radius. If one of these cards is pulled, the following effect occurs. Roll 1d12:\n'b'\n'b' Jack of Clubs \xe2\x80\x93 Your Strength increases by 1 \n'b' Jack of Diamonds \xe2\x80\x93 a 1,000 gp diamond drops into your lap \n'b' Jack of Hearts \xe2\x80\x93 You are charmed by the next NPC for 1 minute \n'b' Jack of Spades \xe2\x80\x93 You have disadvantage on initiative for a day \n'b' Queen of Clubs \xe2\x80\x93 You do double damage on your next hit \n'b' Queen of Diamonds \xe2\x80\x93 You have advantage on initiative for a day \n'b' Queen of Hearts \xe2\x80\x93 Your gender changes for a week \n'b' Queen of Spades \xe2\x80\x93 Your next long rest is only a short rest \n'b' King of Clubs \xe2\x80\x93 Your speed is cut in half for a day \n'b' King of Diamonds \xe2\x80\x93 All the coins in your pockets vanish \n'b' King of Hearts \xe2\x80\x93 You gain the benefits of a long rest \n'b' King of Spades \xe2\x80\x93 Your Charisma increases by 1 \n'b'\n'b' Reactions \n'b' Duck . When an attacker that the duck can see hits it with an attack , it can use its reaction to add +2 to its AC. \n'b' About \n'b' A duck flaps its wings and then wades into a still pond. Upon closer examination this is no ordinary duck. Its feathers have the faces of playing cards imprinted on them. This is the duck of many things, one of the strangest constructs ever created. It is also the most sought after, fetching a huge price on the open market. \n'b' Curious Construct . These constructs often wander the grounds of their wealthy owners. They seek out ponds and fountains to swim in. It\xe2\x80\x99s as if some deep part of them wants to live the life of a real duck. \n'b' Stacked Deck . The feather cards have magical effects if they are plucked. Some of the effects are beneficial, some unusual, and some harmful. After all the duck\xe2\x80\x99s feather cards are removed it is destroyed in a violent explosion. \n'b' Constructed Nature . The duck of many things doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Duergar \n'b' Medium humanoid (dwarf), lawful evil \n'b' Armor Class 16 (scale mail, shield) Hit Points 26 (4d8 + 8) Speed 25 ft.\n'b' STATS STR: 14 (+2) DEX: 11 (+0) CON: 14 (+2) INT: 11 (+0) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances poison Senses darkvision 120 ft., passive Perception 10 Languages Dwarvish, Undercommon Challenge 1 (200 XP) \n'b' Special Traits \n'b' Duergar Resilience : The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed . \n'b' Sunlight Sensitivity : While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. \n'b' Actions \n'b' Enlarge (Recharges after a Short or Long Rest) : For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. \n'b' War Pick : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged. \n'b' Javelin : Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged. \n'b' Invisibility (Recharges after a Short or Long Rest) : The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. \n'b' About \n'b' This bald, long-bearded dwarf has dull gray skin, low arching brows, and eyes that seem to absorb rather than reflect the light.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Duergar \n'b' Family: Duergar \n'b' Medium humanoid (dwarf), lawful evil \n'b' Armor Class 16 (scale mail, shield) Hit Points 26 (4d8 + 8) Speed 25 ft.\n'b' STATS STR: 14 (+2) DEX: 11 (+0) CON: 14 (+2) INT: 11 (+0) WIS: 10 (+0) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances poison Senses darkvision 120 ft., passive Perception 10 Languages Undercommon, Dwarvish Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Duergar Resilience . The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed . \n'b' Sunlight Sensitivity . While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Enlarge (Recharges after a Short or Long Rest) . For 1 minute, the duergar magically increases in size , along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength -based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. \n'b' War Pick . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged. \n'b' Javelin . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged. \n'b' Invisibility (Recharges after a Short or Long Rest) . The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. \n'b'\n'b' ABOUT \n'b' Duergar are a race of evil dwarves that live deep underground. Their skin has a grayish-tone, and they are often referred to as gray dwarves for this reason. \n'b' Unlike the appearance of their mountain dwarf cousins, duergar possess slighter frames and their hair and beards are white. Duergar are also much thinner, almost emaciated in comparison to mountain dwarves, and yet they still possess the strength and constitution for which all dwarves are known. Duergar wear drab colored clothing that blends with the stone of their subterranean world. \n'b' The duergar economy centers on iron mining, forging, and the slave trade. Any gray dwarf settlement will likely (75%) have 5d20 slaves (larger settlements can have 4-10x that number). Slaves often consist of a mix of morlocks, dwarves, drow, orcs, goblins, gnomes, kobolds, adventurers, and a mix of subterranean species. \n'b' Gray dwarves are fiercely independent, and never trust easily or for long. They wage war and create temporary alliances as it suits them. \n'b' Duergar warriors vary from 1-9 level, subject to the needs of the encounter. Regardless, for every four duergar warriors encountered there will be a patrol leader of two levels higher. Most patrol leaders are fighters. However, there is a 30% chance a patrol leader is a cleric.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Duergar Escort \n'b' Family: Duergar \n'b' Medium humanoid (duergar), any \n'b' Armor Class 14 (chain shirt) Hit Points 26 (4d8 + 8); Wound Threshold 7 Speed 25 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 14 (+2) INT: 11 (+0) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +2, Perception +2, Stealth +3, Survival +2 Tools disguise kit, thieves\xe2\x80\x99 tools Damage Resistances poison Senses darkvision 120 ft., passive Perception 12 Languages Duergar, Dwarvish, Undercommon and any one language Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dwarven Resilience . The duergar escort has advantage on saving throws against poison. \n'b' Sunlight Sensitivity . While in sunlight, the duergar escort has disadvantage on attack rolls, as well as on Wisdom ( Perception , Survival ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The duergar escort makes two melee attacks . \n'b' Spear . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack . \n'b'\n'b' ABOUT \n'b' Duergar escorts form a security detail, whether as guards, patrolmen, or bodyguards. Tougher and more skilled than average fighters, these units can navigate the dangerous regions of the Netherworld, finding their way around them and keeping a low profile when necessary.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Electric Eel \n'b' Family: Animal \n'b' Small beast , unaligned \n'b' Armor Class 12 Hit Points 4 (1d6+1) Speed 5 ft., swim 30 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 12 (+1) INT: 1 (-5) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances lightning Skills Perception +2, Stealth +4 Senses blindsight 60 ft.; passive Perception 12 Challenge 1/8 (25 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) piercing damage. \n'b' Tail . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1d4+3 bludgeoning damage plus (1d6) lightning damage. A creature hit by this attack must succeed a DC 5 constitution saving throw be stunned until the end of its next turn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Duergar Priest \n'b' Family: Duergar \n'b' Medium humanoid (dwarf) , lawful evil \n'b' Armor Class 20 (plate, shield) Hit Points 39 (6d8 + 18) Speed 25 ft.\n'b' STATS STR: 16 (+3) DEX: 11 (+0) CON: 16 (+3) INT: 12 (+1) WIS: 16 (+3) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances poison Senses darkvision 120 ft., passive Perception 10 Languages Undercommon, Dwarvish Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Duergar Resilience . The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed . \n'b' Sunlight Sensitivity . While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (perception) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Enlarge (Recharges after a Short or Long Rest) . For 1 minute, the duergar magically increases in size , along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength -based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. \n'b' Mace . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 3) bludgeoning damage, or 13 (2d6 + 6) bludgeoning damage while enlarged. \n'b' Invisibility (Recharges after a Short or Long Rest) . The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment they wear or carry is invisible with it. \n'b' Spellcasting . The Duergar Priest is a 5th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The Duergar Priest has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : guidance , resistance , sacred flame , thaumaturgy \n'b' 1st level (4 slots) : charm person , cure wounds , disguise self , inflict wounds , stonebeard \n'b' 2nd level (3 slots) : aid , hold person , mirror image , pass without trace , silence \n'b' 3rd level (2 Slots) : bestow curse , blink , dispel magic , spirit guardians \n'b'\n'b' ABOUT \n'b' Duergar are a race of evil dwarves that live deep underground. Their skin has a grayish-tone, and they are often referred to as gray dwarves for this reason. \n'b' Unlike the appearance of their mountain dwarf cousins, duergar possess slighter frames and their hair and beards are white. Duergar are also much thinner, almost emaciated in comparison to mountain dwarves, and yet they still possess the strength and constitution for which all dwarves are known. Duergar wear drab colored clothing that blends with the stone of their subterranean world. \n'b' The duergar economy centers on iron mining, forging, and the slave trade. Any gray dwarf settlement will likely (75%) have 5d20 slaves (larger settlements can have 4-10x that number). Slaves often consist of a mix of morlocks, dwarves, drow, orcs, goblins, gnomes, kobolds, adventurers, and a mix of subterranean species. \n'b' Gray dwarves are fiercely independent, and never trust easily or for long. They wage war and create temporary alliances as it suits them. \n'b' Duergar warriors vary from 1-9 level, subject to the needs of the encounter. Regardless, for every four duergar warriors encountered there will be a patrol leader of two levels higher. Most patrol leaders are fighters. However, there is a 30% chance a patrol leader is a cleric.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Duergar Shadowmaster \n'b' Family: Duergar \n'b' Medium humanoid (duergar), any \n'b' Armor Class 14 (studded leather armor) \n'b' Hit points 97 (15d8 + 30); Wound Threshold 25 Speed 25 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 14 (+2) INT: 13 (+1) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Cha +6 Skills Acrobatics +5, Deception * +9, History +4, Perception +4, Stealth * +8 Tools disguise kit, forgery kit, thieves\xe2\x80\x99 tools Damage Resistances poison Senses darkvision 120 ft., passive Perception 14 Languages Duergar, Dwarvish, Undercommon and any one language Challenge 6 (2 300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aimed Attack . When the duergar shadowmaster hits its target with a weapon, it deals one extra die of damage (included in the attack ). \n'b' Dwarven Resilience . The duergar shadowmaster has advantage on saving throws against poison. \n'b' Evasion . When the duergar shadowmaster is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the duergar shadowmaster instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Shadow Camouflage . The duergar shadowmaster has advantage on Dexterity ( Stealth ) checks made to hide in an area of dim light or darkness. \n'b' Spellcasting . The duergar shadowmaster is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The duergar shadowmaster knows the following sorcerer spells:\n'b'\n'b'\n'b' Cantrips (at will) : mage hand , message , minor illusion , prestidigitation , vivacity* \n'b' 1st level (4 slots) : charm person , disguise self , shield \n'b' 2nd level (3 slots) : invisibility , spider climb \n'b' 3rd level (3 slots) : blink , gaseous form \n'b'\n'b' Sneak Attack (1/Turn) . The duergar shadowmaster deals an extra 14 (4d6) damage when it hits a target with a weapon attack if it has advantage on the attack roll. It doesn\xe2\x80\x99t need advantage on the attack roll if one of its allies is within 5 feet of the target, that ally isn\xe2\x80\x99t incapacitated , and the duergar shadowmaster doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Sunlight Sensitivity . While in sunlight, the duergar shadowmaster has disadvantage on attack rolls, as well as on Wisdom ( Perception , Survival ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The duergar shadowmaster makes two dagger attacks. \n'b' Dagger . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Light Crossbow . Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 6 (1d8 + 2) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Shadow Passage (3/Day) . The duergar shadowmaster magically teleports from an area of dim light or darkness to another area of dim light or darkness within 30 ft. of it that it can see. Until the end of its turn, it has advantage on its next attack roll. \n'b'\n'b' ABOUT \n'b' An expert in stealth and subterfuge, a duergar shadowmaster embodies the trickster culture of the old stones duergar. They uphold a code of honor, seemingly esoteric to outsiders, and enjoy enigmas. They operate as thieves, assassins, protectors or even spies.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Duergar Commando \n'b' Medium humanoid (duergar), any \n'b' Armor Class 17 (MS-11 suit) Hit Points 112 (15d8 + 45); Wound Threshold 28 Speed 25 ft.\n'b' STATS STR: 14 (+2) DEX: 17 (+3) CON: 16 (+3) INT: 14 (+2) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +6 Skills Acrobatics +6, Athletics +5, Investigation +5, Perception +5, Stealth +6, Survival +5 Tools sciencrafter\xe2\x80\x99s tools, thieves\xe2\x80\x99 tools Damage Resistances poison Senses darkvision 120 ft., passive Perception 15 Languages Duergar, Dwarvish, Undercommon and any one language Challenge 7 (2 900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aimed Attack . When the duergar commando hits its target with a weapon, it deals one extra die of damage (included in the attack). \n'b' Dwarven Resilience . The duergar commando has advantage on saving throws against poison. \n'b' Evasion . When the duergar commando is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the duergar commando instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Extra Thorough (1/Day) . When the duergar commando makes an ability check and rolls a 10 or less, it can decide to treat the roll as a 11. \n'b' Sneak Attack (1/Turn) . The duergar commando deals an extra 14 (4d6) damage when it hits a target with a weapon attack if it has advantage on the attack roll. It doesn\xe2\x80\x99t need advantage on the attack roll if one of its allies is within 5 feet of the target, that ally isn\xe2\x80\x99t incapacitated, and the duergar commando doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Sunlight Sensitivity . While in sunlight, the duergar commando has disadvantage on attack rolls, as well as on Wisdom (Perception, Survival) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The duergar commando makes two melee attacks. \n'b' Collapiercer . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) piercing damage. \n'b' Crosspoon . Melee Weapon Attack : +6 to hit, range 100/400 ft., one target. Hit : 14 (2d10 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw. It takes 21 (6d6) poison damage on a failure, half as much damage on a success. \n'b'\n'b' ABOUT \n'b' Abyss duergar rarely venture outside their territory, and always with caution. Their equipment often comes off as striking, owing to its strange and extraordinary appearance, seemingly even shrouded in eerie magic. In reality, this is called sciencraft, a blend of craft, industry, and science. These formidable inventions can offer a decisive advantage to abyss duergar: but for now, it would seem the gray dwarves do not seek to use them for conquest, rather focusing their efforts on other issues.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Duergar Heavy Trooper \n'b' Medium humanoid (duergar), any \n'b' Armor Class 22 (full power suit) Hit Points 171 (18d8 + 90); Wound Threshold 43 Speed 25 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 20 (+5) INT: 14 (+2) 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 +9, Int +6 Skills Athletics +11, Perception +5 Tools sciencrafter\xe2\x80\x99s tools, smith\xe2\x80\x99s tools Damage Resistances acid, poison Senses darkvision 120 ft., passive Perception 15 Languages Duergar, Dwarvish, Undercommon and any one language Challenge 12 (8 400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brute . A melee weapon deals one extra die of its damage when the duergar heavy trooper hits with it (included in the attack). \n'b' Dwarven Resilience . The duergar heavy trooper has advantage on saving throws against poison. \n'b' Sunlight Sensitivity . While in sunlight, the duergar heavy trooper has disadvantage on attack rolls, as well as on Wisdom (Perception, Survival) checks that rely on sight. \n'b' Servomotors . The duergar heavy trooper has a +2 capped bonus to Strength (Athletics) checks (included in the profile). \n'b' Unwavering . The duergar heavy trooper has advantage on saving throws against being charmed or frightened. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The duergar heavy trooper makes three melee attacks. \n'b' Two-handed Energy Blade . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) force damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Uncanny Dodge . When an opponent that the duergar heavy trooper can see hits it with an attack, it can use its reaction to halve the attack\xe2\x80\x99s damage. \n'b'\n'b' ABOUT \n'b' Abyss duergar rarely venture outside their territory, and always with caution. Their equipment often comes off as striking, owing to its strange and extraordinary appearance, seemingly even shrouded in eerie magic. In reality, this is called sciencraft, a blend of craft, industry, and science. These formidable inventions can offer a decisive advantage to abyss duergar: but for now, it would seem the gray dwarves do not seek to use them for conquest, rather focusing their efforts on other issues.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Duergar Sciencrafter \n'b' Medium humanoid (duergar), any \n'b' Armor Class 12 (ULS-03 suit) Hit Points 16 (3d8 + 3); Wound Threshold 5 Speed 25 ft.\n'b' STATS STR: 12 (+1) DEX: 12 (+1) CON: 13 (+1) INT: 16 (+1) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana* +5, Investigation* +5 Tools sciencrafter\xe2\x80\x99s tools (expertise), smith\xe2\x80\x99s tools, tinker\xe2\x80\x99s tools, vehicles (ateakristalline, expertise) Damage Resistances poison Senses darkvision 120 ft., passive Perception 10 Languages Duergar, Dwarvish, Undercommon and any one language Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dwarven Resilience . The duergar sciencrafter has advantage on saving throws against poison. \n'b' Extra Thorough (1/Day) . When the duergar sciencrafter makes an ability check and rolls a 10 or less, it can decide to treat the roll as an 11. \n'b' Thorough . When the duergar sciencrafter can dedicate a short rest to a skill or tool check in which it is proficient, it can decide not to roll the die and automatically treat the roll as a 15. \n'b' Sunlight Sensitivity . While in sunlight, the duergar sciencrafter has disadvantage on attack rolls, as well as on Wisdom (Perception, Survival) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Collapsiclub . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) bludgeoning damage. \n'b' Electrocutor . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 5 (2d4) lightning damage, and the target must make a DC 13 Constitution saving throw or be prone and stunned until the end of its next turn. If the electrocutor drops a creature to 0 hit points, that creature is immediately stabilized. \n'b'\n'b' ABOUT \n'b' Abyss duergar rarely venture outside their territory, and always with caution. Their equipment often comes off as striking, owing to its strange and extraordinary appearance, seemingly even shrouded in eerie magic. In reality, this is called sciencraft, a blend of craft, industry, and science. These formidable inventions can offer a decisive advantage to abyss duergar: but for now, it would seem the gray dwarves do not seek to use them for conquest, rather focusing their efforts on other issues.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chatterbox \n'b' Tiny undead , neutral \n'b' Armor Class 10 (13 with mage armor ) Hit Points 67 (15d4 + 30) Speed 0 ft.\n'b' STATS STR: 2 (-4) DEX: 10 (+0) CON: 15 (+2) INT: 16 (+3) WIS: 14 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +5, Perception +4 Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , poison, unconscious Senses darkvision 60 ft., passive Perception 14 Languages Common, one other language Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Alert System . If the chatterbox senses a creature, it doesn\xe2\x80\x99t recognize, it raises an alarm that is audible out to 300 feet. \n'b' Dismaying Chatter . The chatterbox never ceases its murmurs and grumbles. A creature that starts its turn within 10 feet of it has disadvantage on attack rolls against it. \n'b' Exploding Head . When the chatterbox is reduced to 0 hit points it explodes. All creatures within 10 feet of it must make a DC 12 Dexterity saving throw, taking 7 (2d6) slashing and 7 (2d6) necrotic damage on a failed save, or half as much on a successful one. \n'b' Spellcasting . The chatterbox is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The chatterbox has the following spells prepared, requiring no material or somatic components:\n'b'\n'b'\n'b' Cantrips (at will) : chill touch , dancing lights , mage hand , poison spray \n'b' 1st level (4 slots) : grease , mage armor , sleep \n'b' 2nd level (3 slots) : acid arrow , blindness/deafness, hold person \n'b' 3rd level (2 slots) : fear , slow \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The chatterbox can use caustic words in the same round it casts a spell that can be cast as 1 action. \n'b' Caustic Words . Melee or Ranged Spell Attack : +5 to hit, reach 5 ft. or range 30 ft., one target. Hit : 8 (1d10 + 3) psychic damage. \n'b'\n'b' TACTICS \n'b' If it isn\xe2\x80\x99t surprised, the chatterbox sounds an alarm and casts mage armor before combat starts. \n'b'\n'b' Initial Round -The chatterbox multiattacks, using Caustic Words on the closest enemy and then casts slow on the six creatures nearest to it. As a result, chatterboxes may be charmed by charismatic creatures to allow intruders entry to a wizard\xe2\x80\x99s lair or into divulging sensitive information. This is doubly dangerous as it won\xe2\x80\x99t alert its master to the presence of danger. \n'b' Subsequent Round(s) -The chatterbox multiattacks, using Caustic Words on the same enemy as the previous round or on the closest enemy if that enemy has been neutralized. If it has lost concentration on slow , it casts fear , hoping to catch as many creatures as possible in the area of effect. Otherwise, it casts grease on the floor beneath it. \n'b' Defensive Round -The chatterbox multiattacks, using Caustic Words on the same enemy as the previous round or on the closest enemy if that enemy has been neutralized. Depending on its action in the previous round, it casts grease as in round 2, or it casts sleep with a 2nd-level spell slot, catching as many people as possible in the area of effect. \n'b'\n'b' ABOUT \n'b' The appearance of a grimacing shrunken head covered in runes and scraps of leathery flesh chatterboxes raises the hackles of anyone who sees them. When they begin to quiver, whisper, scream, and babble, most sane individuals attempt to move away as quickly as possible. Chatterboxes rarely cease making noise for long and often grumble angrily to themselves for hours when in their dormant state. \n'b' Hoarding information comes naturally to spellcasters, and wresting it from other wizards is a very direct route to this knowledge. Depending on the lengths this approach takes, it can be dangerous to leave the dead bodies of wizards lying about for fear of them returning for vengeance as an undead or through magical revivification. One method for countering this is sever the dead wizard\xe2\x80\x99s head and create a chatterbox. This serves a dual purpose in removing a future threat and providing ongoing security and defense. \n'b' When a chatterbox becomes aware of an intruder (any creature not introduced or approved by its master), it will scream loudly and unceasingly to warn its wizard . While not technically a familiar, the means of their creation may create resentment between master and servant. \n'b' Chatterboxes often retain more of their original personality than their new master would prefer. This manifests as resentment in the loss of their freedom and mobility and leads to them hatching elaborate plots for escape and vengeance. If they can manage to gain their freedom, their next motivation is bring their master to a sticky end. Stories abound concerning being stitched to a zombie body, being hardwired into an alchemical golem, or learning how to move via telekinesis . \n'b' They are generally pleasant creatures, but as the drink keeps flowing and the party continues, their prankster nature tends to come out, and the event turns into a truly liquor-soaked madhouse. They also possess Feywild Draughts both Wondrous and Baleful variants. (see Feywild Draughts table below). \n'b'\n'b' d6 \n'b' Chatterbox Treasure* \n'b'\n'b' 1 \n'b' A pouch containing a pair of lacquered wooden dice with azurite pips worth 188 gp \n'b'\n'b' 2 \n'b' Set of thieves\xe2\x80\x99 tools \n'b'\n'b' 3 \n'b' Dust of dryness \n'b'\n'b' 4 \n'b' Spell scroll of silence \n'b'\n'b' 5 \n'b' Felt hunter\xe2\x80\x99s cap in green with electrum stitching worth 34 gp \n'b'\n'b' 6 \n'b' Pouch of 2d10 freshwater pearls worth 10 gp each \n'b'\n'b' *Treasures possessed by the chatterbox are either worn as jewelry or have been placed inside its hollowed skull.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dullahan \n'b' Large fey , lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 178 (17d10 + 85) Speed 60 ft.\n'b' STATS STR: 19 (+4) DEX: 18 (+4) CON: 20 (+5) INT: 13 (+1) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +7, Perception +6, Persuasion +7, Survival +6 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Immunities necrotic Condition Immunities charmed , exhaustion , frightened Senses truesight 60 ft., passive Perception 16 Languages Common, Elvish, Sylvan Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Baleful Glare . When a creature that can see the eyes of the dullahan\xe2\x80\x99s severed head starts its turn within 30 feet of the dullahan, the dullahan can force it to make a DC 17 Wisdom saving throw if the dullahan isn\xe2\x80\x99t incapacitated and can see the creature. On a failed save, the creature is frightened until the start of its next turn. While frightened in this way, the creature must take the Dash action and move away from the dullahan by the safest available route. A doomed creature that fails this saving throw is restrained while frightened instead. 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 dullahan until the start of its next turn, when it can avert its eyes again. If the creature looks at the dullahan in the meantime, it must immediately make the save. \n'b' Relentless Advance . Moving through difficult terrain doesn\xe2\x80\x99t cost the dullahan extra movement, and the dullahan can move across the surface of water as if it were harmless, solid ground. \n'b' Relentless Nature . The dullahan doesn\xe2\x80\x99t require food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dullahan makes three Spine Whip or Necrotic Bolt attacks. It can replace one attack with a use of Seal the Doom. \n'b' Spine Whip . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) slashing damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or fall prone as it is wracked with pain. \n'b' Necrotic Bolt . Ranged Spell Attack : +7 to hit, range 120 ft., one target. Hit : 21 (4d8 + 3) necrotic damage. \n'b' Seal the Doom . The dullahan points at a creature doomed by Deathly Doom within 40 feet of it that it can see. The creature must make a DC 17 Constitution saving throw. On a failure, the target immediately drops to 0 hp if it is below half its hp maximum. On a success, the target is immune to the dullahan\xe2\x80\x99s Seal the Doom for the next 24 hours. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Deathly Doom . The dullahan magically dooms a creature for 1 hour. It can have only one creature doomed at a time. If it dooms another, the effect on the previous target ends. The dullahan knows the direction to the doomed creature as long as both are on the same plane of existence. \n'b'\n'b' ABOUT \n'b' The black horse strides out of the shadows with its nostrils huffing steam. Its rider, swathed in black leather, raises its arm to reveal not a lantern but its own severed, grinning head. \n'b' Though it appears to be a headless rider astride a black horse, the dullahan is a single creature. The fey spirit takes the shape of a horse rider holding its own head aloft like a lantern, or (more rarely) the form of an ogre cradling its head in one arm. \n'b' Harbingers of Death . Hailing from the darkest of fey courts, the dullahan are macabre creatures that walk hand in hand with death. They sometimes serve powerful fey lords and ladies, riding far and wide in the capacity of a herald, bard, or ambassador. More often than not they carry doom to a wretch who roused their lord\xe2\x80\x99s ire.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dullahan \n'b' Medium undead , lawful evil \n'b' Armor Class 18 (plate) Hit Points 207 (18d8 + 126) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 14 (+2) CON: 24 (+7) INT: 14 (+2) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Con +12, Wis +8 Damage Resistances acid, fire, lightning, cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Damage Immunities radiant Condition Immunities charmed , frightened , paralyzed , petrified , poisoned , stunned , unconscious Senses blindsight 60 ft., passive Perception 13 Languages Common, Infernal, Sylvan Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Frightful Presence . When the dullahan makes an attack all creatures who can see the dullahan become frightened on a failed DC 18 Wisdom saving throw for 1 minute. Creatures who successfully save are immune to this effect for 24 hours. \n'b' Infernal Identification . As a bonus action, a dullahan can consult the powers of Hell to supernaturally discern the name of any living creature born on the Material Plane. \n'b' Knight . The dullahan is a mounted combat expert. In addition, the dullahan can use the mount\xe2\x80\x99s reaction to negate a single melee attack directed at the mount. Finally, while mounted, the dullahan does not provoke attacks of opportunity. \n'b' Regeneration . The dullahan regains 5 hit points at the start of its turn. If the dullahan takes radiant damage, this trait doesn\xe2\x80\x99t function at the start of the dullahan\xe2\x80\x99s next turn. The dullahan dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dullahan makes two freezing blade attacks, plus one nightmare hooves attack if it is mounted. \n'b' Freezing Blade . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit. 10 (1d8 + 6) slashing damage and 3 (2d6) cold damage. A creature that takes cold damage from this attack is slowed (as the spell) on a failed DC 18 Constitution saving throw. The affected creature may repeat the saving throw at the start of its turn to end this effect. \n'b' Nightmare Hooves (only if Mounted) . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage. \n'b' Summon Nightmare (Recharges after a Short or Long Rest) . A dullahan can summon a nightmare to serve him. The nightmare remains until it is slain or the dullahan dismisses it. He can only have one such nightmare in his service at a time. \n'b'\n'b' REACTIONS \n'b'\n'b' Parry . The dullahan adds 2 to its AC against one melee attack that would hit it. To do so, the dullahan must see the attacker and be wielding a melee weapon. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dullahan can take 2 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 dullahan regains spent legendary actions at the start of its turn. \n'b'\n'b' Death\xe2\x80\x99s Calling (1/Day) . A dullahan may place death\xe2\x80\x99s calling on a target within 60 feet if the target fails a DC 18 Wisdom saving throw. If the dullahan knows and speaks the target\xe2\x80\x99s name, the target has disadvantage on the save. Cursed creatures have disadvantage on attack rolls against the dullahan. For the next 24 hours (or until the dullahan is slain), all critical hit damage against the target is maximized. Finally, the victim automatically fails all death saving throws to stabilize while dying. Death\xe2\x80\x99s calling automatically recharges if the target makes its saving throw. \n'b' Icy Gaze . A dullahan fixes its dreadful gaze on a single creature within 60 feet. The target must succeed on a DC 18 Wisdom save or become paralyzed . Even if the saving throw succeeds the target is still shaken and has disadvantage on attacks, saving throws and ability checks until the end of its next turn. \n'b' Infernal Alacrity . A dullahan gains an effect identical to a haste spell for 1 minute. If the dullahan is mounted when it invokes this ability, its mount is also hasted. \n'b'\n'b' ABOUT \n'b' Clad in ragged black robes and tarnished armor, this grim, headless rider is surrounded by an aura of menace. Terrifying reapers of souls, dullahans are created by powerful fiends from the souls of particularly cruel generals, watch-captains, or other military commanders. Sent back from the pits of Hell to sow terror and harvest new souls, dullahans return to the towns or villages they lived in as mortals. While their favored victims are evil men and women (or their living descendants) whose souls are destined for Hell, the dullahans have no qualms about adding innocents to their lists of victims.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dundrath Gorger \n'b' Large humanoid (dundrath), chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 114 (12d10 + 48) Speed 35 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 7 (-2) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +5, Survival +5 Damage Resistances cold Senses darkvision 60 ft., passive Perception 12 Languages Dundrath, Giant Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The dundrath has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Snow Vision . Snowfall does not lightly or heavily obscure a dundrath\xe2\x80\x99s vision. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dundrath attacks twice: once with its trunk and once with its tusk. \n'b' Trunk . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is also restrained , and the dundrath can\xe2\x80\x99t make trunk attacks against a different target. \n'b' Tusk . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 17 (2d12 + 4) piercing damage. If the dundrath scores a critical hit against a Medium or smaller creature, the target is impaled on the tusk. While impaled, the target\xe2\x80\x99s speed is 0, it moves with the dundrath, and it takes 3 (1d6) piercing damage at the start of each of its turns. A creature can use its action to make a DC 12 Strength check, ending the impalement on itself or a creature within its reach on a success. \n'b' Swallow . Melee Weapon Attack : +7 to hit, reach 5 ft., one target the dundrath is grappling. Hit : 17 (2d12 + 4) piercing damage, the target is swallowed, and the grapple ends. While swallowed, the target is blinded and restrained , it has total cover against attacks and other effects outside the dundrath, and it takes 17 (5d6) acid damage at the start of each of the dundrath\xe2\x80\x99s turns. If the dundrath takes 17 damage or more on a single turn from a swallowed creature, or if the dundrath dies, it regurgitates all swallowed creatures, which fall prone in a space within 5 feet of the dundrath. \n'b' Javelin . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Trunk Block . The dundrath uses its log-pierced trunk like a shield, adding 2 to its AC against one melee attack that would hit it. To do so, the dundrath must see the attacker and not be grappling a creature with its trunk. \n'b'\n'b' ABOUT \n'b' Dundraths are thickset humanoids who resemble woolly mammoths except for their burly arms and hands and keen yellow eyes. In the icy wildernesses and tundra plains where they roam, dundraths wear no leathers or clothing-only their thick, wiry coats insulate them from the bitterest elements. All the same, their razor-sharp tusks and pierced trunks strike an imposing image, and few northern wanderers willfully engage with even a solitary dundrath hunter. \n'b' A dundrath\xe2\x80\x99s primary motivation is simple: find and devour a warm-blooded meal. More than mere hunger, this ravenous drive compels dundraths to attack mercilessly and indiscriminately, even when up against creatures significantly larger or stronger than themselves. \n'b' Dundraths prefer to hunt alone in order to savor the choicest cuts of meat for themselves. Particularly social dundraths or a dundrath parent might take back some meager scraps for the group. Other than this practice of sharing leftovers, dundrath society is surprisingly unsophisticated, especially considering the creatures\xe2\x80\x99 superficial resemblances to humans and elephants-two especially social creatures. \n'b' Dundraths do practice one form of art, though it is unappreciated to all but the dundraths themselves. From the age it can hold a sharp stick, a dundrath will painfully pierce its trunk by jabbing a frozen wooden stake into its thick hide. As it grows older, a dundrath practices this self-piercing with increasingly larger stakes and, eventually, whole logs. The ritual is equal parts practicality (log-laden trunks make powerful swinging weapons and even shields) and vanity, for the dundraths with the biggest or most elaborate piercings also often command the most respect.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dune Bug \n'b' Medium beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 22 (4d8 + 4) Speed 35 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 13 (+1) INT: 1 (-5) WIS: 11 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Slide . The dune bug can flip over and slide down dunes on its shell at double its normal speed. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) piercing damage. \n'b'\n'b' ABOUT \n'b' A group of explorers climbs yet another sand dune. Once at the top, the party looks out at all the dunes stretching out to the horizon. Then a giant beetle crests the closest one, it flips onto its back and slides down. \n'b' Sand Species . These beasts are usually found in great numbers in the desert. Most of them live in burrows dug in the sand but some inhabit ruined temples and other old buildings. \n'b' Slip Sliding Around . Dune bugs can easily flip onto their backs and get back to their feet. To navigate dunes, the strange creatures flip onto their backs and slide down. \n'b' Insect Mount . Some Jinnan (page 68) use dune bugs as mounts. Every new moon there is a race down the highest dune with these beasts. The winner is showered with gold and other treasures.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dune Mimic \n'b' Huge monstrosity (shapechanger), neutral \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 168 (16d12 + 64) \n'b' Speed 15 ft.\n'b' STATS STR: 20 (+5) DEX: 8 (-1) CON: 18 (+4) INT: 9 (-1) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 \n'b' Damage Immunities acid, fire \n'b' Condition Immunities prone \n'b' Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 14 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 8 (3,900 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Adhesive (Object or Terrain Form Only) . The dune mimic adheres to anything that touches it. A creature adhered to the dune mimic is also grappled by it (escape DC 15). Ability checks made to escape this grapple have disadvantage. The dune mimic can harden its outer surface, so only the creatures it chooses are affected by this trait. \n'b' False Appearance (Object or Terrain Form Only) . While the dune mimic remains motionless, it is indistinguishable from an ordinary sandy object or terrain feature. \n'b' Grappler . The dune mimic has advantage on attack rolls against any creature grappled by it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dune mimic makes three Pseudopod attacks. It can replace one attack with a use of Engulf. \n'b' Pseudopod . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage. If the dune mimic is in object or terrain form, the target is subjected to the mimic\xe2\x80\x99s Adhesive trait. \n'b' Engulf . The dune mimic engulfs a Large 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 mimic\xe2\x80\x99s turns or take 10 (3d6) slashing damage, as the creature is lacerated by the mimic\xe2\x80\x99s sand-coated form. If the mimic moves, any engulfed creatures move with it. The mimic can have no more than two creatures engulfed at a time. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Change Shape . The dune mimic transforms into a Huge sand- or gravel-covered object, shapes itself into a sandy or rocky terrain feature no larger than a 20-foot cube or transforms back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ABOUT \n'b' The sand surges and shifts, a sinkhole opens, and sandy tendrils reach out. \n'b' Enormous Forms . Though most commonly seen as dunes, a dune mimic can take the form of a date palm grove, a riverbank, an enormous boulder, or other large shapes in the landscape. \n'b' A King\xe2\x80\x99s Guardians . Dune mimics were created by a forgotten king as guardians for his desert tomb. Somewhere, dozens of them guard vast wealth. \n'b' Spread by Spores . Although not intended to reproduce, they began producing spores spontaneously and replicating themselves. Now they are spread across the deserts. Luckily for the other inhabitants, dune mimics reproduce just once per century.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Elk \n'b' Family: Animal \n'b' Large beast , unaligned \n'b' Armor Class 12 Hit Points 51 (6d10+18) Speed 50 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 17 (+3) INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Elk Charge If the elk moves at least 10 feet and then hits a target with a gore attack , the target takes an extra 1d8 damage and must make a Str save (DC 15) or be forced prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Gore . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 2d8+4 bludgeoning damage (3d8+4 damage if the elk charged). \n'b'\n'b' ABOUT \n'b' Sporting a rack of antlers more than ten feet wide, this large and powerful elk stands taller than a human at the shoulder. \n'b' Sometimes known as the giant elk or the tundra elk, the elk is a large and particularly ill-tempered member of the deer family. The elk stands more than 7 feet tall at the shoulder, and its massive rack of antlers can span 12 feet or more. It can easily weigh 1,500 pounds or more. \n'b' An elk is one of the many large and dangerous prey animals common in the continent\xe2\x80\x99s northern plains and forests. It can deliver an extremely powerful charge-few creatures can match its mix of speed, strength, and natural armament. Some of the tribes of the tundra have been known to domesticate the elk and use the beast as a mount; it is easily as strong as a good-sized horse, and is much harder to spook or startle.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dunefish Swarm \n'b' Large swarm of tiny beasts, unaligned\n'b' STATS STR: 6 (-2) DEX: 16 (+3) CON: 10 (+0) INT: 3 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 13 Hit Points 38 (7d10) Speed 0 ft., burrow 40 ft. Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Blood Frenzy . The swarm has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hit points . \n'b' Sand Swimmers . Dunefish can swim through sand as fish swim through the water, but they cannot move through solid rock or compacted dirt. They are able to breathe while sand swimming. They can use a bonus action to Dash as long as they move in a straight line. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny reptile. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Actions \n'b' Bites . Melee Weapon Attack : +5 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit: 14 (4d6) piercing damage or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. \n'b' Tactics \n'b' Dunefish swim just below the surface of the sand, causing characteristic ripples that might warn of their approach with a successful DC 18 Wisdom ( Survival ) check. Once they find prey, they surround it and attack relentlessly until they are done feeding. They ignore any treasure and move on quickly to seek another meal. \n'b' Description \n'b' Though they are called fish, these creatures are actually smooth-scaled reptiles with long sinuous tails and short, webbed feet. They \xe2\x80\x98swim\xe2\x80\x99 near the surface of the sand, seeking prey. When they find it, they leap from the surface, attacking with their tiny teeth. \n'b' Desert Schools . It is uncertain what attracts these tiny reptiles, other than wounded creatures. Some say it is the scent of living beings, others the vibrations that people make as they travel the sand dunes, a few believe it is the fear and desperation of those lost in the desert that draws them. Some nomads follow the schools of dunefish, either hunting them for food (as dangerous as that may be) or to recover the treasures left behind when the dunefish attack a caravan or other group.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dunewinder \n'b' Huge monstrosity , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 85 (9d12 + 27) Speed 40 ft., burrow 20 ft.\n'b' STATS STR: 23 (+6) DEX: 14 (+2) CON: 16 (+3) INT: 8 (-1) WIS: 15 (+2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Condition Immunities prone Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The dunewinder has advantage on saving throws against spells and other magical effects. \n'b' Tunneler . The dunewinder can burrow through solid rock at half its burrow speed and leaves a 10-foot diameter tunnel in its wake. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 19 (3d8 + 6) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 14 Dexterity saving throw or be swallowed by the dunewinder. A swallowed creature is blinded and restrained , it has total cover from attacks and other effects outside the dunewinder, and it takes 7 (2d6) acid damage at the start of each of the dunewinder\xe2\x80\x99s turns. If the dunewinder dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone . \n'b' Sand to Sky Attack (Recharge 2-3) . The dunewinder rises up out of a hole in the sand and reaches up 30 ft. into the sky. It makes a bite attack against one target. \n'b'\n'b' ABOUT \n'b' A celebrated hero confidently flies over the desert on his hippogriff. The young man is enjoying the spectacular view when suddenly a massive red worm launches itself into the air. In a split second the dunewinder swallows the rider and his mount. \n'b' Sky Watcher . These huge worms usually tunnel under the sand. However, they also look up from their holes to see what prey is flying by. They have the surprising ability to stretch vertically into the sky and attack airborne creatures. \n'b' Underground Transit . The dunewinder\xe2\x80\x99s tunnels are quite large. Other monsters use these passages to travel under the desert sand. If they run into the monstrosity, they better hope it isn\xe2\x80\x99t hungry. \n'b' Crude Construction . Some of the worm\xe2\x80\x99s tunnels aren\xe2\x80\x99t very stable though. There is always a chance that one of these passages can collapse.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dung Monster \n'b' Large aberration , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 147 (14d10 + 70) Speed 10 ft., climb 10 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 21 (+5) INT: 10 (+0) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities acid, cold, lightning Condition Immunities blinded , charmed , deafened, exhaustion , frightened , paralyzed , petrified , poisoned , prone , stunned Senses blindsight 90 ft., darkvision 60 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Magic Resistance . The dung monster has advantage on saving throws against spells and other magical effects. \n'b' Shapechanger . The dung monster can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Adhesive (Object Form Only) . The dung monster adheres to anything that touches it. A Huge or smaller creature adhered to The dung monster is also grappled by it (escape DC 16). Ability checks made to escape this grapple have disadvantage. \n'b' False Appearance (Object Form Only) . While The dung monster remains motionless, it is indistinguishable from an ordinary object. \n'b' Grappler . The dung monster has advantage on attack rolls against any creature grappled by it. \n'b' Rejuvenation . If destroyed, The dung monster gains a new body in 24 hours, regaining all its hit points and becoming active again. The new body appears in a nearby room. \n'b' Actions \n'b' Multiattack . The dung monster makes three attacks: two slams with its pseudopod and one with its bite. \n'b' Pseudopod . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage plus 18 (4d8) acid damage. \n'b' Engulf . The dung monster moves up to its speed. While doing so, it can enter Large or smaller creatures\xe2\x80\x99 spaces. Whenever The dung monster enters a creature\xe2\x80\x99s space, the creature must make a DC 16 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of The dung monster. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, The dung monster enters the creature\xe2\x80\x99s space, and the creature takes 14 (4d6) acid damage and is engulfed. The engulfed creature can\xe2\x80\x99t breathe, is restrained , and takes 21 (6d6) acid damage at the start of each of The dung monster\xe2\x80\x99s turns. When The dung monster moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 18 Strength check. On a success, the creature escapes and enters an unoccupied space of its choice within 5 feet of The dung monster.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Duppy \n'b'\n'b' Medium undead , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 84 (13d8+26) Speed fly 40 ft.\n'b' STATS STR: 10 (+0) DEX: 22 (+6) CON: 14 (+2) INT: 13 (+1) WIS: 15 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +7, Dex +9 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Damage Vulnerabilities radiant Skills Intimidation +10, Stealth +12 Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . A duppy\xe2\x80\x99s 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' 1/day each : faithful hound (+8 to hit), invisibility \n'b'\n'b' Sunlight Weakness . While in sunlight, the duppy has disadvantage on attack rolls, ability checks, and saving throws. \n'b'\n'b' Actions \n'b'\n'b' Strength Drain . Melee Weapon Attack : +9 to hit, 5 ft. reach, one target. Hit : 45 (7d12) necrotic damage. The target\xe2\x80\x99s strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. \n'b'\n'b' About \n'b' A duppy is the spirit of a cruel and brutal sailor who died by violence on land, away from his ship and crew, and thus was unable to receive a proper burial at sea. \n'b' Hounded in death . While its ghostly form is evidence enough of its twisted hatred, a duppy also possesses power over a pack of faithful, otherworldly hounds that share in their master\xe2\x80\x99s malevolence. The appearance of a duppy is often preceded by the distant sound of unearthly howling. \n'b' Duppies typically seek out sailors and pirates when exacting their vengeance, inflicting great violence on those living creatures who remind them of what they lost. For this reason, duppies are most often found in seaside towns or nearby beaches, and settlements that rely on the ocean know to fear and hate these spectral beings. \n'b' Dead man\xe2\x80\x99s chest . Some tales claim that duppies arise near the treasures they buried while they were still alive, and ambitious sailors who buy into these stories might attempt to capture a duppy. However, few creatures can muster powers strong enough to cage a duppy, whose hounds confound enemies and allow the ghostly monster to attack victims from all sides. Those who do manage to trick a duppy into a magical trap are wise to keep the horror confined until the daytime, when its otherworldly abilities are hindered and it can be more easily defeated.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chatterlome \n'b' Medium fiend , lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 93 (11d8 + 44) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 18 (+4) INT: 11 (+0) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +5, Cha +3 Skills Perception +5, Stealth +7 Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 15 Languages Abyssal, Common, Infernal, telepathy 60 ft. \n'b' Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The chatterlome has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The chatterlome makes four chisel attacks. \n'b' Chisel . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Box Teleport . The chatterlome magically teleports up to 120 feet into a box, chest, wardrobe, or other wooden container with a lid or door. The chatterlome can hide inside the container as a bonus action after teleporting. If the chatterlome uses this action while inside a container, it can teleport into another container within range or it can teleport back to the Hells. If it teleports to the Hells, it can\xe2\x80\x99t return to the Material Plane until it is summoned. \n'b'\n'b' ABOUT \n'b' When the oaken box is found on your stoop, run-for the box devil is soon to come.\xc2\xa0Chatterlomes have featureless grey heads with large, round eyes, and their circular mouths are filled with needlelike teeth.\xc2\xa0They have misshapen torsos and short, bandy legs. Their most notable feature, though, is their four arms, which always wield woodworking tools. \n'b' Vengeance Seekers . Chatterlomes prey on scorned lovers, offering violent revenge for those who have been wronged.\xc2\xa0When a person calls upon the chatterlome, they soon receive an intricately carved oaken box with an obsidian inlay of a humanoid heart. Upon touching the box, the supplicant immediately knows that the box must be delivered to the home of the person who wronged the supplicant. When the victim opens the box, the chatterlome springs forth, claiming the heart of the victim and fulfilling the supplicant\xe2\x80\x99s request. \n'b' Whether or not the box is opened, a chatterlome whose box has been delivered knows the location of the victim and tracks the person relentlessly. After the victim dies, the supplicant must then deliver the chatterlome\xe2\x80\x99s box to nine more victims or forfeit their own life. A string of deaths occurring shortly after victims received mysterious boxes is a sure sign that a chatterlome is in the area. \n'b' Box Devils . Chatterlomes are often called \xe2\x80\x9cbox devils\xe2\x80\x9d due to their peculiar ability to magically travel between boxes and other enclosed, wooden objects.\xc2\xa0Though chatterlomes can travel between boxes, each chatterlome has its original box, created when it was summoned by a supplicant who was scorned. If the chatterlome\xe2\x80\x99s original box is destroyed, the chatterlome returns to the Hells, where it waits for another scorned lover to call it back to the Material Plane. \n'b' Servants of Retribution . Poena, the Duke of Retribution(see page 99), sometimes calls on chatterlomes when her vengeance requires a more subtle hand. \n'b' Chatterlomes who serve Poena receive payment from her in the hearts and souls of their victims, leaving the supplicants alive and free of any obligations to the chatterlomes. The Duchess brings her full fury on chatterlomes who don\xe2\x80\x99t adhere to this stipulation.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Duppy \n'b' Medium undead , chaotic evil \n'b' Armor Class 15 Hit Points 78 (12d8 + 24) Speed fly 40 ft.\n'b' STATS STR: 6 (-2) DEX: 18 (+4) CON: 15 (+2) INT: 13 (+1) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 12 Languages any languages it knew in life Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal Movement . The duppy can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Sunlight Sensitivity . While in sunlight, the duppy has disadvantage on attack rolls. \n'b'\n'b' ACTIONS \n'b'\n'b' Incorporeal Touch . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 17 (3d8 + 4) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the duppy\xe2\x80\x99s control, unless the humanoid is restored to life or its body is destroyed. The duppy can have no more than six zombies under its control at one time. \n'b' Ravenous Hounds (1/day) . The duppy summons forth 1d4 incorporeal hounds (use the wolf stat block with the Incorporeal Movement trait). The called creatures arrive in 1d4 rounds, acting as allies of the duppy and obeying its spoken commands. The hounds remain for one hour, until the duppy dies, or until the duppy dismisses them as a bonus action. \n'b'\n'b' ABOUT \n'b' When the cruelest sailors die ashore, out of reach of their ship and crew and a proper burial at sea, they sometimes rise again as hate-filled duppies. The floating, ghostly humanoid\xe2\x80\x99s face is a blend of human and beast, and canine shapes appear to twine around the creature\xe2\x80\x99s legs. These evil undead seek to exact their vengeance on the living, often targeting other sailors and pirates who remind them of their past lives. The arrival of a duppy is often preceded by the baying of a pack of hounds. The duppy can summon these ravenous hounds to do its bidding, which often involves tracking down his prey.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Duskwilt \n'b' Small plant , lawful neutral \n'b' Armor Class 15 (natural armor) Hit Points 97 (15d6 + 45) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 16 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +6 Damage Vulnerabilities radiant Damage Resistances necrotic, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 13 Languages understands Common and Undercommon but can\xe2\x80\x99t speak, telepathy 120 ft. (with other fungi only) Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Light Absorption . Light within 60 feet of the duskwilt is reduced. Bright light in the area becomes dim light and dim light in the area becomes darkness . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The duskwilt makes three Slam or Nether Bolt attacks. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) bludgeoning damage plus 3 (1d6) necrotic damage. \n'b' Nether Bolt . Ranged Spell Attack : +4 to hit, range 60 ft., one target. Hit : 9 (2d6 + 2) necrotic damage. \n'b' Necrotizing Spores (3/Day) . Each creature within 15 feet of the duskwilt and that isn\xe2\x80\x99t a Construct or Undead must make a DC 14 Constitution saving throw. On a failure, a creature takes 15 (6d4) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned . The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. In addition, each Undead within 15 feet of the duskwilt gains 7 (2d6) temporary hp . \n'b'\n'b' ABOUT \n'b' This dark blue, walking mushroom is covered in purple and green protrusions and darkens the area with its very presence. \n'b' This ambulatory fungus is a relative of myconids and often found in their colonies. The presence of duskwilts is considered a favorable thing, as their ability to absorb light gives myconids a tactical advantage against surface dwellers. \n'b' Defensive Fungi . As part of a myconid colony, the duskwilt provides a first line of defense. They are sent in against creatures with light sources to impede their vision and progress, moving close enough to absorb light attack intruders at range. If intruders persist and close with the duskwilts, they release their spores and fight hand to hand until reinforcements arrive. \n'b' Companions to Ghouls . Like the deathcap myconids, duskwilts sometimes ally with ghouls and the darakhul. A duskwilt may be assigned to a particular troop or patrol, bolstering the ghouls with their spores.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dust Goblin Firstblade \n'b' Small humanoid (goblinoid), neutral evil \n'b' Armor Class 15 (studded leather armor) Hit Points 23 (6d6 + 2) Speed 40 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 15 (+2) INT: 13 (+1) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +8 Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 10 Languages Common, Goblin Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Asp Venom . Keluikinj poisons his weapons with a toxin distilled from asp venom. Creatures struck by his weapon attacks take 9 (2d8) additional poison damage, or half damage with a successful DC 11 Constitution saving throw against poison (included in the attacks). \n'b' Twisted . When the dust goblin attacks a creature from hiding, its target must make a successful DC 10 Wisdom saving throw or be frightened until the end of its next turn. \n'b' Purple Worm Poison . The first creature hit by Imortra\xe2\x80\x99s shortsword takes an additional 42 (12d6) poison damage, or half damage with a successful DC 19 Constitution saving throw. She can renew the poison once by spending an action doing so. \n'b' Spellcasting . Imortra is an 11th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). She has the following spells prepared.\n'b'\n'b'\n'b' Cantrips (at will) : acid splash , chill touch , mage hand , prestidigitation , ray of frost , shocking grasp \n'b' 1st level (4 slots) : mage armor , magic missile , shield , thunderwave \n'b' 2nd level (3 slots) : arcane lock , flaming sphere , mirror image , misty step \n'b' 3rd level (3 slots) : chains of perdition*, demon within*, glyph of warding , magic circle \n'b' 4th level (3 slots) : banishment , conjure fiends*, conjure minor elementals , phantasmal killer , polymorph \n'b' 5th level (2 slots) : cloudkill , conjure elemental , dark lord\xe2\x80\x99s mantle* \n'b' 6th level (1 slot) : globe of invulnerability , true seeing \n'b'\n'b' ACTIONS \n'b'\n'b' Benign Transposition (Recharges after a Short or Long Rest) . Imortra teleports to an unoccupied space within 30 feet that she can see. Alternatively, she can choose a space within 30 feet that is occupied by a Small or Medium ally; both creatures teleport , swapping places. \n'b' Refresh Poison (1/Day) . Imortra re-coats her shortsword with purple worm poison. The next creature hit by the dagger is affected by the poison (see her Purple Worm Poison trait). \n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 3 (1d6) piercing damage. The first creature hit by the dagger also takes additional poison damage (see her Purple Worm Poison trait).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dust Grazer \n'b' Large aberration , unaligned \n'b' Armor Class 12 (natural armor) \n'b' Hit Points 105 (10d10 + 50) \n'b' Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 19 (+4) DEX: 7 (\xe2\x80\x932) CON: 20 (+5) INT: 2 (\xe2\x80\x934) WIS: 7 (\xe2\x80\x932) CHA: 2 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison \n'b' Condition Immunities poisoned \n'b' Senses blindsight 120 ft. (blind beyond this radius), passive Perception 8 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 4 (1,100 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Death Spores . When the dust grazer dies, it explodes, releasing a cloud of spores. Each creature within 20 feet of the dust grazer when it dies must succeed on a DC 14 Constitution saving throw or take 14 (4d6) poison damage and become infected with the grazer spores disease. Creatures immune to the poisoned condition are immune to this disease. Until the disease is cured, the creature is poisoned and can\xe2\x80\x99t regain hp except by magical means. Every 24 hours that elapse, the target must succeed on a DC 14 Constitution saving throw or take 7 (2d6) poison damage, and its hp maximum is reduced by that amount. This reduction lasts until the target finishes a long rest after the disease is cured. The target dies if this effect reduces its hp maximum to 0. Two days after the creature dies, it rises as a dust grazer of its size , growing to Large over the course of a week. \n'b'\n'b' ACTIONS \n'b'\n'b' Tendril . Melee Weapon Attack : +6 to hit, reach 15 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) acid damage. If the target is a creature, it is grappled (escape DC 14) if the grazer isn\xe2\x80\x99t already grappling a creature. \n'b' Absorb . The dust grazer makes one Tendril attack against a Medium or smaller creature it is grappling. If the attack hits, the target is also absorbed into the dust grazer\xe2\x80\x99s body, and the grapple ends. While absorbed, a creature is blinded and restrained , it has total cover against attacks and other effects outside the dust grazer, and it takes 7 (2d6) acid damage at the start of each of the dust grazer\xe2\x80\x99s turns. A dust grazer can have only one creature absorbed at a time. If the dust grazer takes 10 damage or more on a single turn from the absorbed creature, the grazer must succeed on a DC 15 Constitution saving throw at the end of that turn or expel the creature, which falls prone in a space within 5 feet of the grazer. If the grazer is flying, the expelled creature takes falling damage, as normal. If the grazer dies, an absorbed creature is no longer restrained , but it has disadvantage on the saving throw against the grazer\xe2\x80\x99s Death Spores. \n'b'\n'b' ABOUT \n'b' This creature is a massive, inchoate riot of flesh infested with slimy, fungal growths. It floats slowly through the air, trailing a mass of writhing tendrils that drip a foul liquid. \n'b' Dust grazers are abominations spawned in the blasted wastelands created by magical fallout. Once some natural creature of the wastelands, the first dust grazer was exposed to a magic-blasted fungus that altered the creature. A dust grazer does two things: eat everything in its reach and infect living creatures with fungal spores when it dies. The spores cause a painful transformation and eventually turn the creature into another dust grazer. \n'b' Danger to All . Dust grazers scour each area they visit until every last bit of once-living material has been devoured. The presence of a dust grazer is one of the few crises that can unite the residents of wastelands. Even bitter enemies temporarily set aside their differences to eliminate the danger. \n'b' Gorge and Grow . A dust grazer trails its tendrils over the land below it as it drifts, pulling up and devouring any organic material it finds, even sown seeds and insects buried in the topsoil. Dust grazers never stop growing, and some travelers have reported sightings of truly immense grazers in the deepest reaches of the wastes. Rumors often attribute sudden disappearances of entire settlements to such grazers.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dust Guard \n'b'\n'b' Medium undead , lawful evil \n'b' Armor Class 15 (broken scale mail and tower shield) Hit Points 30 (4d8 + 12) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 17 (+3) INT: 5 (-3) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities bludgeoning Damage Resistances piercing, slashing Damage Immunities poison Condition Immunities poisoned , exhaustion Senses darkvision 60 ft., passive Perception 10 Languages understands Common, but cannot speak it. Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Pack Tactics . A dust guard has advantage on attack rolls against a creature if at least one of the guard\xe2\x80\x99s allies is within 5 feet of the creature and the ally is capable of attacking. \n'b'\n'b' ACTIONS \n'b'\n'b' Khopesh . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) slashing damage. \n'b' Desiccating Inhalation (Recharge 5-6) . The dust guard inhales, drawing the moisture from all creatures within a 15-foot cone, literally drawing all their moisture through their pores. Each creature in the area must succeed on a DC 11 Constitution saving throw, taking 9 (2d8) necrotic damage on a failed saving throw or half as much damage on a successful saving throw. \n'b'\n'b' ABOUT \n'b' Clad in tattered old armor, this sand-blasted skeleton moves with jerky motions, pools of green energy radiating from its eyes. \n'b' The sand-scoured armor of this skeleton shows signs of superior manufacture, including rank insignia. It moves with purpose as the green energy of its eyes flickers with malign intent.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dust Guard Sergeant \n'b'\n'b' Medium undead , lawful evil \n'b' Armor Class 15 (broken scale mail and tower shield) Hit Points 45 (6d8 + 18) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 17 (+3) INT: 5 (-3) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities bludgeoning Damage Resistances piercing, slashing Damage Immunities poison Condition Immunities poisoned , exhaustion Senses darkvision 60 ft., passive Perception 10 Languages understands Common, but cannot speak it Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Pack Tactics . A dust guard has advantage on its attack roll against a creature if at least one of the guard\xe2\x80\x99s allies is within 5 feet of the creature and the ally is capable of attacking. \n'b'\n'b' ACTIONS \n'b'\n'b' Khopesh . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) slashing damage. \n'b' Desiccating Inhalation (Recharge 5-6) . The dust guard inhales, drawing the moisture from all creatures within a 15-foot cone, drawing all their moisture through their pores. Each creature in the area must succeed on a DC 12 Constitution saving throw, taking 13 (3d8) necrotic damage on a failed saving throw or half as much damage on a successful saving throw. \n'b'\n'b' ABOUT \n'b' Dressed in a stylish, if old-fashioned, dress, this beautiful white-haired woman cuts an impressive figure, with her glittering eyes promising untold delights.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Abymal Giant Snake \n'b' Family: Abymal \n'b' Huge elemental (shadow), unaligned \n'b' Armor Class 12 Hit Points 75 (10d12 + 10); Wound Threshold 19 Speed 30 ft., swim 30 ft. \n'b'\n'b' STR \n'b' WIS \n'b' CON \n'b' INT \n'b' SAG \n'b' CHA \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +3 Skills Perception +2, Stealth * +6 Damage Resistances necrotic, poison Senses blindsight 30 ft., darkvision 120 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The myrsnakur can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 1/day each : see invisibility , silence , spider climb \n'b'\n'b' Stone Camouflage . The myrsnakur has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one creature. Hit : 12 (2d6 + 5) piercing damage. \n'b' Constrict . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the creature is restrained , and the myrsnakur can\xe2\x80\x99t constrict another target. \n'b' Etherealness . The myrsnakur shifts from the Material Plane to the Ethereal Plane, or vice versa. \n'b'\n'b' ABOUT \n'b' The abymal giant snake, or myrsnakur in Dwarvish (plural: myrsnakar), looks like a snake big enough to be a threat to most of the Netherworld\xe2\x80\x99s dwellers. It seems to have a preference for ruins, the surroundings of oases, and caravan routes. \n'b' An abymal creature is an elemental resulting from the adaptation of a beast, plant, or ooze to the darkness and strong magic of the depths. Some abymals are surface beasts that ventured into the Netherworld and survived by evolving thanks to the Abyss. Others are distinct species, related to their surface cousins but showing obvious morphological differences. \n'b' An abymal\xe2\x80\x99s appearance is evocative of the Netherworld and the Ethereal Plane. Its colors can be dull, blending into the lithic darkness of its environment, or it can have pale, translucent skin, underneath which its veins and muscles are half-visible. In addition, some abymals sport a glistening epidermis that brings mineral oils to mind. And finally, some even boast adaptable skin coloration, similar to chameleons. \n'b' Abymals are stealthy creatures, disturbingly silent, very rarely screaming or singing. Their timbre may seem to clash with their general appearance, being strangely low or melodious. \n'b' Though abymals behave in ways reminiscent of the beasts, plants, and oozes they resemble, they can draw part of their sustenance from the Abyss, owing to their elemental nature. As a result, they are frugal creatures, able to bear lack of food or air remarkably well. They can also shift into the Ethereal Plane and move across it to go more easily from one place to another. Finally, they are often able to use certain spells.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fossa \n'b' Family: Animal \n'b' Small beast , unaligned \n'b' Armor Class 14 Hit Points 6 (1d8+1) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 12 (+1) DEX: 19 (+4) CON: 13 (+1) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +3, Dex +6 Skills Acrobatics +6, Athletics +3, Stealth +6 Senses passive Perception 11 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Low-light Vision . A fossa can see twice as far in dim light as a human . \n'b' Tree Hunter . A fossa does not suffer from difficult terrain while moving through trees and dense foliage. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4+4) piercing damage.If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone . \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 5 (1d2+4) slashing damage. \n'b'\n'b' ABOUT \n'b' This long-bodied creature looks vaguely like a cat but on second glance looks very different. \n'b' Fossas are a rare creature easily confused with small cougars. While very different, they are a closer relative to mongooses. Diverging from mongooses, they developed felid features. They are adept climbers and carnivorous creatures, hunting prey by pouncing from above in the trees. Typically small, larger fossa, nearly the size of humans have been spotted in remote forests. \n'b' Companion \n'b' Armor Class 14 plus Caregiver\xe2\x80\x99 s Proficiency Bonus (PB) Hit Points As above or 4x caregiver\xe2\x80\x99 s level Saving Throws Con +1 plus Proficiency Bonus (PB), Dex +4 plus Proficiency Bonus (PB) Skills Acrobatics +4 plus Proficiency Bonus (PB), Athletics +1 plus Proficiency Bonus (PB), Stealth +4 plus Proficiency Bonus (PB) Senses passive Perception 11 \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit plus Proficiency Bonus (PB), reach 5 ft., one target. Hit : 6 (1d4+4 plus Proficiency Bonus (PB)) piercing damage. If the target is a creature, it must succeed on a DC 9 plus Proficiency Bonus (PB) Strength saving throw or be knocked prone . \n'b' Claw . Melee Weapon Attack : +4 to hit plus Proficiency Bonus (PB), reach 5 ft., one target. Hit : 5 (1d2+4 plus Proficiency Bonus (PB)) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dvarapala \n'b' This fearsome warrior-giant stands guard in front of a pair of great doors, brandishing a large, bronze mace. He has a huge, block-like physique, thick arms and legs, large ears , and a monstrous face dominated by a mouth full of sharp teeth. He wears a skirt and several pieces of gold jewelry but is otherwise unclothed, as if to better show off his impressive belly . \n'b' Huge giant , any alignment (as its patron deity) \n'b' Armor Class 14 (natural armor) Hit Points 136 (13d12 + 52) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 8 (-1) CON: 18 (+4) INT: 10 (+0) WIS: 16 (+3) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +7, Constitution +7, Wisdom +6 Skills Perception +6, Religion +3 Condition Immunities charmed , exhaustion , frightened Senses darkvision 120 ft., passive Perception 16 Languages Common; telepathy 120 ft. Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Divine Words . In addition to Common, a dvarapala can speak one language associated with its patron deity: Abyssal (chaotic or neutral evil deities), Celestial (good deities), or Infernal (lawful evil deities). A dvarapala who serves a neutral deity knows a language that is most appropriate for service to its deity (such as Primordial for a neutral god of elementals or Sylvan for a neutral god of nature). \n'b' Keen Senses . The dvarapala has advantage on Wisdom ( Perception ) checks that rely on sight, hearing, or smell. \n'b' Magic Resistance . The dvarapala has advantage on saving throws against spells and other magical effects. \n'b' You Shall Not Pass! The dvarapala can make an opportunity attack when a hostile creature moves within its reach as well as when a hostile creature moves out of its reach. It gets one extra reaction that be used only for opportunity attacks. \n'b' Innate Spellcasting . The dvarapala\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 14). The dvarapala can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : sacred flame (2d8) \n'b' 3/day : thunderwave \n'b' 1/day each : gust of wind , wind wall \n'b'\n'b' Actions \n'b' Gada . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 25 (6d6 + 4) bludgeoning damage and if the target is Large or smaller it must succeed on a DC 16 Strength saving throw or be pushed up to 15 feet away from the dvarapala. \n'b' Javelin . Melee or Ranged Weapon Attack : +7 to hit, reach 10 ft. or range 20/60 ft., one target. Hit : 14 (3d6 + 4) piercing damage. \n'b' Sweeping Strike (Recharge 4-6) . The dvarapala targets one or more creatures it can see within 10 feet of it. Each target must make a DC 16 Strength saving throw, taking 24 (7d6) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature who fails its save is pushed 5 feet away from the dvarapala. \n'b' About \n'b' Divine Door Guardians . Dvarapala are a race of semi-divine giants who serve the various gods of the East, standing guard over their most sacred temples and shrines. Normally encountered in pairs or in even numbers, one dvarapala will be stationed on each side of the temple entrance with another pair inside, guarding the doorway into the inner sanctum. The dvarapala take orders from the god\xe2\x80\x99s servants, ensuring that only those allowed to enter the temple are admitted. \n'b' Touched by the Gods . Although all dvarapala are both larger-than-life and martial, their appearances and costumes vary based on the attributes of their divine master. A dvarapala serving a god of war, for example, might appear more ferocious, while one sworn to a god of the morning might have skin that gleams with a golden glow. Its weapons vary as well, but huge gadas (maces) are favored by most dvarapala to knock intruders down the temple steps or bludgeon them into submission.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dwarven Bear Rider \n'b' Family: Dwarf \n'b' Medium humanoid (dwarf), chaotic good \n'b' Armor Class 15 (breastplate) Hit Points 58 (9d8 + 18) Speed 20 ft. (40 ft., climb 30 ft. while mounted)\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 14 (+2) INT: 10 (+0) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +2, Perception +2 Senses passive Perception 12 Languages Hillspeak Challenge 3 (700 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The bear rider makes one pike attack , preferring to charge first if mounted. Their bear can also make a claw attack if it\xe2\x80\x99s being ridden. \n'b'\n'b' ABOUT \n'b' If anyone was going to slap a saddle and reins on a bear and ride it into battle, it was going to be a dwarf . The taming of bears as mounts was not a decision made out of practicality, but because someone thought it\xe2\x80\x99d make a good story. It was. Bear riders are not common, but they are always among the most brazen and fearless of the dwarves. \n'b' Dwarves are usually good-natured and well-intentioned glory hounds, ready to lend aid to others when it might serve their own quest for renown and recognition. This makes them a tightly woven and cooperative people, with a selfish streak that is sometimes at odds with their desire to do right by their fellows. \n'b' Dwarves take their oaths and commitments seriously, if only because to do otherwise would harm their good name. These bonds are not unbreakable however, as a dwarf will turn their back on old allies to do what they feel is right at the time. It wasn\xe2\x80\x99t so long ago that the previous king of the Grey Hills chose to break off lucrative peacetime trade with Drohm to stop its campaign to eradicate the elves. \n'b' Standing less than 5 feet on average, dwarves are broad and stocky, weighing almost as much as a human despite being quite a bit shorter. Their dense, muscular builds lend them an unparalleled hardiness that lets them shrug off blows that would kill most other people. Their hair is typically thick and wavy and grows exceptionally fast. Dwarves are hairy by nature, a protection against the cold of the higher altitudes and piercing winds of the Grey Hills, and a dedicated dwarf can easily grow a beard that\xe2\x80\x99s almost as long as they are tall. \n'b' Dwarves grow up surrounded by grand epics, music, and songs about their history. There are few history books that dryly cover the origins of the dwarves; instead they have songbooks, paintings, tapestries, and similar artistic renderings of events that shaped their culture. \n'b' Any dwarf worth their salt knows a couple songs and stories about something important to them, or their family. Dwarves eagerly craft their own legend and lore, as it\xe2\x80\x99s not enough to seek out adventure and accomplishment \xe2\x80\x93 you must also tell others about it, otherwise it might as well have never happened! Regardless of background, upbringing, and class, all dwarves craft songs and stories about their greatest deeds, so that their names are remembered by their fellows.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cheetah, Dire \n'b' Large beast , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 32 (5d10 + 5) Speed 70 ft., climb 20 ft.\n'b' STATS STR: 17 (+3) DEX: 18 (+4) CON: 13 (+1) INT: 3 (-4) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +8 Senses passive Perception 14 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The dire cheetah has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Stealthy . The dire cheetah doubles its proficiency bonus when making Stealth checks. \n'b' Pounce . If the dire cheetah moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must make a DC 13 Strength saving throw or be knocked prone . If the target is prone , the dire cheetah can make one bite attack against it as a bonus action. \n'b' Running Leap . With a 10-foot running start, the dire cheetah\xe2\x80\x99s long jump is up to 25 feet, and its high jump is up to 10 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 8 (1d8 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b'\n'b' TACTICS \n'b' Initial Round -Springing from a hidden position or barreling down on its prey from an unseen angle, the dire cheetah is unrelentingly aggressive, hoping to knoc k prone anything in its path. If it manages to do so, it will savage the victim immediately. \n'b' Subsequent Rounds -If the dire cheetah fails to knock a target prone , it will continue to run and return with another charge. It resists coming to a stop if possible unless it has downed prey. \n'b' ABOUT \n'b' This large, sleek feline resembles its smaller cousin but with serrated claws and impressive fangs the size of long knives. The dire cheetah can obtain astounding ground speeds when chasing prey. \n'b' The dire cheetah combines the speed of its lesser cousin with the brutal force of a much more powerful creature. The claws are longer, sharper, and serrated. The body is sleek, speedy, and heavy enough to knock its prey prone . This leads many to attempt to create an ultimate hunting beast through breeding and training, but this has mixed results as the wild and unpredictable nature is nigh impossible to eradicate from the offspring. \n'b'\n'b' d4 \n'b' Dire Cheetah Treasure \n'b'\n'b' 1 \n'b' +2 Arrows (d12) \n'b'\n'b' 2 \n'b' Silver Spear (100 gp) \n'b'\n'b' 3 \n'b' Slashed pouch with 40 gp 4 Necklace of agates and amethysts (25 gp)'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dwarf Hound \n'b' Medium beast , unaligned\n'b' STATS STR: 15 (+2) DEX: 11 (+0) CON: 17 (+3) INT: 3 (-4) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 12 (natural armor) Hit Points 45 (6d8 + 18) Speed 35 ft. Saving Throws Constitution +5 Skills Perception +3, Survival +3 Senses darkvision 90 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Fearless Loyalty . When a dwarf hound sees another creature make a hostile action toward its master it gains advantage on attack rolls, ability checks, and saving throws against that creature or its special abilities for as long as the perceived threat lasts. \n'b' Ore Nose . The dwarf hound can smell ore or metal as a bloodhound smells living creatures, and it has advantage on Wisdom ( Perception ) checks that rely on this ability. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone . \n'b' Deafening Bark . All creatures in a 45-foot cone must make a DC 12 Constitution saving throw. On a failure a creature takes 5 (2d4) thunder damage, or half damage on a success, and is deafened until the end of its next turn. A creature that fails its saving throw by 5 or more is also stunned until the end of its next turn. \n'b' Tactics \n'b' A dwarf hound is utterly fearless in defense of its master and won\xe2\x80\x99t back down from any attacker, no matter how large or dangerous. \n'b' Most have been trained to bark incessantly at spellcasters, and they will likewise bark in the direction of suspected invisible opponents, especially those who are carry the scent of metal. \n'b' Description \n'b' The dwarf hound is named for its breeders, not its stature. Its powerful body is broad and stocky, with a short black coat of fur speckled with reddish-gold patches at the snout, chest and belly. Its large golden eyes gleam in the shadows of a tunnel or cavern. \n'b' Awaken the Dead . Dwarf hounds are bred for wits and courage, and typically have enormous strength and stamina. They are not swift runners, but can wriggle through very narrow passages and lope along with their masters at a tireless trot. Their most notable physical trait, though, is their ear-splitting bark, which is truly worse than their bite: it has been known to crack stone, and can echo for miles through subterranean passages. \n'b' A Nose for Gold . Their other remarkable feature, less apparent to outsiders and largely kept secret, is their ability to smell metals, both precious and mundane. Miners often use a dwarf hound to sniff out veins of ore deep within the mountains, or to track fugitives and enemies by the items they carry.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dwarf Plague-Host \n'b' Medium undead , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 157 (15d8 + 90) Speed 20 ft.\n'b' STATS STR: 18 (+4) DEX: 6 (-2) CON: 22 (+6) INT: 2 (-4) WIS: 12 (+1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Wis +5 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 11 Languages understands the languages it knew in life, but can\xe2\x80\x99t speak Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Cadaverous Appearance . While the plague-host is lying still, it is indistinguishable from a mundane decomposing corpse. It can still be detected by a detect evil and good spell, or similar magic. \n'b' Dwarven Undead Fortitude . If damage reduces the plague-host 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 plague-host drops to 1 hit point instead. On a failure it is not immediately destroyed, but falls prone and remains conscious. While it has 0 hit points , the plague-host can\xc2\x92t regain any hit points , automatically fails any saving throws, and dies if it suffers a single hit that deals 5 or more damage. At the end of its next turn, the plague-host dies. \n'b' Actions \n'b' Multiattack . The plague-host makes two slam attacks. If it is grappling a creature, it then makes a bite attack . \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the plague-host can\xe2\x80\x99t use its slam against another target. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature the plague-host is grappling. Hit : 11 (2d6 + 4) piercing damage. Additionally, living creatures must succeed on a DC 18 Constitution saving throw, or take 9 (2d8) necrotic damage and contract the zombie necrosis disease (p.192). \n'b' Pestilent Discharge (Recharge 5-6) . The plague-host spews a mix of infectious fluids in a 15-foot cone. Living creatures in the area must make a DC 18 Constitution saving throw, taking 13 (3d8) necrotic damage and contracting the zombie necrosis disease (p.192) on a failed save, or taking half as much damage on a successful one. Creatures immune to the poisoned condition are immune to this disease. Until the end of its next turn, the plaguehost\xc2\x92s melee weapon attacks deal an additional 4 (1d8) necrotic damage, and creatures have disadvantage on Constitution saving throws against disease inflicted by the plague-host\xc2\x92s bite. \n'b' Legendary Actions \n'b' The plague-host 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 plaguehost regains spent legendary actions at the start of its turn. \n'b' Lurch . The plague-host moves up to 5 feet, without provoking opportunity attacks. \n'b' Attack (Costs 2 Actions) . The plague-host makes one slam or bite attack . \n'b' About \n'b' Combining the inherent toughness of a dwarf with the tenacity of their undead form, dwarf zombies are incredibly difficult to kill.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dwarf, Frost \n'b' Medium humanoid (frost dwarf), chaotic neutral \n'b' Armor Class 12 (leather) Hit Points 13 (2d8 + 4) Speed 25 ft.\n'b' STATS STR: 13 (+1) DEX: 12 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Resistances cold Senses darkvision 60 ft., passive Perception 12 Languages Common, Dwarven Challenge 1/2 (100 XP) \n'b' Actions \n'b' Battleaxe . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) slashing damage. \n'b' Frost breath . The frost dwarf exhales a 15-foot cone of freezing air. Each creature in the area must make a DC 12 Constitution saving throw, taking 7 (2d6) cold damage on a failed saving throw, or half as much damage on a successful one. \n'b' Frost Dwarf Traits \n'b' As a frost dwarf, you are at home in the most frigid environments, and your very breath is colder still. \n'b' Ability Score Increase . Your Strength score increases by 1. \n'b' Acclimation . You lose your Dwarven Resilience trait. Instead, you have resistance to cold damage, and you ignore nonmagical difficult terrain caused by snow or ice. \n'b' Frost Breath . You can use your action to exhale a 15- foot cone of freezing air. Each creature in the area of exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 cold damage on a failed saving throw, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can\xe2\x80\x99t use it again until you complete a short or long rest . \n'b' About \n'b' This stocky humanoid is about 4 feet tall with bright blue eyes and long bluish-white hair. \n'b' Frost dwarves are chaotic and untamed as the glacial expanses which they inhabit. Often they have lairs hidden deep beneath snow and ice packs burrowed deep into the living stone where they plunder for gemstones and metals as any other dwarf. Skilled crafters, frost dwarves trade freely with frost giants, constructing many of their massive weapons and armor in exchange for loot and protection. They are typically disliked and dismissed by their \xe2\x80\x9ctrue\xe2\x80\x9d dwarven kin who consider them to be abominations or worse. \n'b' Frost dwarves are known for their rudeness and coarse sense of humor. They are, however, famed for their skill at craftsmanship and the enchantment of strange and unusual magical items. Frost dwarf traps are legendary amongst the frozen wastes of the world. \n'b' Frost dwarves are proficient combatants and make use of their natural surroundings to their advantage. They assault enemies with crossbows from distance and use their battleaxe to crush charges. They enjoy surprise and prefer to attack using dirty tricks such as unleashing avalanches upon unsuspecting travelers, then pick through their frozen carcasses for loot. \n'b' Higher level frost dwarves often ride winter wolves as mounts. It is not uncommon for 1-2 of the beasts to be in the company of a frost dwarf squad. \n'b' Society \n'b' Frost dwarves are commonly found serving frost giant masters. In their own nations, they elect a king from the ruling clans. This jarl rules for life though does not necessarily establish any form of dynasty. Frost dwarf clans organize themselves loosely after the fashion of their mountain and hill dwarf cousins but are more tribal in nature. \n'b' Frost dwarves keep a semblance of military titles amongst the various clans. Frost dwarves are attuned to the use of magic and many of their leaders are powerful wizards or clerics. They are equally likely to be barbarians. \n'b' There are no frost dwarf females. Frost dwarves are born to the union of a frost dwarf and dwarf (any), human , gnome , or frost or hill giant . Any child conceived from such a union is always born a frost dwarf male and reaches full size within a matter of weeks. \n'b' Frost dwarf children are often abandoned near known frost dwarf communities where it is expected they will be found and cared for or claimed by their father\xe2\x80\x99s clan. Frost dwarves are often shunned by their maternal parent as an abomination, especially among hill and mountain dwarves who likely banish the mother from their halls if she survives the child\xe2\x80\x99s birth. The exception to this rule is that of frost dwarves born to frost giant and jotun mothers. In frost giant culture, frost dwarves are considered a sign of good luck. They are, however, still sent to live amongst others of their kind until they reach the age of maturity, which is about 50 years old, when they are welcomed back amongst the frost giants who sired them.'}