prompt
stringclasses
1 value
response
stringlengths
486
21.9k
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dwarf, Pike Guard \n'b' Medium humanoid ( dwarf), lawful neutral \n'b' Armor Class 16 (chain mail) \n'b' Hit Points 30 (4d8 + 12) \n'b' Speed 25 ft.\n'b' STATS STR: 14 (+2) DEX: 9 (\xe2\x80\x931) CON: 16 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +1, Perception +3 \n'b' Damage Resistances poison \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages Common, Dwarvish \n'b' Challenge 1/2 (100 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Forest of Pikes . If a pike guard is within 5 feet of at least one pike guard or pike guard captain, it has half cover against ranged attacks . \n'b'\n'b' ACTIONS \n'b'\n'b' Pike . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 7 (1d10 + 2) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Brace Pike . When a creature enters the pike guard\xe2\x80\x99s reach, the pike guard can brace its pike. If it does so, it has advantage on its next attack roll against that creature. \n'b'\n'b' ABOUT \n'b' A heavily armored dwarf braces himself on one knee. A massive pike juts out ahead of him, warding off any who dare approach. \n'b' Anchoring the dwarven battle line, protecting besieged tunnels, and guarding its largest garrisons are the pike guards. Pike guards are dwarves armed with pikes, swathed in chain, and trained extensively in formation fighting. While not veterans, a mass of pike guards is a threat far greater than the sum of its parts. Massed pikes turn away arrows and spells as effectively as any shield , while their officers can inspire a unit to hold against even the most horrific adversary. \n'b' Stationary Guardians . A pike guard is trained to fight a defensive engagement, one where its slow speed and lack of ranged weapons doesn\xe2\x80\x99t work against it. When in battle, units of pike guards require support against ranged attackers or risk being picked apart by distant foes. \n'b' Veteran Officers . A pike guard formation is held together by a pike guard captain, a veteran dwarf who\xe2\x80\x99s survived untold battles over its long life. Such captains are key to their units, as they can ensure their subordinates focus their blows and don\xe2\x80\x99t rout. However, this can make a unit of pike guards fragile if its captain is killed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dwarf, Pike Guard Captain \n'b' Medium humanoid ( dwarf), lawful neutral \n'b' Armor Class 18 (plate) \n'b' Hit Points 93 (11d8 + 44) \n'b' Speed 25 ft.\n'b' STATS STR: 16 (+3) DEX: 9 (\xe2\x80\x931) CON: 19 (+4) INT: 10 (+0) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +3, Wis +4 \n'b' Skills Intimidation +4, Perception +4 \n'b' Damage Resistances poison \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages Common, Dwarvish \n'b' Challenge 5 (1,800 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Forest of Pikes . As the pike guard. \n'b' Pike Mastery . As the pike guard. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The pike guard captain uses Not One Step Back, if it can. It then makes two Pike attacks. \n'b' Pike . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 14 (2d10 + 3) piercing damage. \n'b' Not One Step Back! (Recharge 5\xe2\x80\x936) . The captain bellows an order, inspiring its subordinates to glory. Each creature of the captain\xe2\x80\x99s choice within 10 feet of it becomes immune to the charmed and frightened conditions for 1 minute. In addition, the captain grants one such creature the Bring It Down reaction for 1 minute, allowing the target to make an opportunity attack if a pike guard or the captain deals damage to a creature in the target\xe2\x80\x99s reach. The captain can share Bring It Down with only one creature at a time. If the captain shares Bring It Down with another, the effect on the previous target ends. These effects ends early if the captain is incapacitated . \n'b'\n'b' REACTIONS \n'b'\n'b' Brace Pike . When a creature enters the captain\xe2\x80\x99s reach, the captain can brace its pike. If it does so, it has advantage on its next attack roll against that creature. \n'b' Bring It Down . When a creature within the captain\xe2\x80\x99s reach takes damage from a pike guard or pike guard captain, the captain can make one opportunity attack against that creature.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dwargoyle \n'b' Medium construct , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 52 (7d8+21) Speed 30 ft., fly 50 ft.\n'b' STATS STR: 15 (+2) DEX: 11 (+0) CON: 16 (+3) INT: 4 (\xe2\x80\x933) WIS: 11 (+0) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities slashing, bludgeoning, piercing, from nonmagical weapons that are not adamantine, poison Condition Immunities exhaustion , petrified , poisoned Senses darkvision \xc2\xa060 ft., passive Perception 10 Languages Terran Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . Dwargoyles have advantage on saving throws against spells and other magical effects. Runestone Dwargoyles are crafted from hardened stone and animated by a runestone inserted into their chest. Striking the runestone (an unmodified called shot of 19-20 on d20) will score double-damage against a dwargoyle and there is a 10% it will explode causing 2d4 points of damage to all those within 20 feet. \n'b' Statue Disguise . While the Dwargoyle remains motionless, it appears to be an inanimate statue. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dwargoyle makes one attack with its bite, one with its horn, and one with its claws. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) slashing damage. \n'b' Horn . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d4+2) piercing damage. \n'b' Stone Weapon . Melee Weapon Attack : +4 to hit (+5 while flying), reach 5 ft., one target. Hit : 9 (1d12+2) piercing damage. \n'b'\n'b' ABOUT \n'b' Dwargoyles are gargoyle-like magical constructs. They are created by duergar clerics and are normally used to guard important locations or as priestly bodyguards. \n'b' Like a typical gargoyle, they possess claws, teeth, and a horn, but some dwargoyles (50%) are constructed with stone warhammers or axes. \n'b' Dwargoyles are less intelligent than their normal counterparts and are known to be literal in their interpretation of instructions.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dwarven Firecracker \n'b' Medium humanoid ( dwarf), any \n'b' Armor Class 14 (scale mail) \n'b' Hit Points 68 (8d8 +32) \n'b' Speed 25 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 18 (+4) INT: 15 (+2) WIS: 9 (\xe2\x80\x931) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +2, Con +6 \n'b' Skills Arcana +4, Intimidation +2 \n'b' Damage Resistances fire, poison \n'b' Senses darkvision 60 ft., passive Perception 9 \n'b' Languages Common, Dwarvish \n'b' Challenge 3 (700 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Dwarven Fleet Foot . When the firecracker takes fire damage, its speed increases by 10 feet until the end of its next turn. In addition, it can immediately reroll its initiative and choose to change its place in the initiative order in subsequent rounds to the result. \n'b' Siege Monster . The firecracker deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The firecracker makes two Wrecking Maul or Fire Blast attacks. \n'b' Wrecking Maul . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) fire damage. The target must succeed on a DC 13 Strength saving throw or be pushed up to 15 feet away from the firecracker and knocked prone . \n'b' Fire Blast . Ranged Spell Attack : +4 to hit, range 60 ft., one target. Hit : 12 (3d6 + 2) fire damage. \n'b' Combustion Wave (Recharge 5\xe2\x80\x936) . The firecracker slams its massive hammer into the ground, battering itself and its foes with a fiery shockwave. Each creature within 20 feet of the firecracker, including itself, must make a DC 13 Constitution saving throw, taking 10 (3d6) fire damage and 10 (3d6) thunder damage on a failed save, or half as much damage on a successful one. Creatures behind cover have advantage on the saving throw. \n'b'\n'b' ABOUT \n'b' A soot-covered dwarf with a wicked-eyed gleam and a smoking maul strides onto the field. \n'b' Dwarven firecrackers are dwarves with an affinity for fire and are a devastating force on the battlefield. \n'b' Reckless Fighters . These burly fanatics smash through the opposition and are all too willing to risk their own well being in the process. Even when they are caught in their own blast, they do not falter. Fire, whether their foe\xe2\x80\x99s or their own, only propels them onward. \n'b' Fiery Mauls . Their mauls are hollow and composed of several parts that operate like a piston, slamming foes away with explosive force. Whether these marvelous weapons are fueled by sorcery or alchemy is a well-kept dwarven secret, and the mauls seem to work only in the hands of the firecrackers.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dwarven Ringmage \n'b' Medium humanoid ( dwarf ), any \n'b' Armor Class 16 (breastplate) Hit Points 136 (21d8 + 42) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 15 (+2) INT: 18 (+4) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +7, Con +4, Wis +4 Skills Arcana +7, History +7 Damage Resistances poison Senses darkvision 60 ft., passive Perception 11 Languages Common, Dwarvish Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Dwarven Resilience . The dwarven ringmage has advantage on saving throws against poison. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dwarven ringmage can use its Ring Magic. It then makes three Ring Staff attacks. It can replace one attack with a use of Spellcasting. \n'b' Ring Staff . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage plus 10 (3d6) acid, cold, fire, lightning, or thunder damage (the ringmage\xe2\x80\x99s choice). \n'b' Ring Magic . The dwarven ringmage draws circles of magic in the air and sends them toward one creature it can see within 30 feet of it, causing one of the following effects:\n'b'\n'b'\n'b' Rings of Binding . The target must succeed on a DC 15 Strength saving throw or be restrained by magical rings until the end of its next turn. \n'b' Rings of Bravery . The target can\xe2\x80\x99t be frightened and has advantage on melee weapon attack rolls until the end of its next turn. \n'b' Rings of Protection . The target has a +2 bonus to its Armor Class until the end of its next turn. \n'b' Rings of Retribution . When any creature hits the target before the start of the ringmage\xe2\x80\x99s next turn, the creature takes 4 (1d8) acid, cold, fire, lightning, or thunder damage (the ringmage\xe2\x80\x99s choice). \n'b'\n'b' Spellcasting . The dwarven ringmage casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15):\n'b'\n'b'\n'b' At will : color spray , mage hand , true strike \n'b' 3/day each : expeditious retreat , fly , haste \n'b' 1/day each : greater invisibility , wall of stone \n'b'\n'b' ABOUT \n'b' Curves are seldom seen in the stacked blocks and precise geometric forms of dwarven architecture. Devoid of angles and planes with no beginning and no end, circles are a mystery and hold power. Dwarven ringmages are those dwarves who have mastered the art of tapping into that power, imbuing it into metal rings and their spellcasting. Rings and circles are sacred to them, and they read omens in the cycle of seasons, the shape of flowers, and in a storm\xe2\x80\x99s first rain drops.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fox \n'b' Family: Animal \n'b' Small animal , unaligned \n'b' Armor Class : 12 Hit Points 3 (1d6) Speed : 40 ft.\n'b' STATS STR: 3 (-4) DEX: 15 (+2) CON: 10 (0) INT: 4 (-3) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Perception +3, Stealth +4, Survival +2 Senses : darkvision 30 ft., passive Perception 15 Languages : \xe2\x80\x93 Challenge : 0 (10 XP) \n'b' Special Traits \n'b'\n'b' Keen Senses : Foxes have advantage on Wisdom ( Perception ) checks that rely on sight or smell. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., 1 target. Hit : 1 piercing damage \n'b'\n'b' About \n'b' Foxes are renowned as clever animals, able to avoid the hunter\xe2\x80\x99s hounds which seek them for their valuable furs. They are most active at night, but they can also be seen by day. Their tails are always tipped white, while their legs, feet, and tips of the ear are always black. The rest of their coat, however, is varied in color: Most commonly red, silver and platinum foxes are also known.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dweomer Cap \n'b' Tiny plant , neutral \n'b' Armor Class 9 Hit Points 3 (1d4) Speed 5 ft., climb 5 ft.\n'b' STATS STR: 1 (-5) DEX: 8 (-1) CON: 12 (+1) INT: 1 (-5) WIS: 12 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 0 (0 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Arcanophage . When a dweomer cap succeeds at a saving throw against a spell, it recovers a number of Hit Points equal to the spell\xe2\x80\x99s level. \n'b' Aura Luminescence . A dweomer cap naturally emits dim light in a 10-foot radius. When in contact with a creature or object that has a faint or stronger magical aura, a dweomer cap\xe2\x80\x99s light shimmers perceptibly, changing its hue and pattern. A dweomer cap can suppress or resume its luminescence as a bonus action, though it has reason to do so only when serving as a familiar and ordered by its master to do so. \n'b' Magic Resistance . The dweomer cap has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ABOUT \n'b' A dweomer cap is a black mushroom covered in wavy purple and orange patterns. It is typically found in regions of residual magical activity, such as abandoned arcane laboratories and sites of magical disasters. Although a dweomer cap can subsist on decaying organic material, it thrives and releases spores only when it can absorb trace magical energies. This makes these fungi an indicator that magical traps or treasures might be nearby. Spellcasters sometimes adopt dweomer caps as familiars, learning to read the fungi\xe2\x80\x99s scintillations to help identify nearby magical effects. A typical dweomer cap is about 1 foot wide and weighs around 2 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cheitan \n'b' Medium monstrosity (cheitan), any evil alignment \n'b' Armor Class 15 (natural armor) Hit Points 97 (13d8 + 39) Speed 30 ft., fly 40 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 16 (+3) INT: 15 (+2) WIS: 10 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Charisma +5 Skills Athletics +7, Persuasion +5 Damage Resistances fire Senses darkvision 60 ft., passive Perception 10 Languages Common, Ignan Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Child of Fire . Once per turn, when the cheitan is subjected to fire damage, it has advantage on its next attack roll, saving throw, or ability check. \n'b' Heated Body . A creature that touches the cheitan or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. \n'b' Fiery Weapons . When the cheitan hits with any weapon, the weapon deals an extra 2d6 fire damage (included in the attack ). \n'b' Actions \n'b' Multiattack . The cheitan makes two Scimitar attacks or uses its Hurl Flame twice. \n'b' Scimitar . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage plus 7 (2d6) fire damage. \n'b' Hurl Flame . Ranged Spell Attack : +5 to hit, range 120 ft., one target. Hit : 10 (3d6) fire damage. \n'b' About \n'b' Cheitan djinn appear as normal djinn with bronze colored skin. \n'b' During construction of the City of Brass, the efreet employed all manner of races. Most were slaves kept by the efreet in their palaces. When the City was finished most of these slaves were killed; some however were taken as consorts and concubines by the great nobles of the City. The resulting offspring of such a mating was a creature that had traits of both parents. Many efreet killed the offspring at birth seeing them as a mark on their society. Some saw the potential for a new race-pawns to be used in their wars against the djinn. \n'b' Over the years many efreet have taken non-efreeti mates and spawned children that they unleash on the rest of the multiverse. Cheitans are raised to be cruel, uncaring, and unforgiving-traits the efreet both possess and admire. Sometimes, a cheitan turns from its heritage and sees the good in life and embraces such things. These cheitans usually don\xe2\x80\x99t live very long, especially in the presence of another cheitan or an efreeti.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dykath \n'b'\n'b' Huge aberration , chaotic evil \n'b' Armor Class 20 (natural armor) Hit Points 171 (18d12 + 54) Speed 50 ft., climb 20 ft.\n'b' STATS STR: 22 (+6) DEX: 19 (+4) CON: 17 (+3) INT: 22 (+6) WIS: 18 (+4) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +7, Intelligence +10, Wisdom +8 Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, poison Condition Immunities blinded , charmed , exhaustion , frightened , poisoned , prone Skills Athletics +10, Perception +8, Stealth +8 Senses Blindsight 90 ft. (blind beyond this radius), passive Perception 18 Languages Aklo (cannot speak), Telepathy 300 ft. Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Amorphous . A dykath can move through a space as narrow as 2 inches wide without squeezing. \n'b' Innate Spellcasting . A dykath\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components:\n'b'\n'b' At will : detect thoughts \n'b' 3/day each : charm monster, dispel magic , dominate person , dream , suggestion \n'b' 1/day each : compulsion, confusion , feeblemind , major image , modify memory , mirage arcane , phantasmal killer , plane shift (self only, can\xe2\x80\x99t use) \n'b'\n'b' Fear Aura . A dykath emits a constant aura of fear in a 60-foot radius around him. A creature within this area of effect that can see Dykath must make a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can attempt a new save at the end of each of its turns, with success ending the effect on itself. Once a creature succeeds at this save, it cannot be affected by a\xc2\xa0dykath\xe2\x80\x99s fear aura again for 24 hours. \n'b' Immutable Form . A dykath is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . A dykath has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . A dykath\xe2\x80\x99s weapon attacks are magical. \n'b' Nightmare Slave . A dykath targets a living creature frightened by its fear aura within 30 feet of it. As a bonus action,\xc2\xa0a dykath can cast dominate person against the charmed creature. If the target fails its saving throw to resist this spell, it becomes permanently in thrall to a dykath. Dispel magic , wish , or similar magic can break this domination. Otherwise, the dominated creature can attempt a new saving throw following each long rest , ending the domination on itself with a success. If it fails three such consecutive saving throws, only dispel magic or similar spells can end the effect. \n'b' No Breath . A dykath does not need to breathe. \n'b' Wind Walk . As a bonus action,\xc2\xa0a dykath transforms into a gaseous form as if he had cast wind walk . It can end this effect and solidify as a bonus action. \n'b' Actions \n'b' Multiattack . A dykath makes two claw attacks and two tentacle attacks. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) piercing damage. \n'b' Tentacle . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 13 (2d6 + 6) bludgeoning damage. If\xc2\xa0a dykath hits a target with two tentacle attacks on the same turn, it does an additional 14 (4d6) bludgeoning damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Eagle, Two-Headed \n'b' With two sets of sharp eyes and razor-sharp beaks, the two-headed eagle spots its prey and snatches it up with frightening speed. Drawn to shiny objects, the eagle swoops down, snatching a mounted knight from its horse. \n'b' Huge monstrosity , unaligned \n'b' Armor Class 15 Hit Points 142 (15d12 + 45) Speed 20 ft., fly 100 ft.\n'b' STATS STR: 20 (+5) DEX: 21 (+5) CON: 16 (+3) INT: 6 (-2) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +8, Athletics +8, Perception +4 Condition Immunities charmed Senses truesight 120 ft., passive Perception 14 Languages understands Common but can\xe2\x80\x99t speak Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Flyby . The two-headed eagle doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Two-Headed . The eagle has advantage on Wisdom ( Perception ) checks and on saving throws against being blinded , charmed , deafened, frightened , stunned, and knocked unconscious. \n'b' Wakeful . While the two-headed eagle sleeps, at least one of its heads is awake. \n'b' Actions \n'b' Multiattack . The two-headed eagle makes two bite attacks and one talons attack . \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) piercing damage. \n'b' Talons . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) piercing damage and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained , and the two-headed eagle can\xe2\x80\x99t use its talons on another target. \n'b' About \n'b' Hunters of the Unseen . Enormous birds of prey, twoheaded eagles soar the skies of many parts of the world, using their extraordinarily keen vision to hunt down prey and threats to their nests alike. Their ability to see invisible creatures has led to many ill-fated attempts to raid their nests; the same ability that makes them so sought after as potential guardians also makes their nests nigh impossible to approach undetected. \n'b' Dangerous Favorites . Considered to be wise birds, they are nonetheless attracted to shiny objects, much to the dismay of the occasional, armored noble. This tendency, coupled with their disdain for herds of livestock as prey, has played a large role in their continued favor among villagers and country folk in many lands. While two-headed eagles do feed on deer, elk, and other game favored by hunters, their preferred prey consists of giant snakes, wild and dire boar , and large river fish. \n'b' Symbol of the Watchful . Known for their ability to see the invisible, two-headed eagles appear frequently on coats of arms, symbolizing watchfulness, a dedication to truth, or a wariness for deception or assassins.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Eala \n'b' Small monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 40 (9d6 + 9) Speed 10 ft., fly 60 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 12 (+1) INT: 2 (-4) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5 Damage Immunities fire Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x94 Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' ACTIONS \n'b'\n'b' Multiattack . The eala makes two Wing Blades attacks. \n'b' Wing Blades . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. \n'b' Fire Breath (Recharge 5\xe2\x80\x936) . The eala breathes fire in a 15-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. The eala\xe2\x80\x99s fire breath ignites flammable objects and melts soft metals, such as gold and lead, in the area that aren\xe2\x80\x99t being worn or carried. \n'b'\n'b' REACTIONS \n'b'\n'b' Swan Song . When the eala is reduced to 0 hp, it can use its last breath to sing a plaintive and beautiful melody. Each creature within 20 feet of it that can hear the eala must succeed on a DC 13 Charisma saving throw or be incapacitated until the end of its next turn. While incapacitated , the creature\xe2\x80\x99s speed is reduced to 0. \n'b'\n'b' ABOUT \n'b' This swanlike creature\xe2\x80\x99s feathers are made of shining metal. When it inhales, the feathers on its chest glow red hot. \n'b' Eala are beautiful but deadly creatures native to the Plane of Shadow. They grow feathers like their Material Plane counterparts, but their feathers are made of gleaming, razor-sharp metal. \n'b' Metallic Diet . Eala plumage displays a stunning mixture of metallic colors, which vary depending on their diet. \n'b' An eala uses its fire breath to melt metals with low melting points such as gold, silver, lead, copper, and bronze. The eala consumes the molten metal, some of which migrates into the creature\xe2\x80\x99s deadly feathers. Eala that display primarily or entirely a single color are highly prized among some nobility.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Earth Elemental, Crystalline \n'b' Medium elemental , neutral \n'b' Armor Class 13 (natural armor) Hit Points 45 (6d8 + 18) Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 16 (+3) DEX: 8 (-1) CON: 16 (+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 thunder Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages Terran Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The elemental\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 10). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 1/day : color spray \n'b'\n'b' Earth Glide . The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Siege Monster . The elemental deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elemental makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Eater of Dust \n'b' Medium aberration , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 114 (12d8 + 60) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 20 (+5) INT: 10 (+0) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +9, Con +9, Cha +7 Skills Athletics +9, Intimidate +7, Perception +6 Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, poison Condition Immunities blinded , poisoned Senses blindsight 120 ft. (blind beyond this radius), passive Perception 16 Languages understands Abyssal, Common, Infernal, and Void Speech but can\xe2\x80\x99t speak, telepathy 120 ft. Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Maw . The eater of dust\xe2\x80\x99s Maw-Arm attacks are magical. When the eater hits with its Maw-Arm, the weapon deals an extra 3d8 necrotic damage (included in the attack). \n'b' Regeneration . The eater of dust regains 5 hp at the start of its turn. If it takes fire damage, this trait doesn\xe2\x80\x99t function at the start of eater\xe2\x80\x99s next turn. The eater dies only if it starts its turn with 0 hp and doesn\xe2\x80\x99t regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The eater of dust makes one Maw-Arm attack and two Necrotic Blast attacks, or it makes three Necrotic Blast attacks. \n'b' Maw-Arm . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) piercing damage plus 13 (3d8) necrotic damage, and the target must succeed on a DC 17 Constitution saving throw or its hp maximum is reduced by amount equal to the necrotic damage taken, and the eater regains hp equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. \n'b' Necrotic Burst . Melee or Ranged Spell Attack : +7 to hit, reach 5 ft. or range 60 ft., one target. Hit : 16 (3d8 + 3) necrotic damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Hungry Step . The eater of dust magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space within 10 feet of a creature that isn\xe2\x80\x99t a Construct or Undead. \n'b'\n'b' ABOUT \n'b' This terrible creature resembles an imposing knight wearing baroque plate armor made of calcified resin. Its helm is a blank gray oval without eye slots or mouthpiece, and one of its arms ends in a slavering, fanged mouth. \n'b' Eaters of dust can consume just about anything with their horrible maw-arms, but they prefer the flesh and souls of mortals. This ability to sustain themselves on almost anything, even on dust and soil, earned them their current name, given by the fiends that employ them, after their original name was long forgotten. A typical eater of dust is 7 feet tall and weighs more than 350 pounds. While an eater of dust cannot speak, it can telepathically communicate. \n'b' Mercenary Companies . Eaters of dust\xe2\x80\x94or yakat-shi as they are sometimes called in ancient planar texts\xe2\x80\x94roam the lower planes selling their services to arch-devils, demon lords, and other fiendish rulers for the chance to sample new flavors and morsels. Eaters of dust feel only contempt for most other life forms. They attack and eat their non-eater allies at the first sign of weakness. Because of this, eaters of dust often operate in small, deadly units of eaters led by a powerful leader, styled the yakat-norog. \n'b' Armor Shell . While many sages confuse eaters of dust for some obscure variety of fiend, they are aberrations escaped from a far-flung dimension of madness and nightmares. Indeed, their armor is not armor at all, but a secreted resin that hardens into a shell as strong as steel. When cracked, it exudes a nacreous blood, and the resulting scar resembles mother-of-pearl. Some old eaters are covered in intricate networks of shimmering scars.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ecorche \n'b' Large undead (shapechanger), lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 266 (28d10 + 112) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 17 (+3) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Wis +7, Cha +9 Skills Deception +9, Perception +7, Stealth +9 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Senses darkvision 60 ft., passive Perception 17 Languages Common Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the ecorche fails a saving throw, it can choose to succeed instead. \n'b' Wear Skin . As an action, an ecorche can steal the skin of a dead Small, Medium, or Large humanoid and wear it as its own. When it does this, the ecorche takes on the creature\xe2\x80\x99s size and appearance and gains a +10 bonus on Charisma ( Deception ) checks made to impersonate the victim. While wearing a stolen skin, an ecorche cannot use its frightful presence. This stolen skin is preserved while the ecorche wears it but is destroyed if the ecorche takes more than 10 points of damage or if the ecorche chooses to destroy the skin as a bonus action. Those within 60 feet who see an ecorche\xe2\x80\x99s stolen skin destroyed are immediately subjected to its frightful presence and have disadvantage on the related Wisdom save. An ecorche reverts to its normal size if its stolen skin is destroyed. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ecorche uses frightful presence if it is not in disguise. It then makes two razor claw attacks. \n'b' Razor Claws . Melee Weapon Attack : +9 to hit, reach 10 ft., one creature. Hit : 17 (3d8 + 4) slashing damage and if this attack hits the same target twice in one round it also suffers the effects of rend. Razor claws score a critical hit on a 19 or 20 and do 52 slashing damage. \n'b' Rend . This vicious attack automatically triggers the seize skin ability and does an additional 36 (8d8) necrotic damage. \n'b' Frightful Presence . Each creature that can see the ecorche in its natural form is within 60 feet of the ecorche and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the ecorche\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b'\n'b' REACTIONS \n'b'\n'b' Seize Skin . Whenever an ecorche damages a target with its rend ability, the target must succeed at a DC 20 Constitution save to resist being skinned alive. Those who fail the save are stunned and gain 1 level of exhaustion per round. Both of these effects are permanent but can be removed with a regenerate or heal spell (or 1 round of natural regeneration). The ecorche can use its wear skin trait to don a skin stolen in this way as an action.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ecstatic Bloom \n'b' A single enormous white flower blooms at the heart of the lustrating grove. \n'b' Huge celestial , neutral good \n'b' Armor Class 15 (natural armor) Hit Points 171 (18d12 + 54) Speed 10 ft.\n'b' STATS STR: 10 (+0) DEX: 9 (-1) CON: 16 (+3) INT: 20 (+5) WIS: 19 (+5) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +9, Wisdom +9 Skills Insight +9, Perception +9 Damage Vulnerabilities fire Damage Immunities radiant Condition Immunities charmed , frightened Senses truesight 120 ft. (blind beyond this radius), passive Perception 19 Languages all, telepathy 120 ft. Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Aura of Life . When an undead creature starts its turn within 30 feet of the bloom, it must succeed on a DC 17 Wisdom saving throw or be turned until the end of its next turn. \n'b' Blessed Regrowth . At the start of each of the ecstatic bloom\xe2\x80\x99s turns, the bloom and each good-aligned creature, including the bloom, within 10 feet of it regains 4 (1d8) hp . If the bloom takes fire damage, this trait doesn\xe2\x80\x99t function at the start of the bloom\xe2\x80\x99s next turn. The ecstatic bloom dies only if it starts its turn with 0 hp and doesn\xe2\x80\x99t regain hp from this trait. \n'b' Foster the Trees . Alabaster trees within 60 feet of the ecstatic bloom have advantage on all saving throws. \n'b' Like Calls to Like . The ecstatic bloom knows if a creature within 120 feet of it is good-aligned or not. \n'b' Actions \n'b' Multiattack . The ecstatic bloom makes three gilded beam attacks. \n'b' Gilded Beam . Ranged Spell Attack : +9 to hit, range 150 ft., one target. Hit : 27 (6d8) radiant damage. \n'b' Castigate (Recharges after a Short or Long Rest) . The bloom summons a chorus of booming celestial voices that descend into the minds of nearby creatures. Each creature within 30 feet of the bloom must succeed on a DC 17 Wisdom saving throw or be stunned until the end of its next turn. Castigate only affects non-good-aligned creatures with an Intelligence of 5 or higher. \n'b' About \n'b' Many religions build temples around these great manifestations of divinity because of their curative dew.\xc2\xa0The blooms are highly intelligent and shimmer when conversing with other creatures. The stalks of the blooms are thick and recover from injury quickly. \n'b' Heart of the Grove . An ecstatic bloom is the leader and ultimate expression of a lustrating grove. A bloom will only appear if at least three hallowed reeds and two alabaster trees grow nearby. The perfume of the bloom calms beasts and repels undead. \n'b' Philosopher Flowers . Ecstatic blooms are highly intelligent, thoughtful creatures. They enjoy communicating with other life forms and are excellent judges of character and motivation. They prefer to discuss the nature of divine power and the origins of the celestials. They love their grove-mates and consider the hallowed reeds and alabaster trees within their grove to be their children. \n'b' Celestial Flora \n'b' Heavenly flora is often found growing near sacred sites associated with good-aligned gods. Temples, shrines, tombs, and worshipping places are all excellent spots for these plants to take hold. They also form near rifts between the Material Plane and a celestial one; the course of their growth can be tracked to locate the portal. \n'b' Slow Growing . Celestial flora take a long time to grow into mature plants. They often require protection from animals or curious humanoids in their early stages of development. Druids, clerics, paladins, and priests of good-aligned gods often act as keepers and guardians of these plants. These holy tenders are empowered by the plants and are often rewarded by their patron deity for their work. The plants might also sprout up miraculously at the site of a powerful celestial\xe2\x80\x99s arrival on the Material Plane. If the being is of sufficient power, an entire lustrating grove may erupt into being rapidly. \n'b' Cleansing . Celestial plants have a natural ability to cleanse cursed and soiled ground. They can be cultivated in an area corrupted by demonic or infernal magic and, given enough time, eradicate the evil. The process is long, but, if the plants are properly tended, the outcome is guaranteed. \n'b' Sustained by Miracles . Celestial plants do not require water or sunlight to grow. They flourish anywhere their roots can find purchase, including underground caverns, shadowy mountain valleys, and harsh deserts. \n'b' Lustrating Groves . Left alone, a single celestial plant eventually grows into a large grove. The groves are places of intense radiant magic that call to divine magic wielders for miles around. These holy places contain great power and commune spells resolve with greater clarity and success. The groves are often guarded by angels or other celestial beings who see the site as a foothold on the Material Plane.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ectoplasm, Greater \n'b' Large ooze , unaligned \n'b' Armor Class 8 \n'b' Hit Points 85 (10d10 + 30) \n'b' Speed 20 ft., climb 20 ft.\n'b' STATS STR: 16 (+3) DEX: 6 (-2) CON: 16 (+3) INT: 1 (-5) WIS: 6 (-2) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +2 \n'b' Damage Resistances acid, slashing \n'b' Damage Immunities necrotic \n'b' Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone \n'b' Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 4 (1,100 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The ectoplasm can move through a space as narrow as 1 inch wide without squeezing. \n'b' Spider Climb . The ectoplasm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' False Appearance . If the ectoplasm is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn\xe2\x80\x99t observed the ectoplasm move or act, it is indistinguishable from non-sentient ectoplasm. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ectoplasm makes two Pseudopod attacks. If both attacks hit a Large or smaller creature, the creature is grappled (escape DC 13), and the ectoplasm can use its Slime Swarm. \n'b' Pseudopod . Melee weapon attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) necrotic damage. \n'b' Slime Swarm . The ectoplasm wraps its body around a Large or smaller creature it is grappling. While the ectoplasm is atiached, the target is blinded and is unable to breathe. The target must succeed on a DC 15 Strength saving throw at the start of each of the ectoplasm\xe2\x80\x99s turns or take 5 (1d4 + 3) necrotic damage. If something moves the target, the ectoplasm moves with it. The ectoplasm can detach itself by spending 5 feet of its movement. A creature, including the target, can use their action to try to detach the ectoplasm and force it to move into the nearest unoccupied space, doing so with a successful DC 13 Strength check. When the ectoplasm dies, it detaches from any creature it is atiached to. \n'b'\n'b' ABOUT \n'b' Ectoplasm is a supernatural, viscous substance that is typically green in color. This substance is a physical manifestation of Undead spirits. In some cases, it can become sentient. While any amount of sentient ectoplasm can be dangerous, large collections of this form of ectoplasm are particularly lethal.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ectoplasm, Lesser \n'b' Medium ooze , unaligned \n'b' Armor Class 8 \n'b' Hit Points 22 (3d8 + 9) \n'b' Speed 10 ft., climb 10 ft.\n'b' STATS STR: 12 (+1) DEX: 6 (-2) CON: 16 (+3) INT: 1 (-5) WIS: 6 (-2) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +2 \n'b' Damage Resistances acid, slashing \n'b' Damage Immunities necrotic \n'b' Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone \n'b' Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 1 (200 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The ectoplasm can move through a space as narrow as 1 inch wide without squeezing. \n'b' Spider Climb . The ectoplasm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' False Appearance . If the ectoplasm is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn\xe2\x80\x99t observed the ectoplasm move or act, it is indistinguishable from non-sentient ectoplasm. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ectoplasm makes two Pseudopod attacks. \n'b' Pseudopod . Melee weapon attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) necrotic damage. \n'b'\n'b' ABOUT \n'b' Ectoplasm is a supernatural, viscous substance that is typically green in color. This substance is a physical manifestation of Undead spirits. In some cases, it can become sentient. While any amount of sentient ectoplasm can be dangerous, large collections of this form of ectoplasm are particularly lethal.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fox \n'b' Family: Animal \n'b' Small beast , unaligned \n'b' Armor Class 13 Hit Points 3 (1d6) Speed 40 ft.\n'b' STATS STR: 3 (-4) DEX: 17 (+3) CON: 11 (+0) INT: 4 (-3) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Senses darkvision 30 ft., passive Perception 15 Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Senses . Foxes have advantage on Wisdom ( Perception ) checks that rely on sight or smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., 1 target. Hit : 1 piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Alraune \n'b' Large plant , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 199 (19d10+95) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 13 (+1) CON: 21 (+5) INT: 10 (+0) WIS: 15 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities charmed Skills Perception +6 Senses passive Perception 16 Languages Common, Elven, Sylvan Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Calming Fragrance . A magically sweet perfume that calms the nerves and blunts aggression constantly surrounds an alraune to a radius of 60 feet. Any creature in this area of effect who attempts to make an attack or use a harmful spell must make a DC 16 Wisdom save. On a failure, the creature must take only non-harmful actions until the beginning of its next turn. On a success, it is immune until the beginning of its next turn. \n'b' Feed . An alraune\xe2\x80\x99s roots can feed on a helpless or willing target. At the end of an hour of feeding, the victim takes 7 (2d6) necrotic damage and 7 (2d6) psychic damage, and the alraune recovers hit points equal to the damage it inflicts. \n'b' Innate Spellcasting : The alraune\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16). The alraune can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect thoughts \n'b' 3/day each : faerie fire , hold monster , suggestion \n'b' 1/day each : commune with nature , wall of thorns \n'b'\n'b' Magic Resistance . The alraune has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The alraune makes four vine attacks. \n'b' Vine . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 11 (1d10 + 6) bludgeoning damage and the target is grappled (escape DC 20). \n'b'\n'b' ABOUT \n'b' An alraune relies on its supernaturally soothing odor to render enemies incapable of making hostile acts against it\xe2\x80\x94even if the alraune attacks a foe, its calming scent can wipe away any thoughts of violence from its prey. At rest, an alraune appears to be merely a large thorny plant with a single enormous and brightly colored flower at its center. When an alraune attacks, its thorny vines lash out and its flower blooms, revealing an attractive, green-skinned humanoid form within. An alraune\xe2\x80\x99s apparent gender can vary even from encounter to encounter, for the plant can reshape its humanoid portions as it desires to increase the likelihood of setting its victims at ease. Regardless of the plant\xe2\x80\x99s apparent gender, it is itself asexual and reproduces (typically once or twice per decade) by budding a single offspring over the course of a spring season. \n'b' Despite their appearance, alraunes are quite mobile (capable of walking almost like a spider upon their numerous long roots and thorny vines). They hunt using their innate communion with nature, preferring humanoid flesh over all others. When an alraune needs prey, it uses its mind-affecting abilities to convince foes to dig their own graves and bury themselves\xe2\x80\x94once a foe is helplessly buried in the soil, the alraune can feed from it via its flesh-burrowing roots, converting the victim\xe2\x80\x99s blood and memories into the strange nutrients it so craves.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Edimmu \n'b' Medium undead , chaotic evil \n'b' Armor Class 15 Hit Points 75 (10d8 + 30) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 19 (+4) CON: 16 (+3) INT: 12 (+1) WIS: 13 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , grappled , frightened , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses blindsight 60 ft., passive Perception 11 Languages Common but can\xe2\x80\x99t speak Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Rejuvenation . If destroyed, an edimmu rises again in 2d4 days. Permanently destroying one requires properly burying its mortal remains in consecrated or hallowed ground. Edimmus rarely venture more than a mile from the place of their death. \n'b' Incorporeal Movement . The edimmu 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' Water Siphon . Melee Spell Attack : +7 to hit, reach 5 ft., one creature. Hit : 21 (6d6) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken and it is stunned for 1 minute and gains one level of exhaustion . A stunned creature repeats the saving throw at the end of each of its turns, ending the stun on itself on a success. The hit point reduction lasts until the creature finishes a long rest and drinks abundant water or until it is affected by greater restoration or comparable magic. The target dies if this effect reduces its hit point maximum to 0. \n'b' About \n'b' About \n'b' An evil wind swirls out of the desert, parching those it touches, whispering evil plans. These winds are the edimmus. \n'b' Bitter Exiles . Desert and plains tribes often exile their criminals to wander as outcasts. A banished criminal who dies of thirst sometimes rises as an edimmu, a hateful undead that blames all sentient living beings for its fate. \n'b' Rise Again . Unless its body is found and given a proper burial, an edimmu is nearly impossible to destroy. While edimmus linger near their corpses, they often follow prey they have cursed to seal the creature\xe2\x80\x99s fate. Once that creature is slain, they return to the site of their demise.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Edimmu \n'b' Medium undead , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 75 (10d8 + 30) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 19 (+4) CON: 16 (+3) INT: 12 (+1) WIS: 18 (+4) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , grappled , frightened , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14 Languages understands Common but can\xe2\x80\x99t speak Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal Movement . The edimmu 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' Rejuvenation . If destroyed, an edimmu rises again in 2d4 days, regaining all its hp and becoming active again. When the edimmu rises, it appears within 5 feet of its remains. Only burying its mortal remains in consecrated or hallowed ground prevents this trait from functioning. \n'b' Undead Nature . The edimmu doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Water Siphon . The edimmu has advantage on attack rolls against creatures made of or gaining power from magical water, such as water elementals, water jinnborn, water genies, and sorcerers with water-based origins. In addition, such creatures have disadvantage on the saving throw against the edimmu\xe2\x80\x99s Draining Touch and Multiattack. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The edimmu makes two Draining Touch attacks. If both attacks hit one creature that isn\xe2\x80\x99t a Construct or Undead, the target must succeed on a DC 14 Constitution saving throw or suffer one level of exhaustion . A creature that fails this saving throw by 5 or more is also stunned until the end of its next turn. \n'b' Draining Touch . Melee Spell Attack : +6 to hit, reach 5 ft., one creature. Hit : 13 (2d8 + 4) necrotic damage, and the target must succeed on a DC 14 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest after drinking 1 pint of water. The target dies if this effect reduces its hp maximum to 0. \n'b'\n'b' ABOUT \n'b' An evil wind swirls out of the desert, parching those it touches and whispering evil plans. \n'b' Bitter Exiles . Desert and plains tribes often exile their criminals to wander as outcasts. A banished criminal who dies of thirst sometimes rises as an edimmu, a hateful undead that blames all sentient living beings for its fate. \n'b' Rise Again . Unless its body is found and given a proper burial, an edimmu is nearly impossible to destroy. Edimmus rarely venture more than a mile from their remains, but they sometimes follow prey they have cursed to seal the creature\xe2\x80\x99s fate. Once that creature is slain, they return to the site of their demise.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Edjet Initiate \n'b' Medium humanoid (dragonborn), lawful neutral \n'b' Armor Class 12 (padded armor) Hit Points 19 (3d8 + 6) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4 Damage Resistances fire Senses passive Perception 10 Languages Common, Draconic Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Overeager Trainee . If the edjet initiate starts its turn within 5 feet of another dragonborn , it has advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it also have advantage until the start of its next turn. \n'b' Show Mettle . While it can see a superior officer, the edjet initiate has advantage on saving throws against being frightened . \n'b' Actions \n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +3 to hit, range 80/320 ft., one target. Hit : 4 (1d6 + 1) piercing damage. \n'b' About \n'b' Glaring about in brazen challenge to any that would meet its eyes, this elite dragonborn warrior searches for its next target. \n'b' Adorned in padded armor, its clawed hand never ventures far from the hilt of its sword. \n'b' True Believers . Edjet initiates display all of the fanaticism of the elite edjet, but they have yet to develop their precision and poise on the battlefield. Rarely will edjet initiates be turned aside by fear of death-failure is a much more fearsome prospect. \n'b' Ready to Impress . Before edjet initiates can join the ranks of the edjet corps, they must first prove themselves in battle. This desire often leads them to take great risks on the battlefield, but edjet officers view this process as the natural means to separate those with the will and skill to become true edjet from those that merely aspire to such. Those initiates that are not killed in the course of their training, but that otherwise fail to meet edjet standards, often settle into a lesser role in the military machine as scouts, archers, or other auxiliaries.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Eekhayab \n'b' Medium aberration (mythos), chaotic evil \n'b'\n'b' Armor Class 16 (natural armor) Hit Points 102 (12d8 + 48) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+2) CON: 18 (+4) INT: 10 (+0) WIS: 17 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Wis +6, Cha +5 Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Senses darkvision 60 ft., passive Perception 12 Languages Deep Speech Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Breathless . The eekhayab does not need to breathe and can survive in the void of space. \n'b' Exuviate . When an eekhayab is killed, it triggers its unspeakable molt action. \n'b' Hybrid Mount . An eekhayab\xc3\xaf\xc2\xbf\xc2\xbds carrying capacity in flight is twice normal, and a Medium or smaller creature can ride on a flying eekhayab as a mount even though an eekhayab is itself Medium-sized. It cannot carry a Medium-sized creature as a rider when not flying. \n'b' Magic Resistance . The eekhayab has advantage on saving throws against spells and other magical effects. \n'b' Mythos Minion . Eekhayab are called to serve many who follow the cults of the mythos, having disadvantage on saving throws to avoid spells cast by servants of any of the Great Old Ones. \n'b' Starflight . Eekhayab can survive in the void of outer space. It flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a journey beyond should take 3d20 days (or more, at the GM\xc3\xaf\xc2\xbf\xc2\xbds discretion)\xc3\xaf\xc2\xbf\xc2\xbdprovided the eekhayab knows the way to its destination. \n'b' Actions \n'b' Multiattack . The eekhayab makes two attacks: one with its beak and one with its talons. \n'b' Beak . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage. \n'b' Talons . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) slashing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the eekhayab can\xc3\xaf\xc2\xbf\xc2\xbdt use its talons on another target. \n'b' Toxic Cesspit (1/Day) . An eekhayab can cause ordinary reality to deform and decay in its presence temporarily. It can create a pit within 30 feet of it that is a 10-foot cube filled with acid to a depth of 5-feet. The fumes given off by the toxic cesspit are so foul that any living, breathing creature beginning its turn within the pit must succeed on a DC 13 Constitution saving throw or be poisoned for 1-minute spending its turn wretching and heaving. A poisoned creature can make another DC 13 Constitution saving throw to end the poison effect at the end of its turn. On success, the target creature is poisoned until the end of the eekhayab\xc3\xaf\xc2\xbf\xc2\xbds next turn. While a creature is poisoned in this way, it is stunned and takes 7 (2d6) poison damage at the beginning of its turn. \n'b' Unspeakable Molt . An eekhayab\xc3\xaf\xc2\xbf\xc2\xbds wings are continually shifting through phases of molt, decay, and regrowth, like those of a decomposing vulture suffused with tissue that is simultaneously insectoid and bat-like, with a corrupted humanoid core underneath. An eekhayab causes its external membranes to rupture and slough off in pestilential shreds, revealing disgustingly abnormal new tissues beneath. When an eekhayab molts its speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it can make an additional beak attack, Dash, Disengage, Hide, or Use an Object action. This effect lasts for 1 minute. Any creature within 30 feet that witnesses an eekhayab\xc3\xaf\xc2\xbf\xc2\xbds unspeakable molt must make a DC 17 Wisdom saving throw. A failed saving throw makes the creature frightened. The affected creature may make another saving throw at the end of its turn to remove the frightened effect. On a second failed save the target is affected by nightmares the next time it sleeps. The target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target\xc3\xaf\xc2\xbf\xc2\xbds hit point maximum to 0, the target dies of fright. The reduction to the target\xc3\xaf\xc2\xbf\xc2\xbds hit point maximum lasts until removed by the greater restoration spell or similar magic. The target is immune to this eekhayab\xc3\xaf\xc2\xbf\xc2\xbds unspeakable molt for 24 hours after succeeding on the saving throw. If a creature fails multiple saving throws against this ability, the nightmare effect recuring during an additional sleep cycle for each failed save. \n'b' Reactions \n'b' Slough . Whenever a critical hit is made against an eekhayab, as a reaction, it may use its unspeakable molt action. \n'b' About \n'b' Eekhayabs are inhuman servants of the Great Old Ones and the Outer Gods whom they serve. They are a race of interstellar predators, vaguely humanoid in shape but prone to frequent mutation and aberrant physiology, both internally and externally. Their motion is hideous to behold, with the rhythmic flapping of its wings clashing with the spasmodic thrashing of disjointed limbs ending in cruel claws and its scabrous tail dripping dark venom. Its skin seems to split in a welter of weeping sores and creases, as though its inward parts were ready to burst. \n'b' Eekhayabs are always winged, with a generally humanoid head and torso and at least four limbs. In some eekhayabs these are more akin to legs than arms and in some the opposite, and vestigial or accessory limbs are not at all unusual, but in all cases their appendages are tipped with cruel claws. Though eekhayabs are most comfortable in the air, they typically have webbed digits to aid in swimming. Most eekhayabs have tails as well, sometimes long and sinuous and in others bulbous and insectoid, like the abdomen of a wasp. Those who have beheld the eekhayab in person rarely describe them the same way, in part due to the grotesque variation these creatures exhibit, but also due to the fog of nightmares that inevitably follow in the wake of their advent. \n'b' Mythos Minions . It is unknown whether eekhayabs originated on one of the home planets or prison worlds wherein the Great Old Ones are bound, or perhaps were refugees from a planet long since destroyed by the predations of world-devouring elder things, or perhaps have always been a star-spanning race and never a terrestrial one. What is certain is that as a race they are bound to the will of the Great Old Ones and their masters (especially Hastur the Unspeakable), and often compelled to answer the summons of earthly cultists calling upon their alien patrons for aid. Eekhayabs are strong flyers and may carry willing supplicants (as well as unwilling victims) far from their terrestrial home into the reaches of space and the dark places between and beyond the stars, though their passengers are best advised to have their own means of survival amid the rigors of space. Eekhayabs are willing warriors as well when called to serve, snatching up their victims and tearing them limb from limb or dropping them into gaping pits of toxic effluence that open in the eekhayab\xc3\xaf\xc2\xbf\xc2\xbds presence like rents in a reality that rebels against their alien presence. \n'b' Star Scavenger . Eekhayabs are primarily carnivorous, preferring fresh blood and flesh. They are cruel beasts and enjoy stinging their prey with their mind-rotting venom and allowing their victim to descend into madness, giving themselves over to the eekhayab for their feasting pleasure. \n'b' However, eekhayabs are also scavengers, taking whatever nourishment they can find to fuel their long interplanetary and interstellar journeys.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Eeko \n'b' Small fey , chaotic good \n'b' Armor Class 14 (natural armor) Hit Points 97 (13d6 + 52) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 18 (+4) INT: 12 (+1) WIS: 19 (+4) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7, Stealth +6, Survival +7 Damage Vulnerabilities slashing Damage Resistances bludgeoning and piercing from nonmagical attacks Condition Immunities charmed , frightened Senses darkvision 30 ft., passive Perception 17 Languages understands Common and Sylvan but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The eeko\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material or verbal components:\n'b'\n'b'\n'b' At will : dancing lights , detect magic \n'b' 2/day each : entangle , gust of wind \n'b' 1/day each : protection from poison , tree stride \n'b'\n'b' ACTIONS \n'b'\n'b' Branch . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage. \n'b' Unleash Hive (Recharge 6) . An area of swarming bees extends 5 feet from the eeko in all directions, spreading around corners and moving with the eeko. The bees remain for 1 minute, until the eeko is incapacitated , or until the eeko takes 20 fire damage or more in a single turn. The bees lightly obscure the area, and while the bees remain the eeko regains 2 (1d4) hit points at the beginning of each of its turns. Each creature of the eeko\xe2\x80\x99s choice that ends its turn in the area must make a DC 15 Constitution saving throw, taking 7 (2d6) piercing damage and 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' The reward for a devil who in life was just following orders is an eternity of following the orders of mortals. Chaperone devils specialize in protecting Hell\xe2\x80\x99s most important mortal assets-villains, criminal masterminds, and satanic warlords whose capacity for scheming overshadows their physical acumen. \n'b' Eekos are squat living bushes that grow around a primordial golden beehive from the fey realm. Many mistake the plant matter itself for the eeko, but the honeycomb heart and its constituent bees are the real animating force of this benevolent fey. \n'b' Eekos prefer to live in forest groves and sun-dappled woodlands, where they mingle with other fey and occasionally help guide wayward travelers and animals, only attacking if they or their home are threatened. To eekos, nature is sacred, and most see themselves as stewards of the natural cycles of birth and death, feast and famine, renewal and decay. Most eekos are brave in a fight, sometimes recklessly so, and see adventure around every trunk. \n'b' Although they harbor no love for humans or other creatures that often despoil wilderness in the name of civilization, eekos do enjoy the company of druids, especially vagabonds with stories of far-off places and unusual animals. Eekos cannot speak, but they love the sounds that voices can make, and they\xe2\x80\x99re happy to offer aid in exchange for stories and songs-even bad ones. Treants tend to be too plodding or methodical to maintain an eeko\xe2\x80\x99s attention, though the two creatures gladly work together to defend their shared homes from invaders. \n'b' The golden heart of an eeko is no mere honeycomb-it is the essence of life itself. \n'b' A destroyed eeko\xe2\x80\x99s heart provides enough nourishment to feed 30 Medium creatures for a day (or 15 Medium creatures for 2 days, and so forth). After 1 week, the heart dissolves and turns into just a handful of nonmagical pollen.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Eel Hound \n'b' Medium fey , neutral \n'b' Armor Class 14 (natural armor) Hit Points 77 (14d8 + 14) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 13 (+1) INT: 6 (-2) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Senses darkvision 60 ft., passive Perception 13 Languages Sylvan Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The eel hound can breathe air and water. \n'b' Pack Tactics . The eel hound has advantage on an attack roll against a creature if at least one of the hound\xe2\x80\x99s allies is within five feet of the creature and the ally is not incapacitated . \n'b' Slick Spittle . By spending two rounds dribbling spittle on an area, an eel hound can cover a five-foot square with its slippery saliva. This area is treated as if under the effects of a grease spell, but it lasts for one hour. \n'b' Slithering Bite . When an eel hound moves adjacent to an enemy and makes a bite attack , it may immediately move up to five feet, as long as it stays within five feet of the enemy it attacked. If another eel hound already occupies that space, the moving eel hound can keep moving until it reaches an empty space that is still adjacent to that same enemy. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage, and the target is grappled (escape DC 14). \n'b'\n'b' About \n'b' A grotesque beast with the muscular tail, bulbous head, and the rubbery, slime-covered flesh of a hideous eel, the torso and webbed paws of this amphibious predator resemble those of a misshapen canine. Needle-sharp teeth fill the creature\xe2\x80\x99s menacing jaws. \n'b' Hounds of the River Fey . Ferocious aquatic fey, these amphibious menaces often serve such masters as lake and river trolls, lorelei, and nixies. Predatory beasts as dangerous on land as they are in the water, they share their masters\xe2\x80\x99 capricious cruelty. The hounds\xe2\x80\x99 chilling hunting cries inspire their masters to a killing frenzy as they pursue foes. Few other creatures appreciate eel hounds\xe2\x80\x99 lithe power and cruel grace, instead noting only their grotesque form and unnerving savagery. \n'b' Slippery Ambushers . Eel hounds are ambush predators, preferring to hide among the muck and algae of riverbanks, only to suddenly burst forth as a pack. They surround their prey, latching on with their powerful jaws. Non-aquatic prey are dragged into the depths to drown. Similarly, eel hounds often force aquatic prey up onto dry land to die of suffocation. Possessed of a low cunning, they prepare ambushes by vomiting forth their slippery spittle where land animals come to drink or along game trails. They surge out of the water to snatch prey while it is off balance. \n'b' Liquid Speech . Eel hounds understand Sylvan, and those dwelling near humans or other races pick up a few words in other tongues.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Eel Hound \n'b' Medium fey , neutral \n'b' Armor Class 14 (natural armor) Hit Points 77 (14d8 + 14) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 13 (+1) INT: 6 (-2) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Senses darkvision 60 ft., passive Perception 13 Languages Sylvan Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The eel hound can breathe air and water. \n'b' Pack Tactics . The eel hound has advantage on an attack roll against a creature if at least one of the hound\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Slick Spittle . By spending 2 rounds dribbling spittle on an area, an eel hound can cover a 5-foot square with its slippery saliva. This area is treated as if under the effects of a grease spell, but it lasts for 1 hour. \n'b' Slithering Bite . When an eel hound moves adjacent to an enemy and makes a bite attack , it may immediately move up to 5 feet, as long as it stays within 5 feet of the enemy it attacked. If another eel hound already occupies that space, the moving eel hound can keep moving until it reaches an empty space that\xe2\x80\x99s still adjacent to that same enemy. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage, and the target is grappled (escape DC 14). \n'b'\n'b' About \n'b' A grotesque beast with the muscular tail, bulbous head, and the rubbery, slime-covered flesh of a hideous eel, the torso and webbed paws of this amphibious predator resemble those of a misshapen canine. Needle-sharp teeth fill the creature\xe2\x80\x99s menacing jaws. \n'b' Hounds of the River Fey . Ferocious aquatic fey, these amphibious menaces often serve such masters as lake and river trolls, lorelei, and nixies. Predatory beasts as dangerous on land as they are in the water, they share their masters\xe2\x80\x99 capricious cruelty. The hounds\xe2\x80\x99 chilling hunting cries inspire their masters to a killing frenzy as they pursue foes. Few other creatures appreciate eel hounds\xe2\x80\x99 lithe power and cruel grace, instead noting only their grotesque form and unnerving savagery. \n'b' Slippery Ambushers . Eel hounds are ambush predators, preferring to hide among the muck and algae of riverbanks, only to suddenly burst forth as a pack. They surround their prey, latching on with their powerful jaws. Non-aquatic prey are dragged into the depths to drown. Similarly, eel hounds often force aquatic prey up onto dry land to die of suffocation. Possessed of a low cunning, they prepare ambushes by vomiting forth their slippery spittle where land animals come to drink or along game trails. They surge out of the water to snatch prey while it is off balance. \n'b' Liquid Speech . Eel hounds understand Sylvan, and those dwelling near humans or other races pick up a few words in other tongues.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Eel Hound \n'b' Medium fey , neutral \n'b' Armor Class 14 (natural armor) Hit Points 77 (14d8 + 14) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 13 (+1) INT: 6 (-2) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Senses darkvision 60 ft., passive Perception 13 Languages understands Sylvan but can\xe2\x80\x99t speak Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The eel hound can breathe air and water. \n'b' Pack Tactics . The eel hound has advantage on attack rolls against a creature if at least one of the hound\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained , and the hound can\xe2\x80\x99t Bite another target. \n'b' Slick Spittle . The eel hound covers the ground in a 5-foot square centered on a point it can see within 10 feet of it with its slippery spittle. Each creature standing in that area must succeed on a DC 13 Dexterity saving throw or fall prone . A creature that enters the area or ends its turn there must also succeed on a DC 13 Dexterity saving throw or fall prone . The spittle remains on the ground for 1 minute. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Water Step . The eel hound teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. The origin and destination spaces must contain enough water to partially submerge the hound.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Eel, Coral \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 45 (6d10 + 12) Speed 0 ft., swim 60 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 14 (+2) INT: 7 (-2) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses blindsight 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The coral eel can breathe only underwater. \n'b' Illumination . The coral eel sheds bright white light in a 20-foot radius. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. If a target is trapped in one of its bubbles, the coral eel makes its bite attack with advantage. \n'b' Bubble . The coral eel breathes out a magical bubble towards a Medium or smaller creature within 60 ft. The target must make a successful DC 15 Dexterity save or become restrained inside the bubble (escape DC 14). Inside the bubble, the target can breathe air. The bubble can be attacked (AC 8) from the outside. Any successful hit will destroy it and free the restrained creature. \n'b'\n'b' ABOUT \n'b' These odd creatures can be seen from very far away. Coral eels are made from luminescent coral and radiate a bright white light . They seldom surprise their prey but they have a unique way of attacking. \n'b' Deep Blue Sea . Coral eels enjoy colder waters but can be found in any ocean region. These creatures are constantly hunting for food sources. They also breathe out large magical bubbles to trap prey. This unusual attack takes many creatures by surprise . \n'b' Bubble Trouble . These monstrosities are sometimes called bubble eels. Humanoids who live near their territory know to stay out of the water when they\xe2\x80\x99re around. \n'b' Gregarious Gangs . Coral eels often travel in groups of about ten. Although they can be found in the hundreds near the coast. They mainly eat cod, halibut, shrimp, salmon, and octopi. However, their magical bubbles enable them to hunt larger prey such as seals.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Eel, Electric \n'b'\n'b' Small beast , unaligned \n'b' Armor Class 12 Hit Points 13 (2d6+6) Speed 5 ft., swim 30 ft.\n'b' STATS STR: 13 (+1) DEX: 14 (+2) CON: 16 (+3) 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 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Hold Breath . The electric eel can hold its breath for 10 minutes. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) piercing damage. \n'b' Tail . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) lightning damage. On a critical hit, the target must succeed on a DC 13 Constitution saving throw or be stunned . At the end of each of its turns, the target can make a new saving throw; on a success, it is no longer stunned . \n'b'\n'b' About \n'b' This six-foot-long, snake-like fish moves slowly. A strange popping and snapping sound occasionally emits from the creature\xe2\x80\x99s body. The electric eel is a curious fish that breathes air instead of water, yet certainly its most unusual characteristic is its ability to generate powerful jolts of electricity.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chelicerae \n'b' Large aberration , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 153 (18d10 + 54) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 22 (+6) DEX: 17 (+3) CON: 17 (+3) INT: 18 (+4) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Wis +5, Cha +5 Skills Acrobatics +6, Athletics +9, Perception +5, Stealth +6 Damage Immunities poison Condition Immunities charmed , poisoned Senses darkvision 60 ft., passive Perception 15 Languages understands Common but can\xe2\x80\x99t speak Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The chelicerae has advantage on saving throws against spells and other magical effects. \n'b' Spider Climb . The chelicerae can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The chelicerae makes one Bite attack and two Claw attacks. It can replace the Bite attack with a use of Spellcasting. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. If the target is a Medium or smaller creature and the chelicerae doesn\xe2\x80\x99t have another creature grappled , the target is grappled (escape DC 15). A poisoned target is also unconscious while poisoned in this way. The poisoned target can repeat the saving throw at the end of each of its turns, ending the poisoned condition on itself on a success. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) slashing damage. \n'b' Magical Discharge (Recharge Special) . The chelicerae releases some of its stored magical energy in a burst. Each creature within 15 feet of the chelicerae must make a DC 15 Dexterity saving throw, taking 36 (8d8) force damage on a failed save, or half as much damage on a successful one. After using Magical Discharge, the chelicerae can\xe2\x80\x99t do so again until it successfully siphons magic from a creature or until it finishes a long rest. \n'b' Spellcasting . The chelicerae casts one of the following spells, requiring no material or verbal components and using Intelligence as the spellcasting ability (spell save DC 15):\n'b'\n'b'\n'b' At will : mage hand , minor illusion \n'b' 1/day each : haste , hold person , invisibility , phantasmal killer \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Nimble Moves . The chelicerae takes the Dash or Disengage action. \n'b' Siphon Magic . The chelicerae siphons magic from a spellcaster it is grappling. The target must succeed on a DC 15 Intelligence saving throw or lose one spell slot of the highest level it can cast. The chelicerae then regains an expended use of its Spellcasting. \n'b'\n'b' ABOUT \n'b' The massive spider stands perched on tall, stilted legs, and the disheveled body of a robed arcanist swings from its clenched mandibles. \n'b' Feed on Spellcasters . These massive arachnids are largely confined to great forests and occasional wastelands, although rumors persist of sightings in the dark alleys of magocratic cities, causing trepidation among the spellcasters there. Few creatures pose such a threat to spellcasters as chelicerae. \n'b' Carry Their Prey . Walking on high, stilted legs, these creatures resemble gigantic harvesters. More often than not, they are found with the grisly bodies of humanoids dangling from their clenched mandibles. \n'b' Cocoon Arcanists . Chelicerae stalk isolated victims, striking with a poisonous bite then pinning the victim within powerful jaws. There, the victim\xe2\x80\x99s helpless body can hang for days on end as the chelicerae pursues obscure and eldritch tasks. At best, victims wake up weeks later with no memory of the events, far from home, and drained of vitality and spells. Others are stored immobilized in thick cocoons in a high treetop until their body and mind recover. A few unlucky victims are slain and rise a week later as walking dead that obey and protect the chelicerae.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Frog, Poison Dart \n'b' Family: Animal \n'b' Tiny beast , unaligned \n'b' Armor Class 11 \n'b' Hit Points 1 (1d4-1) \n'b' Speed 20 ft., swim 20 ft.\n'b' STATS STR: 1 (-5) DEX: 13 (+1) CON: 8 (-1) INT: 1 (-5) WIS: 8 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1 \n'b' Senses darkvision 30 Ft., passive Perception 11 \n'b' Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The frog can breathe air and water. \n'b' Standing Leap . The frog\xe2\x80\x99s long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start. \n'b' Chromatic Skin . The frog\xe2\x80\x99s brightly patterned skin gives it disadvantage on stealth checks. \n'b' Poisonous Skin . The frog constantly secretes a poison from its skin. If a creature touches the frog, it must make a DC 10 Constitution saving throw or take 1d4 poison damage. A creature can extract poison from a willing or unconscious poison dart frog, applying it to a weapon. Once applied, the poison retains potency for 1 hour before drying.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Eel, Giant Moray \n'b'\n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 52 (7d10+14) Speed 0 ft., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 15 (+2) INT: 1 (-5) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Senses blindsight 60 ft.; passive Perception 13 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Water Breathing . The giant moray eel can breathe only underwater. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 11 (2d6+4) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained , and the giant moray eel can\xe2\x80\x99t grapple another target. \n'b'\n'b' About \n'b' This sixteen-foot-long eel slithers through the water with uncanny grace, mouth open to display large teeth and a second set of jaws. Giant moray eels are warm-water animals that lie in wait to ambush prey. Once they get hold of prey, or an intruder, they are tenacious biters, gnawing and tearing flesh.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Eel, Gulper \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 112 (15d10 + 30) Speed swim 50 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 14 (+2) INT: 2 (-4) WIS: 12 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Senses blindsight 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Keen Smell . The eel has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Water Breathing . The eel can only breathe underwater. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 20 (5d6 + 3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the eel can bite only the grappled creature and has advantage on attack rolls to do so. \n'b' Swallow . The eel 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 eel, and it takes 10 (3d6) acid damage at the start of each of the eel\xe2\x80\x99s turns. The eel can have only one target swallowed at a time. If the eel takes 25 damage or more on a single turn from the creature inside of it, the eel must succeed on a DC 12 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the eel. If the eel dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone . \n'b' About \n'b' This strange being of the depths appears to be little more than a large mouth, flaccid body and dangling tail which glows with an unnatural red light. \n'b' This larger version of its more common cousin makes its home in deep tropical and temperate waters well below 3,000 feet in depth. The gulper eel spends its life eating giant shrimp, and any other creatures which happen to arouse its senses. \n'b' Gulper eels spend most of their lives in the deepest and darkest parts of the oceans, rarely if ever venturing near the surface waters. Solitary creatures by nature, during mating season (colder months of the year), it is common to find a pair of these creatures dwelling together. During mating season, the female deposits her eggs (2-8) in the dirt and mass of plants on the ocean floor. Within two months the eggs hatch and the young swim free. Young are independent within 2 weeks after birth and venture out on their own shortly thereafter. \n'b' A gulper eel averages 10 feet in length but can grow to reach 30 feet or more. Its body is long, sleek, and black in color and its tail ends in a luminous organ. Its eyes are small for its body and close to its snout. It massive mouth is lined with rows of sharpened teeth. \n'b' Gulper eels attempt to bite their prey, holding it before swallowing it whole. Because a gulper eel can unhinge its jaw and stretch its stomach, it can swallow opponents larger than itself.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Eel, Electric \n'b' Family: Eels \n'b' Small beast , unaligned \n'b' Armor Class 12 Hit Points 13 (2d6 + 6) Speed 5 ft., swim 30 ft.\n'b' STATS STR: 13 (+1) DEX: 14 (+2) CON: 16 (+3) 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 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The electric eel can hold its breath for 10 minutes. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target, Hit : 5 (1d6 + 2) piercing damage. \n'b' Tail . Melee Weapon Attack : +4 to hit, reach 5 ft., one target, Hit : 5 (1d6 + 2) lightning damage. On a critical hit, the target must succeed on a DC 13 Constitution saving throw or be stunned . At the end of each of its turns, the target can make a new saving throw; on a success, it is no longer stunned . \n'b'\n'b' ABOUT \n'b' Eels are long, serpentine fish that typically lurk in the shallows, some in freshwater ponds and backwaters and others in warm tropical seas and reefs. \n'b' Electric Eel . The electric eel is a curious fish that breathes air instead of water, yet certainly its most unusual characteristic is its ability to generate powerful jolts of electricity. An electric eel is 6 feet long and weighs 45 pounds, emitting strange popping and snapping sounds as it moves. \n'b' Moray Eel . The moray eel is a ferocious predator, capable of holding prey in its primary jaws while a smaller set of jaws inside its throat chews away bite-sized portions. Ordinary moray eels usually range from 6 to 8 feet long, but giant specimens reach over twice that length and weigh over 150 pounds, moray eels slither through the water with uncanny grace.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Eel, Giant Moray \n'b' Family: Eels \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 52 (7d10 + 14) Speed 0 ft., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 15 (+2) INT: 1 (-5) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Senses blindsight 60 ft.; passive Perception 13 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Water Breathing . The giant moray eel can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained , and the giant moray eel can\xe2\x80\x99t grapple another target. \n'b'\n'b' ABOUT \n'b' Eels are long, serpentine fish that typically lurk in the shallows, some in freshwater ponds and backwaters and others in warm tropical seas and reefs. \n'b' Electric Eel . The electric eel is a curious fish that breathes air instead of water, yet certainly its most unusual characteristic is its ability to generate powerful jolts of electricity. An electric eel is 6 feet long and weighs 45 pounds, emitting strange popping and snapping sounds as it moves. \n'b' Moray Eel . The moray eel is a ferocious predator, capable of holding prey in its primary jaws while a smaller set of jaws inside its throat chews away bite-sized portions. Ordinary moray eels usually range from 6 to 8 feet long, but giant specimens reach over twice that length and weigh over 150 pounds, moray eels slither through the water with uncanny grace.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Eel, Rainbow \n'b' Family: Eels \n'b' Large monstrosity , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 105 (14d10 + 28) Speed 0 ft., swim 40 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 6 (-2) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Water Breathing . The eel can breathe only underwater. \n'b' Visually Striking . The eel has disadvantage on Dexterity ( Stealth ) checks. \n'b' Magic Resistance . The eel has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The eel makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage. \n'b' Prismatic Ray . The eel shoots two magical rays from its mouth at random targets within 90 feet of it. Each target must make a DC 14 Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it (reroll duplicates).\n'b'\n'b' Red . The targeted creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. \n'b' Orange . The targeted creature takes 4d8 acid damage on a failed save, or half as much damage on a successful one. \n'b' Yellow . The targeted creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. \n'b' Green . The targeted creature takes 4d8 poison damage on a failed save, or half as much damage on a successful one. \n'b' Blue . The targeted creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one. \n'b' Indigo . On a failed save, the target is restrained . It must then make a DC 14 Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don\xe2\x80\x99t need to be consecutive; keep track of both until the target collects three of a kind. At any time, casting greater restoration on the target removes the restrained condition and ends the petrification process. \n'b' Violet . On a failed save, the target is blinded . The target can make a DC 14 Wisdom saving throw at the end of each of its turns. A successful save by the creature ends the blinded condition. \n'b' Special . The target is struck by two rays. Roll twice more, rerolling any 8s. \n'b'\n'b' About \n'b' There is a legend that two powerful ship mages fought a great battle, resulting in one of the ships being destroyed in a massive prismatic blast. The intensity of the magical energy transformed a group of giant eels into a completely new species. This new variety of eels have rainbow-colored bodies covered with a layer of mucus that has an iridescent sheen. More importantly, these eels can attack prey with wildly erratic prismatic magic.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Swarm of Vampire Eel Hatchlings \n'b' Family: Eels \n'b' Medium swarm of tiny monstrosities, unaligned \n'b' Armor Class 13 (natural armor) Hit Points 97 (15d8 + 30) Speed 0 ft., swim 40 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 14 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 3 (700 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' 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 eel. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Water Breathing . The swarm can only breathe underwater. \n'b' Actions \n'b' Bite (swarm has more than half HP) . Melee Weapon Attack : +4 to hit, reach 0 ft., one target. Hit : 23 (6d6 + 2) piercing damage. \n'b' Bite (swarm has half HP or less) . Melee Weapon Attack : +4 to hit, reach 0 ft., one target. Hit : 12 (3d6 + 2) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Egret Harpy \n'b' Medium monstrosity , neutral \n'b' Armor Class 12 Hit Points 75 (10d8 + 30) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 17 (+3) INT: 11 (+0) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Nature +2 Senses passive Perception 12 Languages Common, Sylvan Challenge 2 (450 XP) \n'b' Special Traits \n'b' Innate Spellcasting (3/Day) . The egret harpy can innately cast suggestion , requiring no material components. Its innate spellcasting ability is Charisma . \n'b' Actions \n'b' Multiattack . The egret harpy makes two attacks: one with its spear and one with its talons. \n'b' Spear . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack . \n'b' Talons . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Wing Buffet (Recharge 5-6) . The egret harpy beats its wings rapidly. Each Medium or smaller creature within 5 feet of the harpy must make a DC 13 Strength saving throw. On a failure, a creature takes 10 (3d6) bludgeoning damage and is knocked prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t knocked prone . \n'b' Guiding Song . The egret harpy sings a magical melody. Each humanoid and giant of the harpy\xe2\x80\x99s choice within 300 feet of the harpy has advantage on Wisdom ( Survival ) checks to navigate marshes, and difficult terrain composed of mud, standing water, or other features of a marsh doesn\xe2\x80\x99t cost it extra movement. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. The harpy can use an action to end the song and cast mass suggestion . Each creature that can hear the harpy\xe2\x80\x99s song must succeed on a DC 12 Wisdom saving throw or be affected by the spell for 8 hours. If the harpy chooses to end the song this way, it can\xe2\x80\x99t use Guiding Song again until it finishes a long rest . \n'b' About \n'b' This winged female has a short torso and long, gangly legs. Her wingspan is wider than her body is tall. Despite her awkward appearance, she moves with incredible grace. \n'b' Protectors of the Marsh . Egret harpies look after marshland flora and fauna, often allying themselves with druids and rangers who occupy the same area. \n'b' Uncommonly Hospitable . While most harpies have a reputation for sadism and bloodlust, egret harpies are considerably more welcoming. They possess the same alluring song all harpies have, but they can modulate the song to allow their captivated targets safe passage toward them. They often use their songs to prevent intruders from harming their home marshes. They can end their song in a mighty crescendo, imposing their will on those charmed by the song. The harpies typically coerce intruders to repair damages wreaked upon the marsh or to merely leave and never return. If a harpy suspects the intruders are unrepentant, she stops playing nice and allows her victims to fall prey to the marsh\xe2\x80\x99s hazards. \n'b' Powerful Yet Graceful . The wings that hold the egret harpy\xe2\x80\x99s larger frame aloft also serve as weapons. A powerful buffet from the harpy\xe2\x80\x99s wing can knock down weaker foes. The harpy\xe2\x80\x99s gawky build belies a fluidity to her movements, allowing her to balance on one leg even while engaged in battle.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Egui \n'b' Medium undead , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 54 (12d8) Speed 0 ft., fly 30 ft.\n'b' STATS STR: 6 (-2) DEX: 13 (+1) CON: 10 (+0) INT: 10 (+0) WIS: 16 (+3) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities cold, necrotic, poison Damage Resistances acid, fire, lightning, thunder Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 13 Languages any languages it knew in life Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Decay . Any foodstuffs within 10 feet of an egui instantly rot and are destroyed. Any food destroyed in this fashion can be consumed by the ghost\xe2\x80\x99s Consume action. \n'b' Incorporeal Movement . The egui 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'\n'b' ACTIONS \n'b'\n'b' Ceaseless Hunger . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 14 (3d8 + 1) damage. The target must succeed on a DC 12 Constitution saving throw or it takes a level of exhaustion due to the crippling effects of hunger. \n'b' Consume . Egui are driven by their insatiable hunger, but their tiny mouths prevent them from consuming any food that is not spoiled or rotting. If rotting or spoiled food (such as that produced by an egui\xe2\x80\x99s Aura of Decay ability) is within 10 feet of an egui, it must immediately move toward that food and consume it, taking an action to do so. While this means that the egui cannot attack while using its Consume action, it also heals the egui of 1d4 points of damage. \n'b'\n'b' ABOUT \n'b' Egui are an especially fearful type of undead. Variously described as the ghosts of those who died of hunger or of those who were especially gluttonous in life, egui wander the night in search of food in order to sate their terrible, gnawing hunger. Egui are cursed, however, for their mouths are too small to actually consume anything but rotted, spoiled food. Their very presence causes fresh food to decay, after which they hungrily consume the disgusting meal and then attack those who failed to help them. \n'b' In some tales, it is said that hostile egui can be appeased, or at least distracted, with offers of food. Food left in an egui\xe2\x80\x99s path, or offered directly, is all but irresistible, for the egui\xe2\x80\x99s aura automatically rots the food, transforming it into a repugnant meal that the hungry ghost immediately consumes. While eating, the ghost can do nothing else, which allows its foes to attack it or escape. It is widely believed, however, that consuming rotting food actually heals damage the egui has taken, so this tactic should be used warily.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chemosit \n'b' Medium fiend , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 119 (14d8 + 56) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 18 (+4) INT: 13 (+1) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +6, Con +7, Wis +5, Cha +5 Skills Athletics +6, Deception +5, Perception +5 Damage Resistances fire, cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Senses darkvision 120 ft., passive Perception 15 Languages Abyssal, Common, Infernal Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Inner Light . Its open mouth emits a red light , shedding bright light in a 10-foot radius and dim light for an additional 10 feet. Opening or closing its mouth doesn\xe2\x80\x99t require an action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The chemosit makes one Beak attack and two Crutch attacks. \n'b' Beak . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage plus 7 (2d6) fire damage. \n'b' Crutch . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or become infected with the cackle fever disease. \n'b' Inviting Song . The chemosit sings an enchanting tune. Each creature with an Intelligence of 5 or higher within 300 feet of the chemosit that can hear the song must succeed on a DC 15 Wisdom saving throw or be charmed until the song ends. The chemosit must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the chemosit is incapacitated . If the charmed target is more than 5 feet away from the chemosit, the target must move on its turn toward the chemosit by the most direct route, trying to get within 5 feet. It won\xe2\x80\x99t move into damaging terrain, such as lava or a pit, taking whatever route it can to avoid the terrain and still reach the chemosit. If the target can\xe2\x80\x99t find a safe route to the chemosit, the charmed effect ends. Whenever the target takes damage or at the end of each of its turns, the target can repeat the saving throw. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this chemosit\xe2\x80\x99s Inviting Song for the next 24 hours. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Change Shape . The chemosit magically transforms into a Small or Medium humanoid or back into its true Fiendish form. Its statistics, other than its size , are the same in each form. No matter the form, the chemosit always has only one leg. Its crutch adjusts to fit its new form, but no other equipment transforms. It reverts to its true form if it dies, and its crutch becomes nonmagical. \n'b'\n'b' ABOUT \n'b' This humanoid figure resembles a stork with a bare, mottled head and a large throat sac. It stands on one leg with a wooden crutch supporting it. When the creature opens its dagger-shaped beak, hellish light glows from within. The chemosit is a cruel fiend that stalks tropical grasslands and forests, hunting for humanoid prey on the outskirts of rural areas and remote villages. At night, it uses its inner light and song to lure the unwary or the desperate into its clutches. The flickering light and the thumping of its crutch keeping time with the song give the impression of a woodland celebration. By the time someone is close enough to discern the truth, it is often too late to escape. \n'b' Hateful Legacy . The chemosit is cruel and enjoys seeing suffering, even suffering caused by others. While disguised in a community, it might speak one falsehood or rumor before sitting back to watch how the rumor spirals out of control, leading the community to infighting. Such infighting often results in a few members being cast out\xe2\x80\x94directly into the chemosit\xe2\x80\x99s hungry beak.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Eidolon, Polar \n'b' Huge elemental , neutral evil \n'b' Armor Class 20 (natural armor) Hit Points 250 (20d12+120) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 19 (+4) CON: 23 (+6) INT: 12 (+1) WIS: 18 (+4) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Con +6, Wis +9 Damage Immunities cold Damage Vulnerabilities fire Senses passive Perception 14, tremorsense 120 ft., telepathy 100 ft. (frost corpses only) Languages Low Atlantean, Nimothan Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Trapped in Ice The polar eidolon begins trapped behind a layer of ice. It cannot move or make melee attacks (except against the ice itself) until the ice is gone. Its area attacks function normally, and it can see through the ice without difficulty. However, it has total cover against enemies until the ice is gone. The ice has 150 hit points , and every attack against it automatically hits. \n'b' Chill Aura Once the eidolon is no longer trapped in ice, the air around it becomes frigid. At the start of the eidolon\xe2\x80\x99s turn, all creatures within 10 feet take 4d6 cold damage. Those not immune to cold reduce their speed by half for one round. \n'b' Spell-like Abilities A polar eidolon can cast the following spells as innate abilities. Its casting ability is Charisma (DC 19, +11 to hit).\n'b'\n'b'\n'b' 3/day : ice storm , wall of ice \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The eidolon attacks with two icy thrusts, two polar rays, or one of each. \n'b' Icy Thrust . Melee Spell Attack : +11 to hit, reach 10 ft., one target. Hit : 3d10+10 piercing damage and the target is restrained unless it succeeds on a Str save (DC 18). A restrained target is trapped in ice until the end of its next turn. \n'b' Polar Ray . Ranged Spell Attack : +9 to hit, range 100 ft., one target. Hit : The target loses any resistance to cold damage until the end of the eidolon\xe2\x80\x99s next turn and then takes 3d10+5 cold damage. \n'b' Northern Lights (Recharge 5+) . The polar eidolon unleashes a blast of unnerving cold in a 20-ft. radius from any point within 50 feet. Creatures in the burst take 5d8 cold damage, or half damage on a successful Dex save (DC 18). If a creature has half or fewer of its hit points remaining after it fails this save, it must then make a Cha save (DC 18) or become dominated (as per the dominate person spell) for 1d4 rounds. \n'b'\n'b' ABOUT \n'b' A giant spirit trapped in ice, the polar eidolon defends its turf with every fiber of its being. It starts a battle behind a layer of ice, but it doesn\xe2\x80\x99t stay there for long. \n'b' The eidolons are patient if pernicious denizens of colder regions. Content to bide their time meditating within frozen columns of ice or within a glacier itself, they rouse to anger when intruders come near. \n'b' At first, the polar eidolon is safe behind a layer of ice. It can\xe2\x80\x99t move or make melee attacks, but it can blast the PCs with northern lights and its spell-like abilities. The PCs may attack the ice to get at the eidolon. If they don\xe2\x80\x99t the eidolon may eventually start breaking through the ice itself to engage the PCs in melee, at which point it uses Chill Aura and Icy Thrust to make short work of the intruders. \n'b' The polar eidolon can\xe2\x80\x99t speak directly while encased in ice, but it can use a limited form of telepathy to speak through any and all nearby frost corpses. No matter what they\xe2\x80\x99re doing, the frost corpses all raise their quavering, cracked voices in unison, speaking whatever taunts and warnings the eidolon sees fit to utter. \n'b' The eidolons of colder regions are strange exemplars of the polar wastes, part giant, part nature spirit, and all malevolence. They prefer to slumber within the ice of glaciers, but if awakened, they can prove to unfortunate travelers that ice is but a temporary prison. The eidolon lures those who wander too close, subtly pulling them alongside the glacier edges, or into caves and crevices deep inside glaciers, so that it may drain them of the heat it despises. \n'b' Those killed by a polar eidolon rise the next day as frost corpses unless their bodies are kept warm for 24 hours. Frost corpses lie unmoving in the snow most of the time, rising only to defend the eidolon or otherwise serve it. At a glance, their bluish-tinted skin and ordinary appearance might fool the unwary into dismissing them as ordinary travelers who died of exposure . . . until they rise, reaching out with frostscarred hands to drag the warm-blooded ever closer to their master.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Hamster, Adult \n'b' Family: Animal \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 30 (4d8+12) Speed 20 ft., burrow 10 ft.\n'b' STATS STR: 19 (+4) DEX: 13 (+1) CON: 16 (+3) INT: 1 (-5) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +6, Con +5 Skills Athletics +6, Perception +3 Senses passive Perception 13 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Low-light Vision . A giant hamster can see twice as far in dim light as a human . \n'b' Disease Immunity . A giant hamster is immune to all diseases, magical or otherwise. \n'b' Cheek Pouch . A creature stashed in the cheek pouch is blinded and restrained . It takes 1d10+4 bludgeoning damage automatically at the start of each of the giant hamster\xe2\x80\x99s turns. Only one Tiny creature or two creatures smaller than Tiny can be in the cheek pouch at one time. A stashed creature is unaffected by anything happening outside the giant hamster or by attacks from outside of it. A stashed creature can get out of the giant hamster by using 5 feet of movement, but only after the giant hamster is dead. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10+4) piercing damage and the target must make a successful DC 14 Dexterity saving throw or be grappled . A creature that is larger than Small size is unaffected by the grapple. \n'b' Stash . Automatic hit. (one creature already grappled by the giant hamster at the start of the giant hamster\xe2\x80\x99s turn). Hit : The grappled creature (of Tiny size or smaller) is stuffed into the giant hamster\xe2\x80\x99s cheek pouch (see Cheek Pouch under traits above). \n'b'\n'b' ABOUT \n'b' This normally cuddly rodent kept by many as pets is not gargantuan and terrifying. It\xe2\x80\x99s beady rodent eyes gleam with a near-mindless hunger. \n'b' Giant hamsters are larger, and much more aggressive cousins to the domesticated smaller rodents. Like their cousins they can be found in many colors, shapes and sizes. Also, like their cousins giant hamsters are omnivorous, but prefer grains, berries, nuts and water.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Eikthyrnir \n'b' Huge aberration , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 161 (17d12 + 51) Speed 60 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 16 (+3) INT: 9 (-1) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +8, Dexterity +7, Wisdom +6 Skills Nature +3, Perception +6, Religion +3, Stealth +7 Damage Immunities poison Condition Immunities poisoned , prone Senses darkvision \xc2\xa060 ft., passive Perception 16 Languages Understands Common, Elvish, Sylvan but can\xe2\x80\x99t speak them Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Charge . If the eikthyrnir moves at least 20 feet straight toward a target and then hits it with a pincers attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone . \n'b' Hallucination . When a creature starts its turn within 60 feet of the eikthyrnir and is able to see the eikthyrnir\xe2\x80\x99s eyes, the eikthyrnir can magically force it to make a DC 12 Charisma saving throw, unless the eikthyrnir is incapacitated. On a failed saving throw, the creature can\xe2\x80\x99t take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. 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 eikthyrnir until the start of its next turn, when it can avert its eyes again. If the creature looks at the eikthyrnir in the meantime, it must immediately make the save. \n'b' Keen Sight and Smell . The eikthyrnir has advantage on Wisdom ( Perception ) checks that rely on sight or smell. \n'b' Probing Telepathy . If a creature communicates telepathically with the eikthyrnir, the eikthyrnir learns the creature\xe2\x80\x99s greatest desires if the eikthyrnir can see the creature. \n'b' Actions \n'b' Multiattack . The eikthyrnir makes one attack with its pincers and one with its hooves. \n'b' Pincers . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) piercing damage. If the target is Large or smaller, it is grappled (escape DC 16) and restrained until the grapple ends. \n'b' Hooves . Melee Weapon Attack : +8 to hit, reach 10 ft., one prone creature. Hit : 22 (4d8 + 4) bludgeoning damage. \n'b' Enslave (3/Day) . The eikthyrnir targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the eikthyrnir until the eikthyrnir dies or until it is on a different plane of existence from the target. The charmed target is under the eikthyrnir\xe2\x80\x99s control and can\xe2\x80\x99t take reactions , and the eikthyrnir and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the eikthyrnir. \n'b' Nightmare Haunting (1/Day) . The eikthyrnir magically haunts a sleeping humanoid on the Material Plane within a 1 mile range. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle . As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target\xe2\x80\x99s hit point maximum to 0, the target dies, and if the target was evil, it rises as a mummy under the eikthyrnir\xe2\x80\x99s control. The reduction to the target\xe2\x80\x99s hit point maximum lasts until removed by the greater restoration spell or similar magic. \n'b' Skewer . Melee Weapon Attack : +8 to hit, reach 10 ft., one incapacitated humanoid grappled by the eikthyrnir. Hit : The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points , the eikthyrnir kills the target by skewering it on a tree. \n'b' About \n'b' This shadowy thing only roughly resembles a huge elk, with bright red eyes cloaked in a hooded head that swings from its pendulous neck. Jutting antlers and a pair of human-like arms protrude from its face. \n'b' An eikthryrnir stalks travelers who enter the forest and \xe2\x80\x9cmarks\xe2\x80\x9d future converts who has suffered from emotional pain. That person is given a choice; worship the eikthryrnir or die at its hands. Those who are not marked by it are tortured and sacrificed, their blood acting as nourishment for Yggdrasil.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Einherjar \n'b' Medium celestial , neutral \n'b' Armor Class 16 (chain mail) Hit Points 52 (8d8 + 16) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +3 Skills Animal Handling +2, Perception +3, Survival +2 Damage Immunities radiant Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision \xc2\xa060 ft., passive Perception 13 Languages Celestial, Common Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Einherjar Menace . As an action, an einherjar can strike fear into the hearts of its enemies. Each creature of the einherjar\xe2\x80\x99s choice that is within 60 feet of it and is aware of it must succeed on a DC 11 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to that einherjar for the next 24 hours. \n'b' Regeneration . The einherjar regains 10 hit points at the start of its turn if it has at least 1 hit point. If the einherjar takes necrotic damage, this trait doesn\xe2\x80\x99t function at the start of the einherjar\xe2\x80\x99s next turn. \n'b' Actions \n'b' Multiattack . The einherjar makes two melee attacks . \n'b' Battleaxe . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. \n'b' Longsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. \n'b' About \n'b' This celestial warrior wears dark clothing and its eyes blaze with a terrifying light. \n'b' The einherjar is one of the chosen by Valkyries to feast in the halls of Valhalla. They train for battle every day, eating the flesh of saehrimnir and drinking the mead of heithrun at night. They are excellent combatants, waiting for the time when they\xe2\x80\x99re called to the final battle of Ragnarok. \n'b' The Wild Hunt . When not feasting, einherjar sally forth as part of Odin\xe2\x80\x99s Oensjaegeren, a nightly hunt where they track down Odin\xe2\x80\x99s enemies. These can be mortals but are usually fiendish and supernatural enemies of the god. \n'b' Sometimes they are simply extraordinary beasts that the einherjar believe would bring them honor in the hunt. \n'b' Oensjaegeren number from 20 to 30 einherjar and are led by a derk. The derk and the einherjar ride einhest and are accompanied by 4-6 garms.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Einherjar \n'b' Medium humanoid (extraplanar), chaotic neutral \n'b' Armor Class 18 (chain mail and shield) Hit Points 119 (14d8 + 56) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 19 (+4) INT: 10 (+0) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +5, Intimidation +6, Perception +5 Damage Resistances piercing weapons that are nonmagical Senses darkvision 60 ft., truesight 60 ft., passive Perception 15 Languages Celestial, Common Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Asgardian Battleaxes . Made in Valhalla and kept keen with runic magic, Asgardian axes have a +2 enchantment and add a second die of weapon damage. Their magic must be renewed each week by a valkyrie or Odin\xe2\x80\x99s own hand. \n'b' Battle Loving . Einherjars relish combat and never turn down a challenge to single combat or shirk a fight, even if the odds are hopeless. After all, Valhalla awaits them. \n'b' Battle Frenzy . Once reduced to 30 hp or less, einherjar make all attacks with advantage. \n'b' Fearsome Gaze . The stare of an einherjar is especially piercing and intimidating. They make Intimidation checks with advantage. \n'b' Innate Spellcasting . The einherjar\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : bless , spare the dying 1/day- death ward , spirit guardians \n'b'\n'b' Actions \n'b' Multiattack . An einherjar makes three attacks with its Asgardian battleaxe or one with its handaxe. \n'b' Asgardian Battleaxe . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) slashing damage when used one handed or 17 (2d10 + 6) when used two-handed. \n'b' Handaxe . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' About \n'b' About \n'b' Stout bearded warriors with golden auras, the einherjar wear chain mail and carry two-handed battle axes and oaken shields- their badges and symbols are all different, and it is said no two braid their beards quite alike. \n'b' As the spirits of warriors chosen by the valkyries and brought to Valhalla to fight for the gods against the giants, the einherjar are great warriors who eat and drink their fill of boar and mead each night, then spend their days preparing for Ragnarok. Some of this is combat training, and other portions are raids against the Jotun giants and thursir giants, to try their strength. Regardless of how often they are slain, the einherjar reappear each morning in Odin\xe2\x80\x99s hall, so they have no fear of death, and their courage shames others into greater bravery. \n'b' Defenders of the Mortal World . From time to time, the ravenfolk guide a troop of the einherjar against some of Loki\xe2\x80\x99s minions or the servants of Boreas. These raids are often small battles, but the einherjar know they are only delaying the inevitable rise of the world serpent and its many evil spawn. This drives them to greater efforts against giants, demons, lindwurms, and other evil creatures, but the einherjar themselves are not exactly saintly. They drink, they carouse, they slap and tickle and brag and boast and fart with the loudest and most boastful of Asgardians. Unlike most extraplanar creatures, they are very human , if somewhat larger than life. \n'b' Fear Dragons . The einherjar have a notable soft spot for the ratatosk and the ravenfolk, but they are superstitiously fearful of dragons of all kinds. They sometimes hunt or ride or carouse with the fey lords and ladies, especially the Bear King, the Snow Queen, and the Lord of the Hunt. \n'b' Never Speak to the Living . In theory, the einherjar are forbidden from speaking with the living: they must pass their words through a valkyrie, a ratatosk, one of the ravenfolk, or other races allied with Asgard. In practice, this rule is often flouted, though if Loki\xe2\x80\x99s servants notice it, they can dismiss any einherjar back to Valhalla for a day.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Einherjar \n'b' Medium humanoid , chaotic neutral \n'b' Armor Class 18 (chain mail, shield) Hit Points 119 (14d8 + 56) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 19 (+4) INT: 10 (+0) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +5, Intimidation +6, Perception +5 Damage Resistances piercing from nonmagical attacks Senses truesight 60 ft., passive Perception 15 Languages Celestial, Common Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Battle Frenzy . The einherjar has advantage on all attack rolls it makes while it is below 30 hp . \n'b' Fearsome Gaze . The stare of an einherjar is especially piercing to Humanoids. It has advantage on any Charisma ( Intimidation ) check it makes against a Humanoid. \n'b' Runic Weapons . The einherjar\xe2\x80\x99s weapon attacks are magical. When the einherjar hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack ). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The einherjar makes two Battleaxe attacks, or it makes three Celestial Bolt attacks. It can replace one attack with Celestial Blessing, if available. \n'b' Battleaxe . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) radiant damage. \n'b' Celestial Bolt . Ranged Spell Attack : +5 to hit, range 60 ft., one target. Hit : 15 (3d8 + 2) radiant damage. \n'b' Celestial Blessing (Recharge 5\xe2\x80\x936) . The einherjar calls on its celestial patrons for one of the following blessings:\n'b'\n'b'\n'b' Odin\xe2\x80\x99s Strength . The einherjar roars a battle prayer to Odin. Each friendly creature within 60 feet of the einherjar and that can hear the prayer deals an extra 4 (1d8) radiant damage when it hits with any weapon. In addition, when an affected creature makes an attack roll, the creature can roll a d6 and add the number rolled to the attack roll. \n'b' Valkyries\xe2\x80\x99 Mercy . The einherjar pleads for the assistance of the valkyries to save one friendly creature it can see within 60 feet of it that has been reduced to 0 hp. The creature regains 13 (3d8) hp. Once the einherjar has aided a creature with Valkyries\xe2\x80\x99 Mercy, it can\xe2\x80\x99t target that creature with Valkyries\xe2\x80\x99 Mercy again until the creature finishes a long rest. \n'b'\n'b' ABOUT \n'b' The grotesque beast has the muscular tail, bulbous head, and rubbery, slime-covered flesh of an eel. Its torso and webbed paws resemble those of a misshapen canine, while needle-sharp teeth fill its menacing jaws. \n'b' Hounds of the River Fey . Ferocious aquatic fey, these amphibious menaces often serve lake trolls, lorelei , green hags, and other watery fey and giants. Predatory beasts as dangerous on land as they are in the water, the have a capricious cruelty. \n'b' Few creatures beyond the fey appreciate eel hounds\xe2\x80\x99 lithe power and cruel grace, instead noting only their grotesque form and unnerving savagery. \n'b' Slippery Ambushers . Eel hounds are ambush predators, hiding among the muck and algae of riverbanks, bursting out as a pack. Possessed of a low cunning, they prepare ambushes by vomiting their slippery spittle where land animals come to drink or along game trails. Then they surge from the water to snatch the off-balance prey. They surround targets, latching on with their powerful jaws, and then drag non-aquatic prey into the depths to drown or force aquatic prey onto land to suffocate. \n'b' Fey Water Hounds . Eel hounds understand Sylvan, and those dwelling near humans or other races pick up a few words in other tongues.\xc2\xa0 \n'b' A line of stout, bearded warriors with golden auras stand ready, adorned in chain mail and carrying battle axes and oaken shields. Their badges and symbols are all different, and no two have the same braided pattern in their beards.\xc2\xa0The einherjar are great warriors chosen by the valkyries. They eat and drink their fill of boar and mead each night, then spend their days preparing for Ragnarok.\xc2\xa0Some of this is combat training, and other portions are raids against the giants fighting the gods.\xc2\xa0Regardless of how often they are slain, the einherjar reappear each morning in Odin\xe2\x80\x99s hall, leaving them without fear of death. \n'b' Defenders of the Mortal World . Occasionally, ravenfolk guide a troop of einherjar against some of Loki\xe2\x80\x99s minions on the Material Plane. These raids are often small battles that further delay the inevitable rise of the world serpent and its many evil spawn. They fight against giants, demons, lindwurms, and other evil creatures, but the einherjar themselves are not exactly saintly. They can drink and carouse with the loudest and most boastful of humanoids. \n'b' Though otherworldly and servants of Odin, einherjar are very humanlike, if somewhat larger than life. \n'b' Fear Dragons . The einherjar are superstitiously fearful of dragons and dragonkin, the distant progeny of the world serpent. \n'b' Never Speak to the Living . In theory, the einherjar are forbidden from speaking with the living: they must pass their words through a valkyrie , ratatosk , ravenfolk, or one of the other races allied with Odin. In practice, this rule is often flouted, though if Loki\xe2\x80\x99s servants notice it, they can dismiss any einherjar back to Valhalla for a day.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Einherjar Derk \n'b' Medium celestial , neutral \n'b' Armor Class 19 (chain mail) Hit Points 65 (10d8 + 20) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 14 (+2) WIS: 11 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +7 Skills Animal Handling +4, Perception +7, Survival +7 Damage Immunities radiant Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision \xc2\xa060 ft., passive Perception 17 Languages Celestial, Common Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Einherjar Menace . As an action, an einherjar can strike fear into the hearts of its enemies. Each creature of the einherjar \xe2\x80\x98s choice that is within 60 feet of it and is aware of it must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to that einherjar for the next 24 hours. \n'b' Keen Hearing and Sight . The einherjar has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. \n'b' Mount . If the derk isn\xe2\x80\x99t mounted, it can use a bonus action to magically teleport onto an einhest serving as its mount, provided the derk and its einhest are on the same plane of existence. When it teleports, the derk appears astride the einhest along with any equipment it is wearing or carrying. While mounted and not incapacitated, the derk can\xe2\x80\x99t be surprised, and both it and its einhest gain advantage on Dexterity saving throws. If the derk is reduced to 0 hit points while riding its einhest, the einhest is reduced to 0 hit points as well. \n'b' Pack Tactics . The derk has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Regeneration . The einherjar regains 10 hit points at the start of its turn if it has at least 1 hit point. If the einherjar takes necrotic damage, this trait doesn\xe2\x80\x99t function at the start of the einherjar \xe2\x80\x98s next turn. \n'b' Actions \n'b' Multiattack . The einherjar makes two melee or two ranged attacks . \n'b' Longsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. \n'b' Longbow . Ranged Weapon Attack : +8 to hit, ranged 150/600 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, the derk can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the derk. A creature can benefit from only one Leadership die at a time. This effect ends if the derk is incapacitated.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Einhest \n'b' Large celestial , neutral good \n'b' Armor Class 13 (natural armor) Hit Points 59 (7d10 + 21) Speed 60 ft., fly 90 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, radiant Condition Immunities frightened , poisoned Senses passive Perception 11 Languages understands Common, Celestial, but can\xe2\x80\x99t speak Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Confer Radiant Resistance . The einhest can grant resistance to radiant damage to anyone riding it. \n'b' Dive Attack . If the einhest is flying and dives at least 30 feet straight toward a target and then hits it with a hooves attack , the attack deals an extra 9 (2d8) damage to the target. \n'b' Flyby . The einhest doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Illumination . The einhest sheds bright light in a 30-foot radius and dim light for an additional 30 feet. \n'b' Sure-Footed . The einhest has advantage on Strength and Dexterity saving throws made against effects that would knock it prone . \n'b' Actions \n'b' Hooves . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) radiant damage. \n'b' Ethereal Stride . The einhest and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa. \n'b' About \n'b' This six-legged steed glows with an unearthly light. \n'b' Einhests are the mounts of the gods. They are sometimes granted to heroes as a reward for their good deeds. Einhests are the frequent mounts of Valkyries, who use them to ride into battle. \n'b' Sleipner\xe2\x80\x99s Prodigy . Einhests are all descended from Sleipner, Odin\xe2\x80\x99s eight-legged steed that was born from a coupling of a mare and Loki. Sleipner is the fastest mount in the nine worlds, but einhest are fast enough; for most mortals, they appear as glowing streaks in the sky. \n'b' A Home in Alfheim . When not corralled on Asgard, einhest\xe2\x80\x99s natural habitat is that of Alfheim, where the most beautiful and wild creatures can roam freely.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Einsaung Nat \n'b' Small fey , chaotic good \n'b' Armor Class 14 (natural armor) Hit Points 14 (4d6) Speed 20 ft.\n'b' STATS STR: 6 (-2) DEX: 17 (+3) CON: 10 (+0) INT: 13 (+1) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire, lightning; bludgeoning, piercing, or slashing weapons that aren\xe2\x80\x99t magical or silvered Damage Immunities poison Condition Immunities poisoned Skills History +3, Religion +3, Stealth +5 Senses darkvision 60 ft., passive Perception 11 Languages Common, Sylvan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Detect Shapechangers . An einsaung nat can sense the presence of shapechanging creatures at will by concentrating. This functions like detect evil and good , but it detects the presence of creatures with the shapechanger subtype. If the einsaung nat can see a shapechanged creature it detects, it can attempt an Intelligence saving throw with a DC equal to 10 plus the level of the spell used to change shape, or a DC of 5 plus the creature\xe2\x80\x99s Challenge if it is a non-spell ability. If the save succeeds, the nat sees the creature\xe2\x80\x99s true form. \n'b' Home Guard . When the einsaung nat casts bless inside a home where it has resided for at least 24 hours, it can affect up to six creatures and it need not concentrate to maintain the spell\xe2\x80\x99s effect. \n'b' Innate Spellcasting . The einsaung nat\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 11). The nat can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : bless , detect poison and disease , detect thoughts , etherealness (self only), invisibility (self only) \n'b' 1/day each : divination , lesser restoration , magic circle \n'b'\n'b' Spirit of Purity . An einsaung nat is immune to disease, and it gains a +1 bonus on saving throws against spells and magical effects. \n'b' Tool Tinker (1/Day) . An einsaung nat gains proficiency with any one tool. This proficiency remains until the einsaung nat completes a long rest. \n'b'\n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1 (1d4 \xe2\x80\x93 2) slashing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Cursed Claw . When an enemy makes an attack roll, ability check, or saving throw, the nat gives that enemy disadvantage on the roll. The nat must have struck the enemy with its claw within the previous 1 minute. \n'b'\n'b' ABOUT \n'b' These spirit creatures are vaguely humanoid and live in a sort of spiritual symbiosis with humanoid creatures, dwelling within the \xe2\x80\x9cspirit-world\xe2\x80\x9d of the Ethereal Plane much of the time in wavering reflection of mortal society on the Material Plane. Some nats are helpful and kind while others are cruel and malevolent, but all feel an ineffable kinship that tethers them to the mortal world. They seek offerings from those whose villages and cities overlap with their own, and many folk set up shrines in their houses (often on the southern portion of the home) in order to set out gifts of food or colorful offerings. These gifts may represent thankfulness or propitiation to avert a baneful nat\xe2\x80\x99s wrath. \n'b' These household guardians usually have brightly colored skin, often blue, yellow, or red, with a wild shock of tangled black hair. They are short and squat, around 3 feet tall and weighing 40 pounds, with long, sharp fingernails and fangs, yet despite their somewhat monstrous appearance they are kind and friendly creatures with a special fondness for children. They enjoy gifts of fruit and nuts and offer blessings to an entire household, sometimes granting advice or answers to questions written on tiny scraps of paper scattered around the house.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Eintyk\xc3\xa1ra \n'b' Medium swarm of Tiny fey , neutral good \n'b' Armor Class 12 Hit Points 36 (8d8) Speed 30 ft.\n'b' STATS STR: 9 (-1) DEX: 14 (+2) CON: 10 (+0) INT: 15 (+2) WIS: 11 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses darkvision 30 ft., passive Perception 10 Languages Common Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Golden Shapechanger . The swarm can polymorph into a Medium or smaller humanoid creature up to Challenge 5. The creature always appears as an extremely handsome version of its type, with golden skin and usually black, white, or golden hair. In the new form the swarm can use all the creature\xe2\x80\x99s special abilities, traits and attacks, creating the required equipment as needed. The shapechanged eintyk\xc3\xa1ra retains its swarming trait in the new form. It otherwise is identical to the polymorph spell with a duration of 1 day and without the need to concentrate. The eintyk\xc3\xa1ra loses its damage resistances and condition immunities (other than immunity to being charmed or frightened ) when it assumes humanoid form. \n'b' Swarming . 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 beast. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . A swarm takes half damage from attacks that use an attack roll and double damage from effects that require it to make a saving roll. Creatures that are not swarms are impaired while they remain in the swarm\xe2\x80\x99s space or within 5 feet of it and have disadvantage on attack rolls and Constitution saving throws to maintain concentration. The area of the swarm is considered difficult terrain . \n'b'\n'b' ACTIONS \n'b'\n'b' Mandible Bites (Swarm Form Only) . The swarm automatically does 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer to creatures sharing its space. A target that takes damage from this attack must make a DC 11 Constitution saving throw or become confused (as the spell) due to the hallucinogenic properties of the honey-coated mandibles. \n'b' Pheromone Surge (Recharges after a Short or Long Rest) . The eintyk\xc3\xa1ra can unleash a burst of pheromones that are mildly intoxicating, causing humanoids, beasts, and fey within 10 feet to become charmed unless they succeed on a DC 13 Charisma saving throw. Charmed creatures are incapacitated and have speed 0. The pheromone surge lasts only as long as the eintyk\xc3\xa1ra concentrates, up to 1 minute. Creatures with no sense of smell or that do not breathe are immune. \n'b'\n'b' ABOUT \n'b' Eintyk\xc3\xa1ra are living swarms of otherworldly stingless bees that create strange golden honey with intoxicating or even hallucinogenic properties. These bees share a communal sentience and while each long, golden-bodied bee is about the size of a human finger, an entire hive of them have the ability to meld their bodies together and assume the form of a humanoid creature. In this form they often live among humanoids that have caught their interest, serving as diligent and tireless workers and clever, caring, and intelligent companions. They do not eat humanoid food, however, and at least once a week must resume their swarm form, pollinating and visiting the forest plants until they have gathered enough nectar to satisfy them and allow them to reintegrate into humanoid form.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Capybara \n'b' Small beast , unaligned \n'b' Armor Class 12 Hit Points 9 (2d6 + 2) Speed 30 ft., swim 20 ft.\n'b' STATS STR: 8 (-1) DEX: 15 (+2) CON: 12 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 10 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The capybara has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . The capybara has advantage on an attack roll against a creature if at least one of the capybara\xe2\x80\x99s allies is within 5 ft. of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Serene Posture . A creature has disadvantage on its attack rolls while seeing the capybara. A capybara can\xe2\x80\x99t be affected by this feature. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' Capybaras are big rodents that live near bodies of water. They prefer woodland areas where they can feast on various plants. The most outstanding difference of the capybara when compared to other mammals is its serene nature.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chernobog \n'b' Huge fey , chaotic evil \n'b' Armor Class 19 (natural) Hit Points 250 (20d20+120) Speed 40 ft.; fly 50 ft.\n'b' STATS STR: 26 (+8) DEX: 17 (+3) CON: 22 (+6) INT: 20 (+5) WIS: 19 (+4) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Strength +14, Dexterity +9, Constitution +12, Intelligence +11, Wisdom +10, Charisma +13 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that are not silvered Damage Immunities cold, poison Condition Immunities poisoned Senses truesight 120 ft., passive Perception 14 Languages Common, Sylvan, Undercommon, telepathy 30 ft. Challenge 18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . A chernobog has advantage on all saving throws against spells and spell-like effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The chernobog may make three attacks, two with its claws and one with its gore. It may instead choose to maintain playing its horn of reclaiming and make a single gore attack . \n'b' Claws . Melee Weapon Attack : +14 to hit, reach 15 ft., one target. Hit : 17 (2d8 + 8) piercing damage. \n'b' Gore . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 19 (2d10 + 8) piercing damage. \n'b' Horn of Reclaiming . The chernobog can play its terrible horn. Until the beginning of the chernobog\xe2\x80\x99s next turn, clerics, druids, paladins, and rangers within 300 feet of the chernobog must attempt a DC 19 Wisdom saving throw any time they wish to cast a spell with a verbal component. On a failed save, the spell is unsuccessful and the spell slot is lost. In addition, all plants within 100 ft. of the chernobog animate, acting as difficult terrain for all creatures other than the chernobog and entangling any creature not allied with the chernobog. Creatures targeted must make a DC 19 Dexterity save or become restrained . As an action on each of the creature\xe2\x80\x99s turns, it may attempt a DC 19 Strength save to remove the condition. At the start of any round in which a creature is restrained , it takes 21 (6d6) piercing damage. These effects end when the chernobog stops playing, drops to 0 Hit Points , or is affected by a silence spell or similar magic. If a creature attempts to silence the chernobog while it continues playing, it can attempt a DC 15 Charisma check as a bonus action on its next turn to disrupt the silence . \n'b' Iron Thorn (3/Day) . On a successful gore attack , the target has a prong from the chernobog\xe2\x80\x99s horns imbedded deep in its body. 24 hours later the iron thorn begins to grow. The target must succeed on a DC 19 Constitution save or have its hit point maximum reduced by 2d10 (11) points per day. When the creature\xe2\x80\x99s hit point maximum reaches 0 it dies. One minute after dying, the corpse animates as an iron thorn zombie (see template below). A DC 25 Wisdom ( Medicine ) check removes the seed, allowing the creature\xe2\x80\x99s hit point maximum to increase by 11 (2d10) points per day until it reaches its original maximum. Greater restoration or heal destroys the seed, allowing full hit point maximum to return after a long rest. \n'b'\n'b' ABOUT \n'b' Chernobogs, the Black Lords of the Otherworld, stand as some of the most powerful and capriciously malevolent of the nightmare fey. Monstrous creatures, they are near demonic in appearance, standing nearly 20 feet tall and weighing several thousand pounds. Where a chernobog treads, darkness falls and the lands transform into twisted nightmares filled with thorns bushes, venomous vermin, wild beasts, and wicked fey. \n'b' Enemies of Civilization . Ferocious, clever, and brutal chernobogs embody the stark and emotionless cruelty of nature, which many mortals falsely believe is deliberate. The chernobog\xe2\x80\x99s need to inflict wanton destruction upon humans and other beings belonging to civilized cultures makes them the bane of civilization. Still, they find some humans to be excellent pawns, and readily lure and tempt individuals to their causes, particularly those of weak will and shattered moral compass. \n'b' Chernobogs tempt such individuals with magic gold, driving them to commit wanton acts of destruction against humanity. \n'b' Enemies of the Gods . Chernobogs harbor an extreme loathing for deities, particularly nature gods who arrogantly believe they hold dominion over the fey. Able to smell the stink of divinity, they eagerly attempt to snuff it out at every opportunity. \n'b' Chernobogs define life through death and hold death as all-important to both change and survival. Likewise, they bare malice against any creature bold enough to think they can withstand the fury of nature. Rot and decomposition are to them, sacred. \n'b' For this reason, they despise both undead and healing magic. Despite their animosity for deific authority, many chernobogs are themselves worshipped by evil fey that flock to their service. Some chernobogs claim entire kingdoms and grow great castles of thorns from which they sadistically lord over courts of groveling sycophantic evil fey. \n'b' Blood Makes the Grass Grow . When entering into conflict, a chernobog relies on the magic of his great horn to disable opponents from a distance while summoning evil fey to riot and rampage. Still, a chernobog can more than hold his own during a melee encounter. With all the fury of nature itself, it charges down upon enemies, savaging them with bestial attacks, goring and rending, and gleefully sowing the earth with the blood of their foes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ekimmu \n'b' Medium undead , chaotic evil \n'b' Armor Class 13 Hit Points 45 (10d8) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 7 (-2) DEX: 16 (+3) CON: 10 (+0) INT: 14 (+2) WIS: 14 (+2) CHA: 15 (+ 2) \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 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal Movement . The ekimmu can move through creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn within a creature or object. \n'b' Unnatural Aura . Beasts within a 60-foot radius centered on the ekimmu are disturbed by its presence. All Wisdom ( Animal Handling ) checks within this zone suffer disadvantage and beasts must succeed at a DC 12 Wisdom saving throw or become frightened of the ekimmu for one minute. \n'b'\n'b' ACTIONS \n'b'\n'b' Withering Touch . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 16 (4d6 + 2) necrotic damage. \n'b' Paralyzing Howl (recharge 5-6) . The ekimmu lets loose a horrible howling noise that grips people\xe2\x80\x99s souls. All creatures within a 60-foot cube centered on the ekimmu must succeed at a DC 12 Wisdom saving throw or become paralyzed for 1d4 + 1 rounds. Creatures that succeed on their saving throw are immune to that ekimmu\xe2\x80\x99s paralyzing howl for 24 hours. \n'b' Possession (recharge 6) . One creature that the ekimmu can see within five feet must succeed at a DC 12 Wisdom saving throw or become possessed by the ekimmu; the ekimmu then disappears and the target is incapacitated and no longer controls the body. The ekimmu now controls the body but doesn\xe2\x80\x99t deprive the target of awareness. The ekimmu can\xe2\x80\x99t be targeted by any attack , spell, or other effect, except ones that turn undead, and it retains its own alignment, Intelligence , Wisdom , and Charisma , and immunity to being charmed or frightened . It otherwise uses the possessed creature\xe2\x80\x99s statistics, but doesn\xe2\x80\x99t have access to the target\xe2\x80\x99s knowledge, class features, or proficiencies. The ekimmu can leave a possessed body at any time. A creature possessed by an ekimmu can be determined by the reddish tint of its eyes. The ekimmu has advantage on any saving throws needed to resist turning while possessed or spells that end its possession attack . \n'b'\n'b' ABOUT \n'b' Ekimuu are the spirits of the dead who have not been given proper funerary rites. They may be murder victims cast into a defile, lonely hermits who died far away from others, or travelers too far from home for anyone to claim their corpses. Denied entry into the afterlife, they roam the world looking to vent their wrath upon mortals. They often do this by possessing a person and committing violent crimes, abandoning their victim when suspicions are aroused. Some legends say that an ekimmu can be quieted or even laid to rest if invited to a funerary feast and offered the appropriate libations.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Elali \n'b' Medium humanoid (elali), neutral good \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 55 (9d8+9) \n'b' Speed 30 ft.\n'b' STATS STR: 9 (-1) DEX: 16 (+3) CON: 14 (+1) INT: 18 (+4) WIS: 17 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +6 \n'b' Damage Resistances lightning, fire; bludgeoning, piercing, and slashing from nonmagical weapons. \n'b' Condition Immunity paralyzed \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages Celestial, Common, Elali, and Ultari; telepathy 100 ft. \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting (Psionics) . The elali\xe2\x80\x99s innate spellcasting ability is Intelligence (save DC 14). The elali can innately cast the following spells, requiring no material components. \n'b'\n'b' At will : levitate (self only) \n'b' 3/Day each :- disguise self , shield , suggestion \n'b' 1/Day each :- invisibility (self only), modify memory \n'b'\n'b' Magic Resistance . The elali has advantage on saving throws against spells and other magical effects. \n'b' Psychic Enhancement . The elali\xe2\x80\x99s weapon attacks are magical. When an elali hits with a weapon attack , it deals an extra 3d6 psychic damage (included in the attack ). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elali makes two dagger attacks. \n'b' Dagger . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4+3) piercing damage plus 3d6 (10) psychic damage. \n'b' Mental Paralysis . The elali mentally assaults a creature within 30 feet that it can see. The creature must succeed on a DC 14 Wisdom saving throw against this magic or become paralyzed for up to 1 minute. The elali must maintain concentration on this ability as if concentrating on a spell. At the end of the creature\xe2\x80\x99s turn, it can repeat the saving throw, ending the effect on itself on a success. If the creature makes its saving throw or the effect ends for it, it is immune to the elali\xe2\x80\x99s Mental Paralysis for the next 24 hours. \n'b'\n'b' ABOUT \n'b' A powerful psychic species-and the elder statesmen of the Bellanic Accord-elali have long cultivated a reputation as benevolent shepherds of the multiverse. Ages ago, they evolved on a lush, mountainous world with vicious predators, forced to rely on cunning and intellect to survive. As a result, they also prefer to remain in the shadows of interplanetary affairs, often shaping events on other worlds through proxies and intermediaries until native species are ready to accept their presence. The true agenda of the elali is sustain the master plans and prophecies of the ascended Patrons, moving the multiverse towards a similar enlightenment and joint commonality. \n'b' Gentle Psychics . Capable of channeling their psychic talents in impressive displays of mental dominance and deception, the elali loathe to use their powers on the unwilling. This selfimposed ban on the unethical abuse of their abilities-as well as their dwindling population and slow reproductive cycle-is all that keeps them from becoming a conquering force in the universe; a well-known fact by other species, especially their enemies among the Ultari Hegemony. Only marginally shorter in stature than an average-sized human , elali commonly stand 5-1/2 feet tall and weigh around 120 pounds, with strange tattoos covering their skin, yet their most distinctive feature is how the crown of their heads splits open like a flower to expose brains covered in a thin layer of lavender skin.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Hamster, Young \n'b' Family: Animal \n'b' Medium beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 12 (2d8+2) Speed 20 ft., burrow 10 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 12 (+1) INT: 1 (-5) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +3, Con +3 Skills Athletics +3, Perception +3 Senses passive Perception 13 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Low-light Vision . A giant hamster can see twice as far in dim light as a human . \n'b' Disease Immunity . A giant hamster is immune to all diseases, magical or otherwise. \n'b' Cheek Pouch . A creature stashed in the cheek pouch is blinded and restrained . It takes 1d8+2 bludgeoning damage automatically at the start of each of the giant hamster\xe2\x80\x99s turns. Only one Tiny creature or two creatures smaller than Tiny can be in the cheek pouch at one time. A stashed creature is unaffected by anything happening outside the giant hamster or by attacks from outside of it. A stashed creature can get out of the giant hamster by using 5 feet of movement, but only after the giant hamster is dead. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d8+2) piercing damage and the target must make a successful DC 11 Dexterity saving throw or be grappled . A creature that is larger than Small size is unaffected by the grapple. \n'b' Stash . Automatic hit. (one creature already grappled by the giant hamster at the start of the giant hamster\xe2\x80\x99s turn). Hit : The grappled creature (of Tiny size or smaller) is stuffed into the giant hamster\xe2\x80\x99s cheek pouch (see Cheek Pouch under traits above). \n'b'\n'b' ABOUT \n'b' This normally cuddly rodent kept by many as pets is not gargantuan and terrifying. It\xe2\x80\x99s beady rodent eyes gleam with a near-mindless hunger. \n'b' Giant hamsters are larger, and much more aggressive cousins to the domesticated smaller rodents. Like their cousins they can be found in many colors, shapes and sizes. Also, like their cousins giant hamsters are omnivorous, but prefer grains, berries, nuts and water. \n'b' Companion \n'b' Armor Class 15 plus Caregiver\xe2\x80\x99 s Proficiency Bonus (PB) Hit Points As above or 4x caregiver\xe2\x80\x99 s level Saving Throws Str +1 plus Proficiency Bonus (PB), Con +1 plus Proficiency Bonus (PB) Skills Athletics +1 plus Proficiency Bonus (PB), Perception +1 plus Proficiency Bonus (PB) Senses passive Perception 11 plus Proficiency Bonus (PB) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +2 to hit plus Proficiency Bonus (PB), reach 5 ft., one target. Hit : 5 (1d8+2 plus Proficiency Bonus (PB)) piercing damage and the target must make a successful DC 9 plus Proficiency Bonus (PB) Dexterity saving throw or be grappled . A creature that is larger than Small size is unaffected by the grapple.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Elder Pyrausta \n'b' Tiny dragon , chaotic neutral \n'b' Armor Class 13 Hit Points 10 (4d4) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 7 (-2) DEX: 17 (+3) CON: 10 (+0) INT: 7 (-2) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +7 Damage Immunities fire Senses darkvision 60 ft., passive Perception 16 Languages Draconic Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Flyby . The pyrausta doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Heart of Flame . A tiny spark of flame that acts as a pyrausta\xe2\x80\x99s heart beats within its chest. Whenever a pyrausta takes cold damage, including damage from environmental cold, its little heart stalls. Its regeneration does not function until the end of its next turn and it must make a DC 11 Constitution saving throw. On a failed save, it must use its next action to re-ignite its heart, or it will take 1 point of cold damage at the end of each of its turns until it does. \n'b' Regeneration . The pyrausta regains 1 hit point at the start of its turn if it has at least 1 hit point. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 0 ft., one target. Hit : 1 piercing damage plus 1 fire damage. \n'b' Fire Breath (Recharge 5-6) . The pyrausta exhales fire in a 15-foot cone. Each creature in that area must make a DC 10 Dexterity saving throw, taking 2 (1d4) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Though perhaps the smallest of dragons, pyraustas are not insecure about their size, for they lack the inflated egos so common among their larger kindred. Instead, pyraustas delight in being what they are, and live in the here and now. \n'b' Though their natural life spans are similar to a human\xe2\x80\x99s, their dependence on flame to keep their hearts beating means the average pyrausta meets its end much sooner. A typical pyrausta\xe2\x80\x99s body is 9 inches long, though its wingspan is longer, and it weighs 1 to 2 pounds. \n'b' Hearts Aflame . Some scholars believe that pyraustas, sometimes called \xe2\x80\x9cinsect dragons\xe2\x80\x9d or \xe2\x80\x9ctrue dragonflies,\xe2\x80\x9d are spawned from the very hearts of volcanoes, where flickering flames are common. In truth, young pyraustas are conceived in the warmest months of the year, when swarms of the creatures gather high in the night skies and perform elaborate courtship rituals with their colorful flames, frolicking playfully in mid-flight. These swarms are often mistaken for fireflies, auroras, or other phenomena. A pyrausta\xe2\x80\x99s flame and its heart are one, and its fiery breath changes color depending on the creature\xe2\x80\x99s emotions. Pyraustas use their inner flames primarily to express themselves, creating vivid pyrotechnic displays to communicate their feelings. They can also use this flame as a weapon if necessary, but prefer not to. \n'b' Elder Pyraustas . Pyraustas who outlive the short life spans their frailty often imposes on them can grow to become far larger and more dangerous than their younger kin. \n'b' Elder pyraustas don\xe2\x80\x99t usually grow arrogant as their might increases; they instead either offer wisdom to other pyraustas, settling disputes and acting as guardians and mentors to their younger kin, or else travel far and wide, bridging the gaps between disparate pyrausta communities.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Elder Thing \n'b' Medium monstrosity (mythos), lawful neutral \n'b' Armor Class 15 (natural armor) Hit Points 105 (14d8 + 42) Speed 30 ft., fly 20 ft., swim 40 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 16 (+3) INT: 17 (+3) WIS: 15 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5, Wis +4 Damage Resistances fire Damage Immunities cold Senses darkvision 60 ft., passive Perception 12 Languages Elder Thing Challenge 3 (700 XP) \n'b' Special Traits \n'b' Does Not Breathe . Elder things can function in water as well as on land, survive the vastness of space, and do not need to breathe. They can still be affected by gasses and other attacks that do not require them to breathe. \n'b' Hibernation . An elder thing can enter a state of hibernation at will; doing so takes 1 minute. While in this state, it can take no actions and is effectively helpless, as if it were in a deep sleep. An elder thing can remain in hibernation for as long as it wishes\xc3\xaf\xc2\xbf\xc2\xbdwhile in this state, it does not need to eat or drink, nor does it age. Time effectively stands still for a hibernating elder thing. If it is jostled or damaged while hibernating, an elder thing can attempt a DC 15 Wisdom save. If it succeeds, it awakens in 2d4 rounds. Otherwise, it takes 1d4 days to awaken from hibernation. An elder thing can set the length of its hibernation when it first enters this state, so that it can awaken after a set amount of time has passed. When awakening at a set time in this manner, an elder thing needs only 1d3 rounds to rouse itself, with no Wisdom saving throw necessary. \n'b' Limited Starflight . An elder thing can survive in the void of outer space, and its wings allow it to use its fly speed in that environment despite the lack of air. Unlike creatures with full starflight, an elder thing\xc3\xaf\xc2\xbf\xc2\xbds ability to fly in outer space does not allow it to reach unusually high speeds\xc3\xaf\xc2\xbf\xc2\xbdan elder thing that wishes to travel from one planet to another typically calculates the distance and then hibernates for the majority of the journey, relying on its momentum and inertia to carry it to its destination while it slumbers along the way. \n'b' Special Equipment . The elder thing carries a sonic disruptor, a technological weapon. \n'b' Actions \n'b' Tentacles . Melee Weapon Attack : +4 to hit, reach 5 ft., one target, Hit: 16 (5d4 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the elder thing can\xc3\xaf\xc2\xbf\xc2\xbdt use its tentacles on another target. \n'b' Sonic Disruptor . Ranged Weapon Attack : +4 to hit, range 50/200 ft., one target, Hit: 6 (1d8+2) thunder damage. If this attack scores a critical hit, the target must succeed on a DC 13 Constitution saving throw. On a failed saving throw, the target is stunned until the end of the elder thing\xc3\xaf\xc2\xbf\xc2\xbds next turn. \n'b' About \n'b' Elder things are strange beings with star-shaped heads and numerous writhing appendages arranged radially around its barrel-shaped body. Known by various names on various worlds, often translating to \xc3\xaf\xc2\xbf\xc2\xbdelder things\xc3\xaf\xc2\xbf\xc2\xbd or \xc3\xaf\xc2\xbf\xc2\xbdold ones,\xc3\xaf\xc2\xbf\xc2\xbd these alien creatures are interested in creating lasting works of art, architecture, and even life (such as the dreaded shoggoths). \n'b' They possess a boundless capacity for war and egotism. \n'b' Devices . Elder things may possess a variety of tools and weapons, including technological or magical inventions or mechanisms that blend both.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Eldest Ghost \n'b'\n'b' Medium undead , chaotic evil \n'b' Armor Class 13 Hit Points 66 (12d8 + 12) Speed 0 ft., fly 30 ft.\n'b' STATS STR: 15 (+2) DEX: 17 (+3) CON: 12 (+1) INT: 11 (+0) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +5, Dexterity +6 Skills Perception +5, Stealth +6 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 15 Languages Druidic, Elven, Gnome, Sylvan Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Ethereal Sight . The Eldest ghost can see 60 feet into the ethereal plane when it is on the material plane, and vice versa. \n'b' Incorporeal Movement . The Eldest ghost can move through other creatures and objects, treating them as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Ghost Touch . The Eldest ghost\xe2\x80\x99s attacks with its ghost spear ignore intervening objects and creatures, allowing the Eldest to attack through cover or other barriers between it and its target. In addition, when attacking with its ghost spear, the Eldest ignores the AC bonus provided by any shield the target wields. \n'b' Relentless Hunter . As a bonus action, the Eldest ghost designates a creature it can see as its quarry. The Eldest knows the exact distance to and direction of any creature designated as its quarry, even if the ghost and its target are on separate planes of existence. The Eldest ghost knows if its quarry dies. It can switch to a different quarry as a bonus action. \n'b' Turn Resistance . The Eldest ghost has advantage on saving throws to resist effects that turn undead. \n'b' Magic Weapon . The Eldest ghost\xe2\x80\x99s attacks with its ghost spear are magical. \n'b' Actions \n'b' Multiattack . The Eldest ghost makes two ghost spear attacks. \n'b' Ghost Spear . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 12 (3d6 + 2) necrotic damage. \n'b' Corrupting Gaze . The Eldest ghost targets a creature it can see within 30 feet of it and that it has marked as its quarry. The target must make a DC 15 Wisdom saving throw. If the creature fails, it suffers 11 (2d10) psychic damage and has its hit point maximum reduced by an equal amount. The creature also becomes frightened for 1 minute. A frightened creature can repeat the save at the start of each of its turns, ending the effect on itself with a success. Once a creature succeeds at this saving throw, it is immune to the frightened effect, but not the psychic damage, for 24 hours.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Eldritch Archer \n'b' Medium humanoid (elf), neutral \n'b' Armor Class 16 (chain mail) Hit Points 88 (16d8 + 16) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 20 (+5) CON: 13 (+1) INT: 16 (+3) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8, Intelligence +6 Skills Perception +6, Stealth +8, Survival +6 Senses darkvision 60 ft., passive Perception 16 Languages Common, Elven Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Eldritch Arrow . Once per turn, the eldritch archer can apply an eldritch effect to an arrow fired from its longbow. The eldritch effect does 4 (1d8) damage. The damage type can be either acid, cold, fire, lightning, or poison. \n'b' Fey Ancestry . The elf has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put the elf to sleep. \n'b' Keen Hearing and Sight . The elf has advantage on Wisdom ( Perception ) checks related to hearing or sight. \n'b' Spellcasting . The elf is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells:\n'b'\n'b' Cantrips (at will) : fire bolt, mage hand , mending , prestidigitation \n'b' 1st level (4 slots) : burning hands , expeditious retreat , shield \n'b' 2nd level (3 slots) : darkness , enhance ability , silence \n'b' 3rd level (2 slots) : blink , gaseous form \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The eldritch archer makes two melee or three ranged attacks . \n'b' Rapier . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage. \n'b' +2 Longbow . Ranged Weapon Attack : +10 to hit, range 150/600 ft., one target. Hit : 11 (1d8 + 7) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Eldritch Thing \n'b' Medium aberration , chaotic evil \n'b' Armor Class 16 Hit Points 115 (12d10 + 50) Speed 30 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +9 Skills Athletics +6, Deception +6, Stealth +7 Damage Resistances bludgeoning and piercing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities cold, slashing Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11 Languages the languages of any creatures it has assimilated Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' Special Traits \n'b'\n'b' Amorphous . In its true form, the eldritch thing can move through a space as narrow as 1 foot wide without squeezing. \n'b' Shapeshifter . The eldritch thing can use its action to polymorph into a Small or Medium creature it has assimilated, or back into its true form. Its statistics, other than its size , are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The eldritch thing makes two tentacle attacks or uses its Assimilate ability. \n'b' Assimilate . As an action, the eldritch thing chooses a creature it has grappled with 0 hit points and absorbs them into its form. The target instantly dies, its body dissolving into the mass of the eldritch thing. The victim\xe2\x80\x99s body and soul are destroyed entirely by this process; only a wish spell can return the victim to life. Once the eldritch thing has absorbed its victim\xe2\x80\x99s body, it learns all the languages the target knows and gains all its proficiencies. It also recalls the victim\xe2\x80\x99s life, experiences, and personality to an uncanny degree. When the eldritch thing shapeshifts into a creature it has assimilated, it has advantage on Charisma ( Deception ) checks to trick people into believing it is the victim. \n'b' Tentacle . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 17 (4d6 + 3) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is Medium or smaller, it is grappled (escape DC 18) and restrained until the grapple ends. The eldritch thing has two tentacles, each of which can grapple one target. \n'b'\n'b' Reactions \n'b'\n'b' Split . When an eldritch thing that is Medium is subjected to slashing damage, it splits into two Small eldritch things if it has at least 10 hit points . Each new eldritch thing has hit points equal to half the original thing\xe2\x80\x99s, rounded down. Small eldritch things have Intelligence of 5 (-3). Once the have assimilated a Medium creature or three Small creatures, they grow to Medium size and have game statistics as listed above. \n'b'\n'b' About \n'b' An eldritch thing is a shapeshifting alien creature found in arctic climes that kills and assimilates living creatures. Whether it fell from the sky or has always lay dormant in the ice is unknown. When living creatures unearth it, usually by accident, it awakens. \n'b' Once awakened, an eldritch thing hunts living prey to assimilate. Its true form is as an amorphous blob, not unlike a pudding or ooze, but made of an amalgam of clearly organic tissue, body parts, and organs. \n'b' When it hunts, it lies in wait for a target to be alone and then attempts to consume them. \n'b' The eldritch thing attacks a foe by grappling it with tentacles that digest its prey. Once it has consumed a victim, it can shapeshift into the victim\xe2\x80\x99s form, creating an eerily accurate mimicry of the original, down to language, personality, and memories. The eldritch thing then uses its new form as camouflage and works to isolate another living target, so that it can attempt to consume them as well. \n'b' Eldritch things reproduce by fission. \n'b' When they take on enough mass \xe2\x80\x93 usually several full-sized humanoids, for example \xe2\x80\x93 they split into two and each go their own way. This fission can be forced, as well, when an eldritch thing takes slashing damage. \n'b' The resulting splits each become an autonomous eldritch thing.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Electric Eel \n'b' Medium beast , unaligned \n'b' Armor Class : 14 \n'b' Hit Points 4 (1d8) \n'b' Speed : Swim 40 ft.\n'b' STATS STR: 9 (-1) DEX: 16 (+3) CON: 15 (+2) INT: 2 (-4) WIS: 10 (0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses : passive Perception 10 \n'b' Languages : \xe2\x80\x93 \n'b' Challenge : 1/8 (25 XP) \n'b' Special Traits \n'b'\n'b' Electrical Discharge : The electric eel can issue a discharge of bioelectric energy which affects all within a ten-foot radius, unless they make a DC 15 Constitution saving throw. The damage for this discharge is 7 (2d6); a successful save reduces the damage by half. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +2 to hit, 5 ft reach, 1 target. Hit : 2 (1d4) piercing damage. \n'b'\n'b' About \n'b' The electric eel resembles a snake averaging about 6.5 feet long and weighing around 40-50 lbs. Its body is grayish-brown and lightens near the head. Small yellow splotches can be seen near the mouth. The electric eel is slimy to the touch and has no scales (the electric eel is not a true eel, but a fish).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Eleinomae \n'b' Medium fey , chaotic evil \n'b' Armor Class 18 Hit Points 112 (15d8 + 45) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 13 (+1) DEX: 19 (+4) CON: 16 (+3) INT: 14 (+2) WIS: 14 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +4, Dex +7, Con +6, Int +5, Wis +5, Cha +7 Skills Deception +7, Insight +5, Perception +5 Senses passive Perception 15 Languages Aquan, Common, Elvish, Sylvan Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Unearthly Grace . The eleinomae\xe2\x80\x99s Charisma modifier is added to its armor class (included above). \n'b' Reed Walk . The eleinomae can move across undergrowth or rivers without making an ability check. Additionally, difficult terrain of this kind doesn\xe2\x80\x99t cost it extra moment. \n'b' Innate Spellcasting . The eleinomae\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 : dancing lights \n'b' 3/day each : charm person , suggestion \n'b' 2/day each : hallucinatory terrain , major image \n'b'\n'b' Actions \n'b' Multiattack . The eleinomae makes three dagger attacks and one reed flower net attack . \n'b' Dagger . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d4 + 4) slashing damage plus 3 (1d6) poison damage. \n'b' Reed Flower Net . Ranged Weapon Attack : +7 to hit, range 5/15 ft., one Large or smaller creature. Hit : The target has disadvantage on Wisdom saving throws for 1 minute, and is restrained . A creature can free itself or another creature within reach from restraint by using an action to make a successful DC 15 Strength check or by doing 5 slashing damage to the net (AC 10). \n'b' About \n'b' About \n'b' Marsh nymphs are beautiful fey who hold sway over many wetlands, from the chill to the tropical. They wear distinctive dresses fashioned from reeds and water lilies. \n'b' Nets for Travelers . Eleinomae are cruel and depraved creatures that seduce travelers with charms and illusions, then lead them to a watery grave. To capture their victims, eleinomae weave a net from swamp reeds and grasses, and decorate it with beautiful blossoms that release an intoxicating, bewitching aroma. \n'b' Aquatic Cemeteries . They are known to keep the most handsome captives as companions-for a time, at least, but they invariably grow weary of their company and drown them. Many eleinomae preserve the bodies of previous mates in aquatic cemeteries where the corpses float among fields of water lilies, and they spend much time singing to the dead. Such watery graveyards are often guarded by charmed allies of the eleinomae or other caretakers. \n'b' Vain Singers . While eleinomae have few weaknesses, their vanity and overconfidence can be exploited to vanquish them. They are proud of their sweet voices and clever creation of songs and harmonies.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chernomoi \n'b' Tiny fey , neutral \n'b' Armor Class 14 Hit Points 32 (5d4 + 20) Speed 20 ft., fly 20 ft.\n'b' STATS STR: 9 (-1) DEX: 18 (+4) CON: 18 (+4) INT: 12 (+1) WIS: 11 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +6, Perception +2, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Senses darkvision 60 ft., passive Perception 12 Languages Common, Draconic, Sylvan Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' ACTIONS \n'b'\n'b' Scimitar . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' Shriek (Recharge 5\xe2\x80\x936) . The chernomoi emits a loud shriek that is audible out to 100 feet. Each creature within 60 feet of the chernomoi and that can hear it must make a DC 13 Constitution saving throw, taking 10 (3d6) thunder damage on a failed save, or half as much damage on a successful one. \n'b' Invisibility . The chernomoi magically turns invisible until it attacks or uses Spellcasting, or until its concentration ends (as if concentrating on a spell). Any equipment the chernomoi wears or carries is invisible with it. \n'b' Spellcasting . The chernomoi casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):\n'b'\n'b'\n'b' At will : detect magic , mage hand , mending , message , prestidigitation \n'b' 1/day each : detect poison and disease , dimension door \n'b'\n'b' ABOUT \n'b' These batwinged fey sport horns, scales, and other minor draconic features. \n'b' Dragon Sprites . Chernomoi (which means \xe2\x80\x9clair sprite\xe2\x80\x9d in Draconic) often reside discreetly in a dragon lair or dragonborn household, cleaning and tidying up at night and only occasionally keeping a small trinket or shiny gemstone as compensation. They appear as tiny, winged humanoids, dressed in metallic armor made of small coins and semi-precious stones. \n'b' Lair Alarms . Chernomoi are terrified of wyverns and never lair anywhere near them. Otherwise, they are very protective of their draconic masters and raise an alarm if an intruder is undetected. They fight with their tiny blades if cornered, though they always flee from danger as a first option\xe2\x80\x94usually straight to a dragon, dragonborn , or drake ally.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cloudsheep \n'b' Family: elemanimal \n'b' Small elemental (elemanimal), unaligned \n'b' Armor Class 13 (natural armor) Hit Points 16 (3d6 + 6) Speed 30 ft., fly 30 ft. (hover)\n'b' STATS STR: 12 (+1) DEX: 11 (+0) CON: 15 (+2) INT: 4 (-3) WIS: 7 (-2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities grappled , poisoned , prone Senses darkvision 60 ft., passive Perception 8 Languages understands Auran but cannot speak Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Fluffy Flyby . The cloudsheep doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Innate Spellcasting . The cloudsheep\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 8). It can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' 3/day : fog cloud \n'b'\n'b' ACTIONS \n'b'\n'b' Headbutt . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) bludgeoning damage. If the cloudsheep moved at least 20 ft. straight toward the target immediately before the hit, the target takes an extra 5 (2d4) bludgeoning damage and if the target is a creature, it must succeed on a DC 11 Strength saving throw or be forced\xc2\xa0 prone . \n'b' Gusty Bleat . The cloudsheep lets out a loud bleat audible out to 300 feet, and creates a whirl of strong wind in a 15-foot-sphere centered on it. The wind disperses gas or vapor (including the cloudsheep\xe2\x80\x99s own fog cloud ), and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. \n'b'\n'b' ABOUT \n'b' Native to aerial dimensions and flying islands, cloudsheep are affable elemanimals who love frolicking among the fluffiest of clouds. Curious and playful, cloudsheep will often fly down to the ground to socialize with terrestrial animals and the occasional adventurer. \n'b' Cloudsheep are particularly wary of flying predators. If it feels threatened, a cloudsheep will use its innate magic to create a fog cloud and fly through it to safety. \n'b' Though timid, a cloudsheep will aid its friends in combat either by creating fog clouds or bleating magically to scatter dangerous vapors. Its fluffy mistwool allows it to headbutt enemies and then quickly fly back to its friends without provoking attacks of opportunity. \n'b' Mistwool . A cloudsheep\xe2\x80\x99s fleece is made of mistwool, a weightless and delicate textile fiber used in the creation of magic garments. Shearing and scouring mistwool requires exceptional skill and specialized magic, as well as the full cooperation and trust of a cloudsheep. \n'b' Pact of the Chain Familiar . At the gamemaster\xe2\x80\x99s discretion, a warlock with a pact of the chain may choose the form of a cloudsheep for their familiar.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Elemanimal, Aqualotl \n'b' Family: elemanimal \n'b' Tiny elemental (elemanimal), unaligned \n'b' Armor Class 12 Hit Points 13 (3d4 + 6) Speed 20 ft., swim 40 ft.\n'b' STATS STR: 5 (-3) DEX: 14 (+2) CON: 15 (+2) INT: 3 (-4) WIS: 8 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands Aquan but cannot speak Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Freeze . If cold damage reduces the aqualotl to 0 hit points , the aqualotl freezes solid and is stable but paralyzed , even after regaining hit points . The frozen aqualotl thaws itself and regains 1 hit point after 1d4 hours. \n'b' Regeneration . The aqualotl regains 1 hit point at the start of its turn if it has at least 1 hit point. \n'b' Innate Spellcasting . The aqualotl\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 9). It can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' 3/day : create or destroy water (create water only) \n'b'\n'b' ACTIONS \n'b'\n'b' Water Tail Whip . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 7 (2d4 + 2) bludgeoning damage. \n'b' Aqua Step . While the aqualotl is underwater, it can use an action to magically teleport up to 60 feet to an unoccupied space it has seen that is also underwater. \n'b'\n'b' ABOUT \n'b' Elemanimals are elementals that resemble animals from the world of mortals. Being both elemental spirits and animal spirits, elemanimals share not only the appearance but also many of the abilities and the habits of the animals they resemble. \n'b' Elemental Nature . An elemanimal doesn\xe2\x80\x99t require air, food, drink, or sleep, though it might engage in activities that could resemble breathing, eating, drinking, or sleeping if it wishes to. \n'b' Native to aquatic dimensions and unspoiled bodies of water, aqualotls are friendly and energetic elemanimals with useful innate magic. These aqua critters are exceptional swimmers with the power to teleport while underwater. \n'b' When out of the water for too long, Aqualotls will often use their innate magic to create puddles of water and then use their aqua step to teleport between them and have fun. \n'b' In combat situations, an aqualotl will either seek refuge underwater or hide behind its friends and use its water tail whip to assist in battle. \n'b' Pact of the Chain Familiar . At the gamemaster\xe2\x80\x99s discretion, a warlock with a pact of the chain may choose the form of an aqualotl for their familiar.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flameingo \n'b' Family: elemanimal \n'b' Small elemental (elemanimal), unaligned \n'b' Armor Class 13 Hit Points 13 (3d6 + 3) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 6 (-2) DEX: 16 (+3) CON: 13 (+1) INT: 3 (-4) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages understands Ignan but cannot speak Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Fiery Feathers . A creature that touches the flameingo or hits it with a melee attack while within 5 feet of it takes 5 (2d4) fire damage. \n'b' Illumination . The flameingo sheds bright light in a 30-foot radius and dim light in an additional 30 feet. \n'b' Innate Spellcasting . The flameingo\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' 3/day : burning hands (using its wings instead of hands) \n'b'\n'b' ACTIONS \n'b'\n'b' Blazing Beak . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage and 7 (3d4) fire damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' One-Legged Focus . As a bonus action, the flameingo gives itself advantage on its next attack roll on the current turn. The flameingo can use this bonus action only if it hasn\xe2\x80\x99t moved during this turn, and after it uses the bonus action, its speed is 0 until the end of the current turn. \n'b'\n'b' ABOUT \n'b' Native to fiery dimensions and searing pools of lava, flameingos are flamboyant flock elemanimals who form enduring friendships with other flameingos and creatures that can stand their flaming nature. \n'b' Flameingos perform elaborate courtship dances with each other and love to lounge in lava, standing on one leg to focus on their fiery surroundings. \n'b' Fiercely loyal to their friends, a flameingo will not hesitate to rush into battle if it thinks its allies are in danger. It will first try to fly over enemies and scorch them with its innate magic before assaulting them with its blazing beak. \n'b' Pact of the Chain Familiar . At the gamemaster\xe2\x80\x99s discretion, a warlock with a pact of the chain may choose the form of a flameingo for their familiar.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Giant Porcupine \n'b' Family: Animal \n'b' Medium beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 7 (1d8+2) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 2 (-4) WIS: 13 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4, Dex +4 Skills Athletics +4, Perception +3 Senses passive Perception 13 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Low-light Vision . A giant porcupine can see twice as far in dim light as a human . \n'b' Quills . A hostile creature that touches the giant porcupine or hits it with a melee attack while within 5 ft. of it takes 2d4 damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Tail Slap . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 11 (2d6+2) piercing damage. \n'b'\n'b' ABOUT \n'b' This human-sized creature bristles with sharp quills. \n'b' Giant porcupines are monstrously sized versions of their more mundane cousins. \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 +2 plus Proficiency Bonus (PB), Dex +2 plus Proficiency Bonus (PB) Skills Athletics +2 plus Proficiency Bonus (PB), Perception +1 plus Proficiency Bonus (PB) Senses passive Perception 11 plus Proficiency Bonus (PB) \n'b' ACTIONS \n'b'\n'b' Tail Slap . Melee Weapon Attack : +2 plus Proficiency Bonus (PB) to hit, reach 5 ft., one target. Hit : 11 (2d6+2 plus Proficiency Bonus (PB)) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Rockster \n'b' Family: elemanimal \n'b' Tiny elemental (elemanimal), unaligned \n'b' Armor Class 16 (natural armor) Hit Points 16 (3d4 + 9) Speed 25 ft., burrow 40 ft.\n'b' STATS STR: 7 (-2) DEX: 12 (+1) CON: 16 (+3) INT: 4 (-3) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 10 Languages understands Terran but cannot speak Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Cheek Pouches . The rockster can store and carry tiny objects, such as gemstones, up to its carrying capacity in its cheek pouches. \n'b' Earth Glide . The rockster can burrow through nonmagical, unworked earth and stone. While doing so, the rockster doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Gemstone Snack . The rockster regains all its hit points if it spends 1 minute eating gems worth at least 100 gp. The gems are destroyed in the process. \n'b' Siege Critter . The rockster deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Diamond Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 11 (4d4 + 1) piercing damage. This attack scores a critical hit on a roll of 19 or 20, and if the rockster scores a critical hit, it rolls the damage dice three times, instead of twice. \n'b'\n'b' ABOUT \n'b' Native to terran dimensions and gemstone caverns, rocksters are tiny amiable elemanimals with a surprisingly powerful bite and a taste for glittering gems. \n'b' Rocksters are exceptional burrowers, and their innate magic allows them to burrow through stone without leaving any holes. However, if a rockster wishes to, it can wreak havoc upon objects and structures with its diamond teeth that are strong enough to cut through any nonmagical material. \n'b' In combat situations, a rockster will try to burrow beneath its enemies and come up under their feet to deliver a diamond bite when least expected. If wounded, a rockster can restore its health by nibbling on a gem, and many rocksters hoard precious stones for that reason. \n'b' Pact of the Chain Familiar . At the gamemaster\xe2\x80\x99s discretion, a warlock with a pact of the chain may choose the form of a rockster for their familiar.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Elemental, Acid (Medium) \n'b' Family: Elemental - Acid \n'b' Medium elemental , neutral \n'b' Armor Class 13 Hit Points 68 (8d8 + 32) Speed 20 ft., swim 80 ft.\n'b' STATS STR: 21 (+5) DEX: 16 (+3) CON: 19 (+4) INT: 6 (-2) WIS: 11 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities acid, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Acid . A creature that touches the acid elemental or hits it with a melee attack while within 5 feet of it takes 5 (2d4) acid damage. Any nonmagical weapon made of metal or wood that hits the acid elemental corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls . If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the acid elemental is destroyed after dealing damage. The acid elemental can eat through 2-inch-thick, nonmagical wood or metal in 1 round. \n'b' Fumes . Creatures who begin their turn within 5 feet of the acid elemental must succeed on a DC 15 Constitution saving throw or be poisoned until the start of their next turn. On a successful saving throw, the creature is immune to the elemental\xe2\x80\x99s fumes for 24 hours. \n'b' Vulnerability to Water . For every 5 feet that the elemental moves in water, or for every gallon of water splashed on it, it takes 1 fire damage. \n'b' Actions \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) bludgeoning damage plus 14 (4d6) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gravity Elemental (Medium) \n'b' Family: Elemental - Gravity \n'b' Medium elemental , neutral \n'b' Armor Class 13 Hit Points 75 (10d8 + 30) Speed 0 ft., fly 40 ft.\n'b' STATS STR: 10 (+0) DEX: 10 (+0) CON: 17 (+3) INT: 4 (-3) WIS: 11 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Distortion . The gravity elemental\xe2\x80\x99s Armor Class includes its Constitution modifier. In addition, the gravity elemental can hide when only lightly obscured by bending light around it. \n'b' Singularity . The gravity elemental is immune to spells and effects that would push, pull, or move it. \n'b' Actions \n'b' Gravity Field . The gravity elemental manipulates the very forces of nature and chooses one of the effects below. \n'b' Lift . The gravity elemental uses an action to manipulate the surrounding gravity to lift up to two objects weighing no more than 100 pounds that are within 20 feet of it. It can then use a bonus action to hurl both objects at a creature it can detect within 20 feet. The targets must make a DC 14 Dexterity saving throw, taking 12 (2d8 + 3) bludgeoning damage on a failed saving throw, or half as much damage on a success. A gravity elemental can drop an object it is lifting without taking an action. \n'b' Hold . The gravity elemental increases local gravity. Creatures within 20 feet of the elemental must succeed on a DC 14 Strength saving throw or be restrained until the beginning of the elemental\xe2\x80\x99s next turn. \n'b' Crush (2/day) . The gravity elemental greatly increases local gravity within a 20-foot radius of itself. All creatures, other than the elemental, within that area make a DC 14 Constitution saving throw, taking 30 (5d10 + 3) force damage on a failed saving throw, or half as much damage on a success. \n'b' Engulf . The gravity elemental attempts to engulf one target it can see within 5 feet of it that is at least one size smaller than it. That target makes a DC 14 Dexterity saving throw. On a successful saving throw, the target is pushed 5 feet in a random direction. On a failed save, the gravity elemental enters that target\xe2\x80\x99s space, and the target is grappled and restrained . While restrained , a target has total cover from attacks coming from outside the elemental, and at the beginning of each of the elemental\xe2\x80\x99s turns, a target takes 19 (3d10 + 3) force damage. If this damage drops a target to 0 hit points , it is rendered down to its constituent atoms and cannot be brought back to life by any magic short of true resurrection or wish . A grappled target can attempt to break free with a DC 14 Strength saving throw at the end of each of its turns, ending the effect on a success and moving 5 feet in a random direction. \n'b' Reactions \n'b' Deflection . The gravity elemental uses its reaction to deflect missile weapons that are at least one size smaller than it when it is hit with a ranged weapon attack . The damage the elemental takes from the attack is reduced by 9 (1d6 + 6). If the damage is reduced to 0, the gravity elemental can destroy the missile entirely, or cause the missile to orbit around it, and the elemental can make a ranged attack with the weapon or piece of ammunition it just caught, as part of the same reaction . The elemental has a +6 to hit with the attack , which has a normal range of 20 feet and a long range of 60 feet.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Lightning Elemental, Medium \n'b' Family: Elemental - Lightning \n'b' Medium elemental , neutral \n'b' Armor Class 15 Hit Points 67 (9d8 + 27) Speed 0 ft., fly 50 ft.\n'b' STATS STR: 14 (+2) DEX: 20 (+5) CON: 16 (+3) INT: 4 (-3) WIS: 11 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, fire; bludgeoning, piercing, and slashing damage from nonmagical weapons Damage Immunities lightning, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Auran Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Lightning . A creature that touches the lightning elemental or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage. \n'b' Water Susceptibility . For every 5 feet that the lightning elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. \n'b' Actions \n'b' Multiattack . The lightning elemental makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) lightning damage. \n'b' Lightning Bolt . Ranged Spell Attack : +8 to hit, range 20/60 ft., one target. Hit : 36 (7d8 + 5) lightning damage. \n'b' Globe Lightning (1/Short or Long Rest) . The lightning elemental discharges 3 globes of electricity that hover in its space for 1 minute. Whenever a creature enters or starts its turn within 5 feet of the elemental, one of the globes discharges. The target must make a DC 15 Dexterity saving throw, taking 9 (1d8 + 5) lightning damage on a failed saving throw, or half as much damage on a successful one. As each globe discharges, it disappears.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Elemental Earth Dragon \n'b' Family: Elemental Air Dragon \n'b' Huge elemental , neutral evil \n'b' Armor Class 20 (natural armor) Hit Points 362 (25d12 + 200) Speed 40 ft., burrow 40 ft., fly 80 ft.\n'b' STATS STR: 28 (+9) DEX: 10 (+0) CON: 26 (+8) INT: 14 (+2) WIS: 16 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Constitution +14, Wisdom +9, Charisma +10 Skills Arcana +8, Nature +8, Perception +15, Stealth +6 Damage Vulnerabilities thunder Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities acid, poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious Senses tremorsense 60 ft., blindsight 60 ft., darkvision 120 ft., passive Perception 25 Languages Common, Terran Challenge 19 (22,000 XP) \n'b' Special Traits \n'b' Earth Glide . The dragon can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn\xe2\x80\x99t disturb the material it moves through. \n'b' False Appearance . While the dragon remains motionless, it is indistinguishable from a normal statue of a dragon. \n'b' Innate Spellcasting . The dragon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can cast the following spells, requiring no material components.\n'b'\n'b' At will : meld into stone , stone shape \n'b' 3/day : wall of stone \n'b' 1/day : plane shift \n'b'\n'b' Legendary Resistance (3/day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Siege Monster . The dragon deals double damage to objects and structures. \n'b' Actions \n'b' Multiattack . The dragon can make three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 20 (2d10 + 9) piercing damage plus 10 (3d6) fire damage. \n'b' Claw . Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 16 (2d6 + 9) slashing damage. \n'b' Tail . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 18 (2d8 + 9) bludgeoning damage. \n'b' Shale and Stone Breath (Recharge 5-6) . The dragon releases a 60-foot cone of sand and gravel. Creatures within the area must make a DC 22 Constitution saving throw, taking 35 (10d6) fire damage plus 35 (10d6) bludgeoning damage on a failed saving throw, or half as much damage on a successful one. A creature slain by this damage has its body pulverized; it can only be restored to life by true resurrection or wish . \n'b' Legendary Actions \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed. \n'b' About \n'b' This creature resembles a 30-foot-long dragon composed of stone and earth. Its great wings glisten like polished stone. Its eyes are deep gray and its roar seems to shake the very earth itself. \n'b' Elemental earth dragons are the strongest of the elemental dragons. \n'b' Using their great stone tail or earthen claws, they can destroy almost anything in short order. The majority of their time is spent burrowing through the Plane of Earth devouring gems, minerals, and silicate life forms. On occasion, they are summoned to the Material Plane by evil (and foolish) spellcasters who usually live just long enough to regret their mistake. Elemental earth dragons are evil (perhaps the evilest of the elemental dragons in addition to being the strongest) and despise most other forms of life. They rarely associate with other creatures, though a few have been known to have dealings with the occasional earth elemental . \n'b' Elemental earth dragons cannot enter water; they must burrow under it or walk around it. The average elemental earth dragon is 30 feet long. Its roar can be heard up to 5 miles away. \n'b' Elemental earth dragons prefer to attack from ambush and secret rather than using a direct frontal assault. An elemental earth dragon lies in wait using its freeze ability or meld into stone ability and springs to attack when its prey comes into range. They are also fond of burrowing into the ground and surfacing under their prey, thereby gaining total surprise . Slain opponents are processed and absorbed into the body of the elemental earth dragon.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Elemental Fire Dragon \n'b' Family: Elemental Air Dragon \n'b' Huge elemental , neutral evil \n'b' Armor Class 15 Hit Points 445 (33d12 + 231) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 27 (+8) DEX: 20 (+5) CON: 25 (+7) INT: 16 (+3) WIS: 13 (+1) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +12, Constitution +14, Wisdom +8, Charisma +12 Skills Arcana +10, Nature +10, Perception +15, Stealth +12 Damage Vulnerabilities cold Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25 Languages Common, Ignan Challenge 21 (33,000 XP) \n'b' Special Traits \n'b' Fiery Aura . At the start of each of the dragon\xe2\x80\x99s turns, each creature within 15 feet of it takes 14 (4d6) fire damage, and flammable objects in the aura that aren\xe2\x80\x99t being worn or carried ignite. A creature that touches the dragon or hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire damage. \n'b' Illumination . The dragon sheds bright light in a 30-foot radius and dim light in an additional 30 feet. \n'b' Innate Spellcasting . The dragon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit withy spell attacks). It can cast the following spells, requiring no material components:\n'b'\n'b' At will : fireball , heat metal \n'b' 3/day each : fire storm \n'b' 1/day each : incendiary cloud , plane shift \n'b'\n'b' Legendary Resistance (3/day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Water Susceptibility . For every 5 feet that the dragon moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. \n'b' Actions \n'b' Multiattack . The dragon can make three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 19 (2d10 + 8) piercing damage plus 14 (4d6) fire damage. \n'b' Claw . Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 15 (2d6 + 8) slashing damage. \n'b' Tail . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. \n'b' Elemental Fire Breath (Recharge 5-6) . The dragon breathes a 60-foot cone of elemental fire. Creatures in the area must make a DC 22 Dexterity saving throw, taking 77 (22d6) fire damage on a failed saving throw, or half as much damage on a successful one. \n'b' Legendary Actions \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed. \n'b' Rain of Fire (Costs 3 Actions) . The elemental fire dragon beats its wings, casting fire out in a 100-foot sphere around itself. All creatures within the area must make a DC 22 Dexterity saving throw, taking 14 (4d6) fire damage on a failed saving throw, or half as much damage on a successful one. Objects not held or worn are set alight and continue burning until extinguished. \n'b' About \n'b' This creature appears as a 30-foot-long dragon composed of fire. Its eyes burn with a white-hot flame and flames lick the dragon\xe2\x80\x99s great mouth as it roars. As it flies overhead, its wings send sheets of flame roaring into the sky and crashing into the ground. \n'b' One of the most feared creatures from the Plane of Fire is the dreaded elemental fire dragon. They make their homes in the heart of the many volcanoes that dot the elemental landscape. Composed entirely of flames, these magnificent creatures fear little and are respected and feared by those that have encountered them. Elemental fire dragons are malign, vicious, and thoroughly evil. They delight in killing and torturing others, especially magmin (whom they relish as a delicacy). They often employ salamanders to aid them in their adventures, but once they have accomplished their goals, any surviving salamanders are usually devoured. Elemental fire dragons cannot enter water or any other nonflammable liquid, but they can fly or step over it. The typical elemental fire dragon is at least 30 feet long. \n'b' Elemental fire dragons are ruthless adversaries. They care nothing for treasure or anything of value. An elemental fire dragon attempts to annihilate its opponents using any means possible.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cherufe \n'b' Huge elemental , chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 161 (14d12 + 70) Speed 40 ft., burrow 40 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 21 (+5) INT: 8 (-1) WIS: 14 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Con +10 Skills Perception +7 Damage Resistances acid, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , prone Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 17 Languages Ignan, Terran Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Firewalker . When the cherufe is subjected to fire damage, its speed doubles until the end of its next turn, and it can Dash or Disengage as a bonus action on its next turn. \n'b' Internal Flame . A creature that touches the cherufe or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. In addition, the cherufe sheds dim light in a 30-foot radius. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cherufe makes four slam attacks. Alternatively, it can throw two magma balls. \n'b' Slam . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 20 (4d6 + 6) bludgeoning damage. \n'b' Magma Ball . Ranged Weapon Attack : +11 to hit, range 60/240 ft., one target. Hit : 22 (3d10 + 6) bludgeoning damage plus 11 (2d10) fire damage. Each creature within 5 feet of the target must succeed on a DC 18 Dexterity saving throw or take 7 (2d6) fire damage. \n'b' Fissure . The cherufe opens a fissure in the ground within 120 feet of it that is 60 feet long, 10 feet wide, and 2d4 x 10 feet deep. Each creature standing on a spot where a fissure opens must succeed on a DC 18 Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure\xe2\x80\x99s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse as if the structure was in the area of an earthquake spell. The cherufe can have only one fissure open at a time. If it opens another, the previous fissure closes, shunting all creatures inside it to the surface. \n'b' Quake (Recharge 6) . The cherufe slams its fists into the ground, shaking the terrain within 60 feet of it. Each creature standing on the ground in that area must make a DC 18 Dexterity saving throw. On a failure, the creature takes 45 (10d8) bludgeoning damage and is forced\xc2\xa0 prone . On a success, the creature takes half the damage and isn\xe2\x80\x99t\xc2\xa0forced prone . \n'b'\n'b' ABOUT \n'b' A humanoid torso rises from a long, arthropod body made from overlapping plates of obsidian. The creature\xe2\x80\x99s face is twisted into a grimace of rage. Four arms ending in oversized fists jut from the torso. The creature\xe2\x80\x99s form radiates a red glow and a palpable heat as a fire rages within it. \n'b' Corrupted Keepers . The elemental anomaly that brings a lava keeper (see page 235) into the Material Plane is sometimes infused with material from the Lower Planes. As the keeper is pulled into the Material Plane, the lava that normally flows freely from it is instead trapped inside of it, and its form twists to resemble creatures from the Lower Planes. These twisted keepers are known as cherufes. \n'b' Harbingers of Ruin . The arrival of a cherufe is frequently the precursor to a devastating volcanic eruption or earthquake. Cherufe revel in the anxiety and fear humanoids feel in the face of such natural disasters, capitalizing on these feelings to their benefit. \n'b' Placated by Blood . Cherufe lair where populations are superstitious and allow these civilizations to worship them as gods of destruction. They amplify the fear and adulation of the populace with random acts of destruction. If the locals offer live sacrifices, the cherufe eagerly devour the offerings and cease their hostilities until they once again grow hungry or restless. \n'b' Elemental Nature . A cherufe doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Elemental Water Dragon \n'b' Family: Elemental Air Dragon \n'b' Huge elemental , neutral evil \n'b' Armor Class 17 Hit Points 310 (27d12 + 135) Speed 40 ft., fly 60 ft., swim 80 ft.\n'b' STATS STR: 25 (+7) DEX: 24 (+7) CON: 21 (+5) INT: 16 (+3) WIS: 14 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +13, Constitution +11, Wisdom +8, Charisma +10 Skills Arcana +9, Nature +9, Perception +14, Stealth +13 Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24 Languages Aquan, Common Challenge 17 (18,000 XP) \n'b' Special Traits \n'b' Freeze . If the elemental water dragon takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. \n'b' Innate Spellcasting . The dragon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can cast the following spells, requiring no material components:\n'b'\n'b' At will : create or destroy water \n'b' 3/day : control water \n'b' 1/day each : control weather , plane shift \n'b'\n'b' Legendary Resistance (3/day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Siege Monster . The dragon deals double damage to objects and structures. \n'b' Actions \n'b' Multiattack . The dragon can make three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 18 (2d10 + 7) piercing damage. \n'b' Claw . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 14 (2d6 + 7) slashing damage. \n'b' Tail . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 16 (2d8 + 7) bludgeoning damage. \n'b' Steam Breath (Recharge 5-6) . The dragon exhales a 60-foot cone of superheated steam that spreads around corners. Creatures within the area must make DC 19 Dexterity saving throws, taking 63 (18d6) fire damage on a failed saving throw, or half as much on a successful one. Being underwater does not provide resistance to this effect. \n'b' Bonus Actions \n'b' Drench . The elemental water dragon can extinguish any one nonmagical flame or one magical flame created by a 5th level or lower spell it can see within 15 feet of it. \n'b' Legendary Actions \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed. \n'b' About \n'b' This creature resembles a massive dragon composed entirely of water. Its wings slosh and drip water as it moves them. Its great mouth opens into a maw of inky darkness. Water drips from its fangs. \n'b' From the Plane of Water comes the elemental water dragon (also called water wyrm by some sages). They make their homes in the deep oceans of the Material Plane and are rarely found far away from large expanses of water. An elemental water dragon is composed entirely of water and commands respect from the more intelligent sea creatures as well as those humanoids that ply their trade upon the waters. \n'b' Elemental water dragons are evil and take great pleasure in demanding sacrifice from those that dare enter their realm. If the sacrifice placates the dragon, it lets the creature pass unabated; otherwise, it attacks with all of its might and most often destroys those that offend it or fail to appease its desires. Water dragons take great pleasure in capsizing and sinking ships. \n'b' Particularly evil water dragons may accept a sacrifice and then sink the ship of those that crossed its path anyway. On occasion, a group of skum or other evil aquatic creatures can be found allied with an elemental water dragon, but this alliance is usually short-lived and often shaky. It generally ends with the elemental water dragon feeding on its former allies. \n'b' Elemental water dragons prefer to fight in or near water where they can use their transparency and water mastery abilities to full advantage. They prefer to attack from ambush, often lying in wait for their opponents and then springing from the waves to assault their foes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Goblin, Fire \n'b' Family: Elemental Goblin \n'b' Small humanoid , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 45 (10d6 + 10) Speed 20 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 13 (+1) INT: 16 (+3) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Constitution +4 Skills Deception +4, Perception +3, Stealth +7 Damage Vulnerabilities cold Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire Senses darkvision 120 ft., passive Perception 13 Languages Common, Goblin, Sylvan Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Flaming Arrows . Fire goblins are adept at manufacturing flaming arrows, and coupled with their produce flame cantrip, a fire goblin with prepared arrows (wrapped and treated to be easily flammable) may set up to 2 arrows on fire as a seamless part of each turn\xe2\x80\x99s attack, without requiring a separate action. Preparing an arrow for such a use still takes the normal amount of time but can be done in advance and saved for a later battle. \n'b' Innate Spellcasting . The fire goblin\xe2\x80\x99s spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The fire goblin can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : fire bolt, produce flame \n'b' 3/day each : burning hands , flame blade , flaming sphere , heat metal \n'b' 1/day : fireball , wall of fire \n'b'\n'b' Actions \n'b' Multiattack . The fire goblin can make two attacks with its flaming arrows using its shortbow. \n'b' Battleaxe . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. \n'b' Shortbow . Ranged Weapon Attack : +7 to hit, range 80/320 ft., one target. Hit : 7 (1d6 + 4) piercing damage plus 7 (2d6) fire damage. \n'b' Fire Breath (Recharge 5-6) . The goblin exhales fire in a 20-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' This halfling -sized humanoid has deep red skin and bright blue eyes, with orange and yellow hair that seems to waft naturally upward like a candle flame. \n'b' When the 5 clans quarreled so long ago, the fire goblins were at the heart of the quarrel. They wished to conquer and rule over the other tribes. \n'b' Their prayers were answered by an evil god who twisted their hearts toward his own viewpoint even as he answered their pleas for increased prowess in battle. To this day, they seek to conquer all territories they encounter if tactically feasible, especially those of stone goblins. The fire goblins call their patron deity the Soul of Flame. It is unknown whether he is known by other names or guises in other lands. \n'b' Fire goblins are exceedingly militant in outlook and fair tacticians though they are less disciplined than some armies. In combat, they are clever and courageous, but their reason is sometimes marred by hot rage. \n'b' They also enjoy their enemies\xe2\x80\x99 cries of suffering a bit more than is always useful. Watching them, it is obvious that their culture\xe2\x80\x99s universal and strict military training is always at war with their fierce inner passions. \n'b' Fire goblins are about the size of halflings, with deep red skin, bright blue eyes, and orange and yellow hair that tends to stay fairly short without being cut and grows almost straight up like a candle flame.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Goblin, Stone \n'b' Family: Elemental Goblin \n'b' Medium humanoid , lawful neutral \n'b' Armor Class 14 (natural armor) Hit Points 42 (5d8 + 20) Speed 20 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 18 (+4) INT: 13 (+1) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +5, Constitution +6 Skills Athletics +5, Perception +5 Damage Vulnerabilities poison Damage Resistances fire damage; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities acid Senses darkvision 120 ft., passive Perception 15 Languages Common, Sylvan Challenge 3 (700 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The stone goblin\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The stone goblin can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : acid splash , mending , resistance , true strike \n'b' 3/day each : bane , bless , command , heroism , sanctuary , shield \n'b' 1/day : meld into stone \n'b'\n'b' Magic Resistance . The stone goblin has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Warhammer . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands. \n'b' Light Crossbow . Ranged Weapon Attack : +2 to hit, range 80/320 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' About \n'b' This near-hairless humanoid is just smaller than a dwarf and has grey skin and eyes. \n'b' Of all the five clans, it was the stone goblins who chose most staunchly to stand their ground and face down the fire goblin threat. \n'b' Their prayers for strength to resist were answered by a lawful god, who granted them unshakable discipline and many defensive abilities. \n'b' In their worship of the elsewhere, seemingly unknown deity they call the Stone Heart, the stone goblins have grown fiercely traditional and closed-minded. \n'b' Stone goblins are serious, dour, uninspired, and intolerant of outsiders. \n'b' In combat they are staunch but predictable, trusting in age-old, near ritual tactical models. Their greatest strengths are a highly organized and smoothly functional command structure, as well as logistical preparations that are always flawless and extensive. \n'b' Stone goblins are the largest of the elemental goblins, nearly as tall and broad as dwarves. Their skin and eyes are always grey, with little variation even in shade. They grow no head or facial hair (other than eyebrows) and little body hair.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Goblin, Water \n'b' Family: Elemental Goblin \n'b' Small humanoid , neutral \n'b' Armor Class 13 (natural armor, 16 with mage armor ) Hit Points 13 (3d6 + 3) Speed 20 ft. swim 20 ft.\n'b' STATS STR: 13 (+1) DEX: 14 (+2) CON: 13 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Charisma +5 Skills Acrobatics +4, Athletics +3 Damage Vulnerabilities lightning Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold Senses darkvision 120 ft., passive Perception 11 Languages Common, Sylvan Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Amphibious . Water goblins can breathe air and water. \n'b' Innate Spellcasting . The water goblin\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The water goblin can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : mending , minor illusion , prestidigitation , ray of frost \n'b' 3/day each : create or destroy water , fog cloud , grease , mage armor , purify food and drink , water breathing \n'b' 1/day : water walk \n'b'\n'b' Actions \n'b' Scimitar . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Shortbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Reactions \n'b' Uncanny Dodge . When an attacker the water goblin can see hits it with an attack, it can use its reaction to halve the attack\xe2\x80\x99s damage against it. \n'b' About \n'b' This deep-blue-skinned humanoid, just smaller than a halfling , has long, flowing blue-green hair in a thick braid, and its fingers are webbed for swimming. \n'b' In the disagreement of the five clans, the water goblins were one of two clans who chose simply to pack up and leave the region. As they wept and mourned for their lost homeland, their cries of grief were answered by a sea deity, who taught them a calm, philosophical outlook and granted them many artistic gifts, as well as the ability to thrive where most could not: at sea. They call their deity the Song of the Waves. As with the others, the Song of the Waves may and may not be known in other ways, by other names, in other lands. \n'b' Water goblins prefer to live as peaceful merchants, artists, and performers, but when attacked, they loyally defend one another. When direly pressed, they have also been known to turn to piracy. In battle, water goblins are graceful of movement and especially good at dodging. \n'b' They are generally open to dialogue and new ideas and always love to hear new stories and songs. \n'b' Water goblins come in many shades of green and blue (of skin, hair, and eyes), usually in darker tones. They have long, flowing, silky hair, which their culture discourages cutting. They wear it in thick braids while sailing or fishing. Water goblins have webbed fingers and toes and are, on average, a few inches shorter and a few pounds lighter than halflings.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Harpy Eagle \n'b' Family: Animal \n'b' Small beast , unaligned \n'b' Armor Class 12 Hit Points 3 (1d6) Speed 10 ft., fly 60 ft.\n'b' STATS STR: 8 (-1) DEX: 15 (+2) CON: 10 (+0) INT: 2 (-4) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4 Skills Perception +4 Senses passive Perception 14 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Low-light Vision . A harpy eagle can see twice as far in dim light as a human . \n'b' Keen Sight . The harpy eagle has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Talons . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4+2) slashing damage. \n'b'\n'b' ABOUT \n'b' This magnificent bird has a feathered crest around its head and gray-black-and-white plumage. \n'b' One of the larger varieties of eagle, the harpy eagle is found in tropical rainforests nesting in the upper canopy. They are very strong and can lift heavy prey (up to their own body weight) up into their canopy nests to feed. They are also known to have the largest talons amongst their mundane avian kin. \n'b' Companion \n'b' Armor Class 12 plus Caregiver\xe2\x80\x99 s Proficiency Bonus (PB) Hit Points As above or 4x caregiver\xe2\x80\x99 s level Saving Throws Dex +2 plus Proficiency Bonus (PB) Skills Perception +2 plus Proficiency Bonus (PB) Senses passive Perception 12 plus Proficiency Bonus (PB) \n'b' ACTIONS \n'b'\n'b' Talons . Melee Weapon Attack : +2 plus Proficiency Bonus (PB) to hit, reach 5 ft., one target. Hit : 4 (1d4+2 plus Proficiency Bonus (PB)) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Goblin, Wind \n'b' Family: Elemental Goblin \n'b' Small humanoid , chaotic neutral \n'b' Armor Class 14 Hit Points 36 (8d6 + 8) Speed 20 ft., fly 40 ft.\n'b' STATS STR: 13 (+1) DEX: 19 (+4) CON: 13 (+1) INT: 20 (+5) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +7, Wisdom +3 Skills Arcana +7, Investigation +7 Damage Vulnerabilities acid Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities lightning Senses darkvision 120 ft., passive Perception 11 Languages Common, Sylvan Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The wind goblin\xe2\x80\x99s spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The wind goblin can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : dancing lights , mage hand , prestidigitation , shocking grasp \n'b' 3/day each : detect magic , eldritch blast, faerie fire , gust of wind , identify \n'b' 1/day : wind wall , call lightning \n'b'\n'b' Scientific\xc2\xa0Spellcasting . Wind goblins have a strange relationship with science and are able to use what they sincerely believe is scientific invention to mimic the abilities of spellcasters. They also describe arcane concepts in science-like jargon. The following is a typical allocation of \xe2\x80\x9cscientific\xe2\x80\x9d, gadget-based spells that a wind goblin might be able to cast, but specific spells vary from goblin to goblin. Wind goblin \xe2\x80\x9cscience\xe2\x80\x9d magic never requires a verbal or material component. Instead, all spells require a gadget focus and the somatic component of turning the cranks and working the levers (etc.) on said focus. The process is usually loud and often smelly or smoky, with superfluous electrical arcing. The wind goblin is a 4th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells, requiring only somatic components:\n'b'\n'b' Cantrips (at will) : fire bolt, light , mending , message , minor illusion \n'b' 1st level (4/day*) : expeditious retreat , fog cloud , thunderwave \n'b' 2nd level (3/day*) : hold person , knock \n'b'\n'b' *The uses per day represent fuel-related limitations. \n'b' Actions \n'b' Dagger . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or 20/60 ft., one target. Hit : 6 (1d4 + 4) piercing damage. \n'b' Hand Crossbow . Ranged Weapon Attack : +6 to hit, range 30/120 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' About \n'b' This pale humanoid has wispy hair and pastel-colored batwings. \n'b' Though as tall as a halfling , it is unnaturally slim by comparison. \n'b' The wind goblins were once the most scholarly of all the elemental goblin clans. When the conflict between the clans began, they were quickly defeated and held hostage in an attempt to force the other clans to surrender. Each of the other clans, in turn, appeared to abandon the imprisoned wind goblins to their fate, until finally their prayers for freedom were answered by a chaotic deity they came to call the Mind and Breath. \n'b' She helped them to escape and granted them wings with which to fly to freedom. Under her influence, the wind goblins have all become a bit strange. \n'b' Wind goblins will do anything for what they call \xe2\x80\x9cscience\xe2\x80\x9d, an undisciplined and poorly controlled combination of mad engineering and innate magics not even close to the scientific method. Nevertheless, their gadgets work (for the makers, not for other people), and wind goblins are not afraid to endanger themselves or others to test them. They seem, however, to basically mean well, and they can even be generous when they look up from their tinkering long enough to notice that other people are real. Perhaps fortunately for everyone, they have become highly nomadic and never stay in one place for long. \n'b' Wind goblins are similar in height to fire goblins but are naturally so slender that they weigh the least of all the elemental goblins. They come in all manner of pale colors, and their hair is wispy and soft, often resembling tufts of downy feathers. They have six limbs, the extra pair being strong, bat-like wings, and their flight tends toward a bat-like, chaotic bobbing as well. When building gadgets, wind goblins can also use the finger-like ends of their wings as clumsier extra hands while they work.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Goblin, Wood \n'b' Family: Elemental Goblin \n'b' Small humanoid , neutral good \n'b' Armor Class 13 (natural armor) Hit Points 18 (4d6 + 4) Speed 20 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 13 (+1) INT: 16 (+3) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Intelligence +5 Skills Athletics +3, Acrobatics +4, Medicine +5, Perception +5, Sleight of Hand +4, Stealth +4, Survival +5 Damage Vulnerabilities fire Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 15 Languages Common, Sylvan Challenge 1 (200 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The wood goblin\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The goblin can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : detect poison or disease, poison spray, shillelagh , spare the dying \n'b' 3/day each : barkskin , cure wounds , entangle , lesser restoration , protection from poison \n'b' 1/day : spider climb \n'b'\n'b' Herbal Medicine . Due to their innate and magical affinity for plants and herbs, a wood goblin always has advantage on Wisdom ( Medicine ) skill checks. In addition, the wood goblin\xe2\x80\x99s innate cure wounds spells can be imitated herbally without limitation as long as the wood goblin has access to wild plants. However, the herbal versions require 15 minutes to prepare and must be fresh, and thus are not usable in combat. \n'b' Sneak Attack (1/turn) . The wood goblin deals an extra 7 (2d6) damage when it has advantage and hits a target with a weapon on the attack roll, or when the target is within 5 feet of an ally of the wood goblin that isn\xe2\x80\x99t incapacitated and the wood goblin doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Actions \n'b' Rapier . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Poison Cloud (1/day) . A 10-foot radius of thick venomous gas extends out from the wood goblin. The gas spreads around corners, and its area is lightly obscured . It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn and it takes 7 (2d6) poison damage. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can\xe2\x80\x99t take reactions . \n'b' About \n'b' Colored in dark browns and greens, this little humanoid appears outfitted for wilderness survival. \n'b' Wood goblins are the most compassionate of the elemental goblins, but they too decided to stay and resist the fire goblins\xe2\x80\x99 designs of conquest. Instead of hunkering down in fortresses, as the stone goblins did, the wood goblins preferred to remain mobile and to resist the fire goblins\xe2\x80\x99 evil wherever they encountered it. When they prayed to this end, they were answered by a deity that the wood goblins call Freedom\xe2\x80\x99s Will. Freedom\xe2\x80\x99s Will granted them abilities to counter the fire goblins\xe2\x80\x99 injustice through stealth, subtlety, and even kindness. \n'b' Wood goblins will only attack those they believe to be truly evil. Otherwise, they will always attempt a diplomatic solution before fighting. When they do decide to mete out justice, they use guerrilla and skirmishing tactics, ambushing foes and then melting silently back into the wilds. They use nonlethal traps to defend their homes, and they treat prisoners well when they take them. \n'b' Wood goblins are nocturnal and come in dark, woody colors, usually browns and greens, to blend with the nighttime wilderness. They are the smallest of the elemental goblins, though a wiry strength means they weigh a bit more than the wind goblins. They keep their curly hair in tight braids.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Elemental Locus \n'b' Gargantuan elemental , neutral \n'b' Armor Class 16 (natural armor) Hit Points 290 (20d20 + 80) Speed 25 ft.\n'b' STATS STR: 28 (+9) DEX: 1 (-5) CON: 18 (+4) INT: 10 (+0) WIS: 11 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +6, Wis +6, Cha +6 Skills Nature +6, Perception +6 Damage Resistances bludgeoning, piercing, slashing Damage Immunities acid, cold, fire, lightning, poison, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , unconscious Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 16 Languages Primordial Challenge 17 (18,000 XP) Proficiency Bonus +6 \n'b' SPECIAL TRAITS \n'b'\n'b' Elemental Nature . The elemental locus doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Immortal . If the elemental locus dies, it returns to life in 1d12 months, regaining all its hp and becoming active again. The new body appears in a space of the locus\xe2\x80\x99s choice within its bound land. Only a wish spell can prevent this trait from functioning. \n'b' Land Bound . The elemental locus is bound to an area of land or ocean no larger than 100 square miles. If it leaves this region, it loses its Spawn Elemental action. If it remains outside the region, it automatically teleports back to the center of this area after 24 hours, regardless of distance. \n'b' Magic Resistance . The elemental locus has advantage on saving throws against spells and other magical effects. \n'b' Siege Monster . The elemental locus deals double damage to objects and structures. \n'b' Unstoppable . Moving through difficult terrain doesn\xe2\x80\x99t cost the elemental locus extra movement, and its speed can\xe2\x80\x99t be reduced. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elemental locus makes three Slam attacks. It can replace one attack with a use of Spawn Elemental. \n'b' Slam . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 31 (5d8 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be forced prone . \n'b' Spawn Elemental . The elemental locus magically creates up to 2d6 mephits or 1 Elemental with a challenge rating of 5 or lower. The Elementals arrive at the start of the locus\xe2\x80\x99s next turn, acting as allies of the locus and obeying its spoken commands. The locus can create only Elementals that share an element with a terrain feature comprising at least 100,000 square feet of the locus\xe2\x80\x99s bound land. For example, a desert-bound locus can\xe2\x80\x99t create a water-based Elemental, unless its bound desert contains an oasis or other source of water around the size of a small pond. The Elementals remain for 1 hour, until the locus dies, or until the locus dismisses them as a bonus action. The locus can have any number of Elementals under its control at one time, provided the combined total CR of the Elementals is no higher than 8. \n'b'\n'b' ABOUT \n'b' Elemental Locus The ground ripples and tears as rocks fall, jets of flame erupt, and howling winds rage around a rocky creature. \n'b' Spirit of the Land . Elemental loci are living spirits inhabiting or embodying tracts of land and geographical features. They are the ultimate personification of nature\xe2\x80\x94the land itself come to life. They vary in size from small hills to entire ridge lines, with no discernible pattern to where they take root. \n'b' Stubborn Nature . Elemental loci are fiercely protective of their chosen location. They tolerate no interference in the natural order and challenge all who despoil the land, be they mortal, monster, or god.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Elemental, Earthstorm \n'b' Gargantuan elemental , chaotic neutral \n'b' Armor Class 18 (natural armor) Hit Points 410 (20d20+200) Speed fly 60 ft. (hover)\n'b' STATS STR: 26 (+8) DEX: 1 (-5) CON: 30 (+10) INT: 21 (+5) WIS: 23 (+6) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +12, Nature +12, Perception +12 Damage Resistances cold, fire, thunder; bludgeoning, piercing, and slashing Damage Immunities acid, lightning, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , stunned , unconscious Senses darkvision 240 ft., blindsight 30 ft., tremorsense 60 ft., passive Perception 22 Languages Auran, Common, Primordial, Terran Challenge 24 (62,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Debris Aura . The elemental can use a bonus action to raise stone and dirt in a tempest around it until the start of its next turn. Creatures within 30 feet of it take 10 (3d6) bludgeoning damage, and ranged attacks made by creatures other than the elemental that begin in or enter the area have disadvantage. In addition, the elemental can cast shocking grasp at any creature inside of this aura. \n'b' Elemental Concentration . The elemental does not need to concentrate on conjure elemental spells that it casts. \n'b' Innate Spellcasting . The elemental\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : call lightning , lightning bolt , move earth , shocking grasp \n'b' 5/day : conjure elemental (air or earth only) \n'b' 2/day : chain lightning , planeshift, storm of vengeance \n'b'\n'b' Legendary Resistance (3/Day) . If the elemental fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The elemental has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The elemental\xe2\x80\x99s weapon attacks are magical. \n'b' Mixed Tongue . The elemental prefers to speak in a hybrid of Auran and Terran. Creatures that know both languages have advantage on Wisdom ( Insight ) and Charisma checks made against the elemental . \n'b' Siege Monster . The elemental deals double damage to objects and structures. \n'b' Titanic . The elemental ignores difficult terrain . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elemental attacks twice, or it casts a spell and makes one attack . \n'b' Slam . Melee Weapon Attack : +15 to hit, reach 30 ft., one target. Hit : 34 (4d12+8) bludgeoning damage. \n'b' Boulder . Ranged Weapon Attack : +15 to hit, range 250/750 ft., one target. Hit : 29 (6d6+8) bludgeoning damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The elemental 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 elemental regains spent legendary actions at the start of its turn. \n'b'\n'b' Boulder . The elemental makes a boulder attack . \n'b' Casts a Spell (Costs 2 Actions) . The elemental casts a spell. \n'b' Upheaval (Costs 2 Actions) . All creatures within 300 feet of the elemental make a DC 23 Dexterity saving throw or are thrown into the air, landing prone . A creature is thrown 10 feet for every 5 points it fails its Dexterity saving throw by, taking 3 (1d6) bludgeoning damage for every 10 feet it was thrown. \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing all initiative ties), the elemental can use one of its lair action options. It can\xe2\x80\x99t do so while incapacitated or otherwise unable to take actions . If surprised, the elemental can\xe2\x80\x99t use one until after its first turn in the combat. The elemental can\xe2\x80\x99t use the same lair action two rounds in a row. \n'b'\n'b' A 5-foot-radius fissure opens up in the ground centered on a point the elemental chooses within 300 feet. It is 1d10 \xc3\x97 10 feet deep. A creature standing on a spot where a fissure opens must succeed on a DC 21 Dexterity saving throw or fall in, taking 3 (1d6) bludgeoning damage for every 10 feet it falls. A creature that successfully saves moves with the fissure\xe2\x80\x99s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (as the earthquake spell). \n'b' The elemental briefly polarizes the static charge all around it to create a magnetic contraction. Creatures wielding metal weapons or wearing metal armor make a DC 21 Strength saving throw or are restrained until the end of the round as their ferrous armaments pin them against the ground. \n'b' An intense tremor rips through the ground in a 100-foot-radius circle centered on a point the elemental chooses within 300 feet. The ground in the area becomes difficult terrain until the end of the round. Each creature on the ground that is concentrating must make a DC 21 Constitution saving throw. On a failed save, the creature\xe2\x80\x99s concentration is broken. \n'b'\n'b' ABOUT \n'b' The cataclysmic instances where the Plane of Earth and the Plane of Air collide spawn these epic elementals first as lightning storms imbued with intellect, spurned onward to travel across dimensions. When an intelligent tempest settles over a mountainous area in the Material Plane long enough it embodies the terrain, gradually making itself larger until it takes over entire mountain ranges-then departs to any place other than the Elemental Planes in search of more rock to add to its bulk. \n'b' Dwarven legends speak of entire empires felled by the appearance of an earthstorm and most of their societies perform complicated rituals that are decades in the making solely to foretell the coming of one of these elementals. \n'b' When one is destined to arrive the entire civilization abandons their homeland, digging deeper tunnels or moving to an entirely different region altogether. Not all of them are so quick to leave however, and when there are survivors their descendants become obsessed with taking vengeance on the monster that destroyed all that they once held dear.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Elemental, Firestorm \n'b' Gargantuan elemental , chaotic neutral \n'b' Armor Class 20 \n'b' Hit Points 310 (20d20+100) \n'b' Speed 30 ft., fly 80 ft. (hover)\n'b' STATS STR: 21 (+5) DEX: 30 (+10) CON: 20 (+5) INT: 23 (+6) WIS: 20 (+5) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +13, Nature +13, Perception +12 \n'b' Damage Resistances acid, cold, thunder; bludgeoning, piercing, and slashing \n'b' Damage Immunities fire, lightning, poison \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone , stunned , unconscious \n'b' Senses darkvision 240 ft., blindsight 30 ft., passive Perception 22 \n'b' Languages Aquan, Common, Ignan, Primordial \n'b' Challenge 24 (62,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Elemental Concentration . The elemental does not need to concentrate on conjure elemental spells that it casts. \n'b' Fire Form . The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 10 feet of it takes 9 (2d8) fire damage. In addition, the elemental can enter a hostile creature\xe2\x80\x99s space and stop there. The first time it enters a creature\xe2\x80\x99s space on a turn, that creature takes 9 (2d8) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 9 (2d8) fire damage at the start of each of its turns. \n'b' Flyby . The elemental doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Illumination . The elemental sheds bright light in a 120-foot radius and dim light in an additional 120 feet. \n'b' Innate Spellcasting . The elemental\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : fireball , scorching ray \n'b' 5/day : conjure elemental (air or fire only) \n'b' 3/day : wall of fire \n'b' 2/day : delayed blast fireball , firestorm, planeshift \n'b'\n'b' Legendary Resistance (3/Day) . If the elemental fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The elemental has advantage on saving throws made against spells and other magical effects. \n'b' Magic Weapons . The elemental\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elemental attacks three times. \n'b' Slam . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 14 (2d8+5) bludgeoning damage plus 9 (2d8) fire damage. \n'b' Flame Ray . Ranged Weapon Attack : +17 to hit, range 200/800 ft., one target. Hit : 23 (3d8+10) fire damage. \n'b' Whirlwind . Each creature in the elemental\xe2\x80\x99s space must make a DC 20 Strength saving throw. On a failure, a target takes 32 (6d8+5) bludgeoning damage and is flung up to 40 feet away from the elemental in a random direction and knocked prone . If a thrown target strikes an object, such as a wall or floor, the target takes 9 (2d8) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 20 Dexterity saving throw or take the same damage and be knocked prone . \n'b'\n'b' LEGENDARY ACTIONS \n'b' The elemental 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 elemental regains spent legendary actions at the start of its turn. \n'b'\n'b' Exploding Form . The elemental sends its flames exploding outward in a 30-foot radius sphere. Creatures in the area make a DC 20 Dexterity saving throw, taking 27 (6d8) fire damage on a failure, or half as much on a success. A creature that takes 10 or more fire damage catches fire; until someone takes an action to douse the fire, the creature takes 9 (2d8) fire damage at the start of each of its turns. \n'b' Casts a Spell (Costs 2 Actions) . The elemental casts a spell. \n'b' Enflame Armaments . The elemental chooses up to 3 manufactured metal objects, such as a metal weapon or a suit of heavy or medium metal armor, that it can see within 100 feet. The objects glow redhot. Any creature in physical contact with the object takes 9 (2d8) fire damage. Until the elemental uses another legendary action, it can use this legendary action on each subsequent round to cause this damage again. If a creature is holding or wearing an enflamed object and takes the damage from it, the creature must succeed on a DC 21 Constitution saving throw or drop the object if it can. If it doesn\xe2\x80\x99t drop the object, it has disadvantage on attack rolls and ability checks until the start of its next turn. \n'b'\n'b' ABOUT \n'b' The Plane of Air and the Plane of Fire meet in devastating infernos that blaze with the heat and fury of suns. \n'b' When a flicker of true flame inside of these scorching cyclones collides with a newly wrought zephyr they can combine into a lifespark that turns a tornado into a living, thinking being. A firestorm is driven by an overwhelming and fundamental need to see things burn but as erratic as the most fickle wind, turning its attention from one kindled path of terrain and onto the next and the next after that in the blink of an eye. \n'b' Firestorms are constantly on the move and rarely stay in one region for more than a few minutes at a time, soaring across deserts to scorch away everything down to ash and sand\xe2\x80\x94especially the foolish mortal creatures that dare stand against them. Though they do not naturally seek out bodies of water of their own accord, these epic elementals have been known to boil away ponds and small lakes around any place where they meet hostile resistance . \n'b' Mixed Tongue . The elemental prefers to speak in a hybrid of Auran and Ignan. Creatures that know both languages have advantage on Wisdom ( Insight ) and Charisma checks made against the elemental .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cherufe \n'b' Huge monstrosity , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 189 (18d12+72) Speed 40 ft., swim 30 ft., burrow 20 ft.\n'b' STATS STR: 23 (+6) DEX: 13 (+1) CON: 19 (+4) INT: 11 (+0) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Dex +6, Con +9 Skills Perception +7 Damage Immunities fire Damage Vulnerabilities cold Senses darkvision 60 ft., passive Perception 17 Languages Common Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fire Healing . Whenever the cherufe is subjected to fire damage, it takes no damage and regains a number of hit points equal to the fire damage dealt. \n'b' Rubble Stalker . The cherufe does not spend extra movement to move through difficult terrain caused by rock, rubble, and earth, including the effects of its own Seismic Disturbance. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cherufe attacks three times: twice with its claws and once with its bite. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 15 (2d8+6) piercing damage plus 7 (2d6) fire damage. \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 13 (2d6+6) slashing damage plus 7 (2d6) fire damage. Rock. Ranged Weapon Attack : +11 to hit, reach 5 ft. or range 60/240 ft., one target. Hit : 18 (3d8+5) bludgeoning damage plus 7 (2d6) fire damage. \n'b' Seismic Disturbance (Recharge 6) . An intense tremor rips through the ground in a 100-foot-radius circle centered on the cherufe and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain . Each creature on the ground that is concentrating must make a DC 19 Constitution saving throw. On a failed save, the creature\xe2\x80\x99s concentration is broken. Each creature on the ground in the area other than the cherufe must make a DC 19 Dexterity saving throw. On a failed save, the creature is forced prone . There can be additional effects depending on the terrain in the area, as determined by the GM. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area. If a structure drops to 0 hit points , it collapses and potentially damages nearby creatures. A creature within half the distance of a structure\xe2\x80\x99s height must make a DC 19 Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is forced prone , and is buried in the rubble, requiring a DC 20 Strength ( Athletics ) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn\xe2\x80\x99t fall prone or become buried.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Elemental, Frost \n'b' Large elemental , neutral \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 114 (12d10 + 48) \n'b' Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 5 (-3) WIS: 10 (0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid; bludgeoning, piercing and slashing from nonmagical attacks \n'b' Damage Immunities poison \n'b' Damage Vulnerabilities fire \n'b' Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious \n'b' Senses darkvision 60 ft., passive perception 10 \n'b' Languages Aquan \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Icy Form . The area around the elemental is slick ice. Any time a creature comes within 5 ft. of the elemental or starts its turn there, it must succeed on a DC 16 Dexterity saving throw or fall prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elemental makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' Brisk Exhalation (Recharge 4\xe2\x80\x936) . The elemental releases a gust of frigid air. Each creature in a 60-ft. cone must make a DC 16 Constitution saving throw. A creature takes 36 (8d8) cold damage on a failed save or half as much damage on a successful one. A creature killed by this gust becomes a frozen statue until it thaws.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Elemental, Ice \n'b' Large elemental , neutral \n'b' Armor Class 15 (natural armor) Hit Points 114 (12d10 + 48) Speed 30 ft., burrow 30 ft., climb 20 ft.\n'b' STATS STR: 18 (+4) DEX: 9 (-1) CON: 19 (+4) INT: 5 (-3) WIS: 14 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious Senses darkvision 60 ft., passive Perception 12 Languages Aquan Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Ice Glide . The elemental can burrow through nonmagical ice. While doing so, the elemental doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Ice Walk . The ice elemental can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn\xe2\x80\x99t cost it extra movement. \n'b' Splinter . A creature that hits the ice elemental with a melee weapon attack that deals bludgeoning damage while within 5 feet of the elemental takes 3 (1d6) piercing damage as shards of ice fly out from the elemental\xe2\x80\x99s body. \n'b' Actions \n'b' Multiattack . The ice elemental makes two ice claw attacks. \n'b' Ice Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (4d8 + 4) slashing damage. \n'b' Encase in Ice . Melee Weapon Attack : +7 to hit, reach 10 ft. one creature. Hit : 14 (4d6) cold damage, and the target must make a DC 14 Constitution saving throw. On a failure, ice begins to form around the creature, and it is restrained . The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified in ice on a failure or ending the effect on a success. The petrification lasts until the creature spends at least 1 hour in a warm environment. Alternatively, a creature can be freed of the restrained or petrified conditions if it takes at least 10 fire damage. \n'b' About \n'b' A humanoid-shaped block of ice lumbers forward on angular legs. \n'b' Visitors from Polar Portals . Remote polar regions possess their own entrances to the demiplane of ice. Ice elementals emerge from the core of ancient glaciers or rise from foot-thick patches of permafrost. They are aware of portals to their demiplane, but they often choose to traverse terrestrial lands as long as the temperatures remain below freezing. \n'b' Though not inherently malevolent, they enjoy enclosing warm-blooded foes in ice and watching as the creatures freeze. Some ice elementals even decorate their lairs with these \xe2\x80\x9csculptures.\xe2\x80\x9d \n'b' Rivals to Water Elementals . Water elementals view themselves as creatures formed of a \xe2\x80\x9cpure\xe2\x80\x9d element and look down upon ice elementals, which they see as lesser due to their reliance on cold temperatures. Ice elementals, in turn, believe the water elemental\xe2\x80\x99s susceptibility to cold gives the ice elemental superiority in physical combat. When the two elemental creatures meet, they posture and taunt each other in Aquan before attacking. \n'b' Elemental Nature . The ice elemental doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Elemental, Ice \n'b' Large elemental , neutral \n'b' Armor Class 15 (natural armor) Hit Points 114 (12d10 + 48) Speed 30 ft., burrow (ice and snow only) 30 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Aquan and Auran Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' Special Traits \n'b'\n'b' Freezing Aura . Ice elementals are cold embodied. A creature that touches the ice elemental or hits it with a melee attack while within 5 feet of it takes 7 (2d6) cold damage. \n'b' Ice Glide . The ice elemental can burrow through nonmagical, unworked ice and snow. While doing so, the elemental doesn\xe2\x80\x99t disturb the material it moves through. Furthermore, the ice elemental can ignore difficult terrain caused by ice or snow. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The elemental makes two slam attacks or one ice shard attack . \n'b' Ice Shard . Ranged Weapon Attack : +3 to hit, range 30/120 ft., one target: Hit 7 (2d6) piercing damage plus 1d6 cold damage. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage plus 1d10 cold damage. \n'b'\n'b' About \n'b' Ice elementals are the forces of ice and cold embodied in a dimly sentient form. Roughly humanoid in shape, ice elementals are made of jagged shards of ice. These rare creatures hail from the intersection of the elemental planes of air and water and are found in only the most extreme arctic environs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Elemental, Icestorm \n'b' Gargantuan elemental , chaotic neutral \n'b' Armor Class 19 (natural armor) \n'b' Hit Points 350 (20d20+140) \n'b' Speed 60 ft., swim 80 ft.\n'b' STATS STR: 25 (+7) DEX: 21 (+5) CON: 25 (+7) INT: 20 (+5) WIS: 23 (+6) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +12, Nature +12, Perception +13 \n'b' Damage Resistances acid, fire, thunder; bludgeoning, piercing, and slashing \n'b' Damage Immunities cold, lightning, poison \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , stunned , unconscious \n'b' Senses darkvision 240 ft., blindsight 30 ft., passive Perception 23 \n'b' Languages Aquan, Auran, Common, Primordial \n'b' Challenge 24 (62,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Chilling Aura . At the start of each of the elemental\xe2\x80\x99s turns, each creature within 10 feet of it takes 9 (2d8) cold damage. A creature that touches the elemental or hits it with a melee attack while within 10 feet of it takes 9 (2d8) cold damage. \n'b' Creeping Cold . When a creature takes 30 or more cold damage from the elemental in a single round, the creature\xe2\x80\x99s speed is reduced by 15 feet and it can\xe2\x80\x99t take reactions until the end of the elemental\xe2\x80\x99s next turn. \n'b' Elemental Concentration . The elemental does not need to concentrate on conjure elemental spells that it casts. \n'b' Innate Spellcasting . The elemental\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). It can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : control water , create food and water (water only), ice storm , sleet storm \n'b' 5/day : conjure elemental (air or water only) \n'b' 3/day : cone of cold , freezing sphere , wall of ice \n'b' 2/day : planeshift \n'b'\n'b' Legendary Resistance (3/Day) . If the elemental fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The elemental has advantage on saving throws made against spells and other magical effects. \n'b' Magic Weapons . The elemental\xe2\x80\x99s weapon attacks are magical. \n'b' Mixed Tongue . The elemental prefers to speak in a hybrid of Aquan and Auran. Creatures that know both languages have advantage on Wisdom ( Insight ) and Charisma checks made against the elemental . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elemental attacks twice. \n'b' Slam . Melee Weapon Attack : +14 to hit, reach 15 ft., one target. Hit : 20 (3d8+7) slashing damage plus 9 (2d8) cold damage. \n'b' Ice Shard . Ranged Weapon Attack : +14 to hit, range 200/800 ft., one target. Hit : 21 (4d6+7) piercing damage plus 9 (2d8) cold damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The elemental 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 elemental regains spent legendary actions at the start of its turn. \n'b'\n'b' Exploding Form . The elemental sends shards on its body exploding outward in a 30-foot radius sphere. Creatures in the area make a DC 22 Dexterity saving throw, taking 18 (4d8) piercing damage plus 9 (2d8) cold damage on a failure, or half as much on a success. \n'b' Snowstorm . Until the start of its next turn, the elemental is surrounded by a 20-foot-radius sphere of ice and snow, and creatures have disadvantage on ranged weapon attacks against the elemental . A creature can use a bonus action aiming to negate this trait\xe2\x80\x99s effects for the next ranged weapon attack it makes against the elemental so long as the attack is made immediately after aiming and before moving or taking a reaction . \n'b' Casts a Spell (Costs 2 Actions) . The elemental casts a spell. \n'b' Ice Boulder (Costs 2 Actions) . The elemental condenses and flash freezes the water from a vast area above a creature it can see within 100 feet, creating a massive boulder of ice to drop down with immense force. The creature makes a DC 22 Dexterity saving throw, taking 27 (6d8) bludgeoning damage and 27 (6d8) cold damage on a failed save, or half as much on a successful one. Creatures within 5 feet of the creature make a DC 22 Dexterity saving throw, taking half as much damage on a failed save, or none on a successful one. In addition, the area in a 20-foot radius around the creature becomes difficult terrain for 1 minute. \n'b'\n'b' ABOUT \n'b' Cold emanates where the Plane of Air and Plane of Water border each other, and in that chill strange circumstances result as zephyrs dart and some become frozen in place. Eventually living gusts of wind are trapped within icy prisons and ultimately fuse together. After centuries pass it gradually grows not only in size but also intelligence, power, and autonomy with every foot gained yet not without sacrifice for the process is grueling, painful, and infuriating. When an icestorm finally breaks free it metes out the rage built up from its long imprisonment , spreading the chill of death to every mortal it can reach. Once one of these epic elementals discovers a place from which to unleash its anger it climbs up to the highest heights it can find, making it seem as though the land itself has turned hostile\xe2\x80\x94boulders of ice roll down from the mountaintop to crush settlements below, dams of ice suddenly appear holding back snowmelt until they break to flood a whole region at once, and creatures are found by the dozens all frozen in place in macabre ice graveyards. \n'b' No matter what it is offered, its onslaught and goals can only be delayed as an icestorm\xe2\x80\x99s aims can never be altered once it has chosen what to do. Myths told within isolated wintry villages warn that these monsters are not unlike the glaciers they resemble for they cannot be moved, pushed back, or destroyed\xe2\x80\x94only avoided. \n'b' Winter Step . The elemental ignores difficult terrain created by ice or snow.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Elemental, Large Obsidian \n'b' Large elemental , neutral \n'b' Armor Class 16 (natural armor) Hit Points 94 (9d10 + 45) Speed 20 ft.\n'b' STATS STR: 20 (+5) DEX: 8 (-1) CON: 20 (+5) INT: 4 (-3) WIS: 11 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire; bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Terran Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brute . A melee weapon attack deals one extra die of its damage when the obsidian elemental hits with it (included in the attack ). \n'b' Death Throes . When the obsidian elemental dies, it explodes, and each creature within 30 feet of it must make a DC 16 Dexterity saving throw, taking 21 (6d6) slashing damage and 21 (6d6) fire damage on a failed saving throw, or half as much damage on a successful one. \n'b' Molten Glass . A creature that hits the obsidian elemental with a melee attack while within five feet of it takes 7 (2d6) fire damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The obsidian elemental makes two Claw attacks. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) slashing damage plus 9 (2d8) fire damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Hedgehog \n'b' Family: Animal \n'b' Tiny beast , unaligned \n'b' Armor Class 11 (natural armor) \n'b' Hit Points 2 (1d4) \n'b' Speed 15 ft.\n'b' STATS STR: 1 (-5) DEX: 11 (+0) CON: 10 (+0) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 \n'b' Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spiney Body . A hostile creature that touches the hedgehog or hits it with a melee attack while within 5 ft. of it takes 1 piercing damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +0 to hit, reach 5 ft., 1 targets. Hit : 1 point of piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Curl . As a reaction to being attacked, the hedgehog can curl into a ball. While curled into a ball the hedgehog gains a +2 bonus to AC. It may uncurl as a bonus action on its turn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Elemental, Mudslide \n'b' Gargantuan elemental , chaotic neutral \n'b' Armor Class 19 (natural armor) \n'b' Hit Points 330 (20d20+120) \n'b' Speed 40 ft., burrow 40 ft., climb 40 ft., swim 30 ft.\n'b' STATS STR: 24 (+7) DEX: 20 (+5) CON: 23 (+6) INT: 20 (+5) WIS: 25 (+7) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +12, Int +12, Cha +12 \n'b' Skills Arcana +12, Nature +12, Perception +14 \n'b' Damage Resistances fire, lightning, thunder; bludgeoning, piercing, and slashing \n'b' Damage Immunities acid, cold, poison \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , stunned , unconscious \n'b' Senses darkvision 240 ft., blindsight 30 ft., tremorsense 60 ft., passive Perception 24 \n'b' Languages Aquan, Common, Primordial, Terran \n'b' Challenge 24 (62,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . In addition, the elemental can move through a space as narrow as 1 foot wide without squeezing. \n'b' Earth Glide . The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Elemental Concentration . The elemental does not need to concentrate on conjure elemental spells that it casts. \n'b' Innate Spellcasting . The elemental\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 22). It can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : control water , create food and water (water only), move earth , sleet storm , stone shape \n'b' 5/day : conjure elemental (earth or water only) \n'b' 3/day : flesh to stone , wall of stone \n'b' 2/day : earthquake , planeshift \n'b'\n'b' Legendary Resistance (3/Day) . If the elemental fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The elemental has advantage on saving throws made against spells and other magical effects. \n'b' Magic Weapons . The elemental\xe2\x80\x99s weapon attacks are magical. \n'b' Mixed Tongue . The elemental prefers to speak in a hybrid of Aquan and Terran. Creatures that know both languages have advantage on Wisdom ( Insight ) and Charisma checks made against the elemental . \n'b' Regeneration . The elemental regains 10 hit points at the start of its turn if it has at least 1 hit point. \n'b' Siege Monster . The elemental deals double damage to objects and structures. \n'b' Storm Form . The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 10 feet of it takes 16 (3d10) lightning damage. In addition, the elemental can enter a hostile creature\xe2\x80\x99s space and stop there. The first time it enters a creature\xe2\x80\x99s space on a turn, that creature takes 16 (3d10) lightning damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elemental attacks three times. \n'b' Slam . Melee Weapon Attack : +12 to hit, reach 20 ft., one target. Hit : 16 (2d10+5) bludgeoning damage plus 9 (2d8) fire damage and 9 (2d8) lightning damage. \n'b' Lightning Strike . Ranged Weapon Attack : +15 to hit, range 300/900 ft., one target. Hit : 35 (5d10+8) lightning damage. \n'b' Whirlwind . Each creature in the elemental\xe2\x80\x99s space must make a DC 22 Strength saving throw. On a failure, a target takes 32 (6d8+5) bludgeoning damage and is flung up to 40 feet away from the elemental in a random direction and knocked prone . If a thrown target strikes an object, such as a wall or floor, the target takes 9 (2d8) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 22 Dexterity saving throw or take the same damage and be knocked prone . \n'b'\n'b' LEGENDARY ACTIONS \n'b' The elemental 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 elemental regains spent legendary actions at the start of its turn. \n'b'\n'b' Steam Cloud . Until the start of its next turn, the elemental is surrounded by a 20-foot-radius sphere of steam that makes the area heavily obscured. \n'b' Supercharge . The elemental briefly polarizes the static charge all around it to create a magnetic contraction. Creatures within 200 feet that are wielding metal weapons or wearing metal armor make a DC 21 Strength saving throw or are restrained until the end of the round as their ferrous armaments pin them against the ground. \n'b' Casts a Spell (Costs 2 Actions) . The elemental casts a spell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elemental uses Engulf and attacks once. \n'b' Slam . Melee Weapon Attack : +14 to hit, reach 15 ft., one target. Hit : 29 (4d10+7) bludgeoning damage. \n'b' Mudball . Ranged Weapon Attack : +14 to hit, range 250/750 ft., one target. Hit : 21 (4d6+7) bludgeoning damage and the target is grappled (escape DC 22). \n'b' Engulf . The elemental moves up to its speed. While doing so, it can enter Huge or smaller creatures\xe2\x80\x99 spaces. Whenever the elemental enters a creature\xe2\x80\x99s space, the creature must make a DC 22 Dexterity saving throw. On a successful save, the creature can choose to be pushed 20 feet back or to the side of the elemental . A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the elemental enters the creature\xe2\x80\x99s space, and the creature takes 27 (6d8) bludgeoning damage and is engulfed. The engulfed creature can\xe2\x80\x99t breathe, is restrained , has total cover , and takes 36 (8d8) bludgeoning damage at the start of each of the elemental\xe2\x80\x99s turns. When the elemental moves, the engulfed creature moves with it. In addition, any creatures the elemental has grappled make a DC 22 Strength saving throw or are also engulfed. An engulfed creature can try to escape by taking an action to make a DC 22 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the elemental . \n'b'\n'b' LEGENDARY ACTIONS \n'b' The elemental 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 elemental regains spent legendary actions at the start of its turn. \n'b'\n'b' Attack . The elemental makes an attack . \n'b' Casts a Spell (Costs 2 Actions) . The elemental casts a spell. \n'b' Mud Flood (Costs 2 Actions) . The elemental unleashes a wave of mud in a 50-foot radius. Creatures in the area are knocked prone and make a DC 22 Strength saving throw, taking 27 (6d8) bludgeoning damage on a failed save, or half as much on a successful one. A creature that takes 20 or more bludgeoning damage is grappled (escape DC 22). \n'b'\n'b' ABOUT \n'b' In the sludge where the Plane of Earth and Plane of Water meet perhaps the strangest of the epic elementals are formed. These creatures are unlike their kin most of all in how they are created, slowly gestating in ancient eddies that become perpetual whirlpools of grime that ever so slowly distill into intellects. Although mudslides do not experience great violence when they are wrought, their very bodies are in a never ending painful flux between solidity and liquidity so each knows suffering as a constant companion as well as the need for patience. The schemes employed by these primordial entities can sometimes take centuries to come to pass but they are utterly ruthless, bringing ruin to empires with no thought for all the deaths wrought by their doings. \n'b' Mudslide elementals are especially dangerous because they\xe2\x80\x99ve been known to permanently place themselves within other dimensions with far greater ease than other epic elementals by using planeshift to gradually transport small sections of their bodies every day over the course of a year, creating massive mudpiles in their destination plane. Once there permanently a mudslide spreads its body far and wide, at first bringing growth and fertility that mortals hail as a miracle (especially when it inadvertently helps put out wildfires). Ultimately the primordial elemental has a far different goal however, destabilizing worlds a region at a time\xe2\x80\x94when its work is done, in a matter of days whole settlements suddenly collapse in on themselves causing mass hysteria as people panic in the destructive mires. Disease, death, and starvation come in the mudslide\xe2\x80\x99s wake, and though it is slow to act, none of its planar kin are as devastating to life. \n'b' Sucking Wounds . When a creature scores a critical hit against the elemental with a melee weapon attack , it must succeed on a DC 22 Strength saving throw or its weapon becomes embedded in the elemental . A creature attacking with a natural weapon or unarmed strike gains the grappled condition (escape DC 22), and when the elemental moves the grappled creature moves with it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Elemental, Ocean \n'b'\n'b' Huge elemental , neutral \n'b' Armor Class 16 (natural armor) Hit Points 320 (20d12 + 80) Speed 30 ft., swim 90 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 5 (-3) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Aquan Challenge 19 (22,000 XP) \n'b' Special Traits \n'b'\n'b' Drench . The elemental\xe2\x80\x99s touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic . \n'b' Freeze . If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. \n'b' Water Form . The elemental can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. \n'b' Water Mastery . An ocean elemental gains a +2 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -2 penalty on attack and damage rolls. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The elemental uses vortex (either to start or dismiss the whirlpool) then makes three slam attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 22 (4d8 + 4) bludgeoning damage. \n'b' Vortex . An ocean elemental can create a whirlpool centred on itself in a 20-foot sphere. Creatures smaller than the elemental take 13 (2d8 + 4) bludgeoning damage when caught in the whirlpool and are pulled off their feet in to the swirling water if they fail a DC 18 Dexterity saving throw. Creatures already caught in the vortex at the start of their turn automatically take 13 (2d8 + 4) bludgeoning damage and may attempt another saving throw as an action to free themselves. Creatures with a swim speed have advantage on this saving throw. Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the vortex. They have disadvantage on attack rolls and the ocean elemental has advantage on attack rolls against them, but they can otherwise act normally. However, trapped creatures must make a DC 18 Constitution saving throw to cast spells; if the save fails, the spell is lost without effect. Creatures able to breathe water must save only when casting spells with somatics. The elemental can eject any swept-up creatures whenever it wishes as a bonus action, depositing them in its space. The vortex can only form underwater and cannot move beyond the body of water. If the ocean elemental is within 10 feet of the surface when it creates a vortex, it may choose to blanket the surface of the water with dense fog and spray, as the fog cloud spell. \n'b' Whelm (Recharge 4-6) . Each creature in the elemental\xe2\x80\x99s space must succeed on a DC 18 Strength saving throw. On a failure, a target takes 22 (4d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 18). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental\xe2\x80\x99s space. The elemental can grapple one huge creature or up to two large or smaller creatures at one time. At the start of each of the elemental\xe2\x80\x99s turns, each target grappled by it takes 22 (4d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull out a creature or object out of it by taking an action to make a DC 18 Strength and succeeding. \n'b'\n'b' About \n'b' Ocean elementals are patient, relentless creatures made of living fresh or saltwater. They prefer to hide or drag their opponents into the water to gain an advantage. As with other elementals, all ocean elementals have their own unique shapes and appearances. Some appear as wave-like creatures with vaguely humanoid faces and smaller wave \xe2\x80\x9carms\xe2\x80\x9d to either side, but many adopt the shape of an aquatic creature, such as a shark or octopus, but made entirely out of water. \n'b' Mythic Power . An ocean elemental is infused with legendary power, a manifestation of the power of gods of nature and the elements, or an elder colossus formed of the primal energies and raw matter of creation that has endured through all the ages. \n'b' These divinely anointed creatures have maximum hit points for their hit dice to represent their staying power and danger.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Elemental, Snowstorm \n'b' Huge elemental , neutral \n'b' Armor Class 18 Hit Points 178 (17d12 + 68) Speed 0 ft., fly 100 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +13 Skills Perception +5 Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, poison Damage Vulnerabilities fire Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., blindsight 500 ft., passive Perception 15 Languages Auran Challenge 13 (10,000 XP) \n'b' Special Traits \n'b'\n'b' Alert . The elemental has a +5 bonus to Initiative checks. In addition, it cannot be surprised, and other creatures do not gain advantage on attack rolls against the elemental as a result of being hidden from it. \n'b' Freezing Aura . A creature that touches the elemental or hits it with a successful melee attack while within 5 feet of it takes 5 (1d10) cold damage. \n'b' Snowstorm . The 500-foot radius surrounding the elemental is heavily obscured, filled with constantly blowing snow. Wisdom ( Perception ) checks that rely on hearing or scent are made at disadvantage. The elemental can sense everything within this area, though if the storm is quelled by magical or other supernatural means, the elemental loses its blindsight. Should this happen, the elemental can raise the storm again as an action. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The elemental makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage and 9 (2d8) cold damage, and the elemental may choose to push the target. If it does, the target must succeed on a DC 16 Strength saving throw or be knocked back 10 feet. \n'b'\n'b' About \n'b' In the midst of blowing snow that reduces the senses to almost nothing, a mass of writhing snowstorm coalesces. \n'b' The form moves with eerie intent, a hunter unaffected by the frozen elements around it. \n'b' Pockets of raw elemental power occasionally spew forth hordes of these elementals, spreading them across the landscape. It is said that a titan created the first snowstorm elemental, her breath giving life to the raging wind and snow.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Elemental, Steamrage \n'b' Gargantuan elemental , chaotic neutral \n'b' Armor Class 18 \n'b' Hit Points 330 (20d20+120) \n'b' Speed 50 ft., fly 60 ft. (hover)\n'b' STATS STR: 21 (+5) DEX: 26 (+8) CON: 23 (+6) INT: 22 (+6) WIS: 21 (+5) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +13, Nature +13, Perception +12 \n'b' Damage Resistances acid, thunder; bludgeoning, piercing, and slashing \n'b' Damage Immunities cold, fire, lightning, poison \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , stunned , unconscious \n'b' Senses darkvision 240 ft., blindsight 30 ft., steamsight, passive Perception 22 \n'b' Languages Aquan, Common, Ignan, Primordial \n'b' Challenge 24 (62,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Elemental Concentration . The elemental does not need to concentrate on conjure elemental spells that it casts. \n'b' Flyby . The elemental doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Innate Spellcasting . The elemental\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : fireball , lightning bolt \n'b' 5/day : conjure elemental (fire or water only) \n'b' 3/day : chain lightning , wall of fire \n'b' 2/day : planeshift, storm of vengeance \n'b'\n'b' Legendary Resistance (3/Day) . If the elemental fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The elemental has advantage on saving throws made against spells and other magical effects. \n'b' Magic Weapons . The elemental\xe2\x80\x99s weapon attacks are magical. \n'b' Mixed Tongue . The elemental prefers to speak in a hybrid of Aquan and Ignan. Creatures that know both languages have advantage on Wisdom ( Insight ) and Charisma checks made against the elemental . \n'b' Steamsight . The elemental can see perfectly through fog, mist, and steam. \n'b'\n'b' ABOUT \n'b' In the broken places where the Plane of Fire and Plane of Water slam into one another the most terrible instances of elemental fury never end, instead becoming relentless, thinking lightning storms of steam and rage. These epic elementals tend to take on avian forms and utterly dominate the skies, prowling over oceans in search of prey of any kind, shredding apart ships and spawning legends of vengeful sea gods in many worlds. Steamrages are greatly offended by the presence of islands and attempt to destroy them, or at the very least eliminate any living thing upon them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cherufe \n'b' Huge monstrosity , neutral evil \n'b' Armor Class 18 (obsidian scales) Hit Points 327 (19d12 + 114) Speed 50 ft., swim 30 ft.\n'b' STATS STR: 19 (+4) DEX: 13 (+1) CON: 22 (+6) INT: 11 (+0) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +12 Skills Athletics +10, Perception +8 Damage Resistance(s) bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Immunities fire Damage Vulnerabilities cold Senses darkvision 60 ft., passive Perception 18 Languages Common Challenge 18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fiery Aura . An aura of intense heat surrounds a cherufe. All creatures within 5 feet of the cherufe take 3 (1d6) points of fire damage at the beginning of the cherufe\xe2\x80\x99s turn. It can suppress or activate this aura at will as a reaction . \n'b' Fiery Blood . A creature striking a cherufe with a melee weapon attack with a slashing or piercing weapon takes 3 (1d6) points of fire damage unless they succeed a DC 18 Dexterity saving throw. \n'b' Legendary Resistance (3/Day) . If the cherufe fails a saving throw, it can choose to succeed instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 48 (8d10 + 4) slashing damage plus 38 (7d10) fire damage. \n'b' Fiery Boulder . Ranged Weapon Attack : +7 to hit, 20/60 ft., one target. Hit : 44 (8d10) bludgeoning damage plus 44 (8d10) fire damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The cherufe 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 cherufe regains spent legendary actions at the start of its turn. \n'b'\n'b' Ashfall (Costs 2 Actions) . The cherufe can create an ashstorm that blinds all creatures except for itself within 30 feet of it unless they succeed a DC 18 Constitution saving throw. This area also becomes difficult terrain . These effects last until the beginning of the cherufe\xe2\x80\x99s next turn. \n'b' Explosive Rock . A cherufe can infuse a thrown rock with part of its fiery essence. The rock explodes in a burst of fire dealing 10 (2d6) points of fire damage to all creatures in a 20-foot radius. Creatures in this area can attempt a DC 18 Dexterity saving throw to halve this damage. \n'b' Lava Stomp . A cherufe can stomp on the ground (in its square or an adjacent square) and draw forth a gout of lava with which it targets a single creature within 20 feet of it. The target takes 21 (4d6) points of fire damage unless it succeeds a DC 18 Dexterity saving throw which halves the damage. The target\xe2\x80\x99s space is treated as difficult terrain afterwards. \n'b'\n'b' ABOUT \n'b' Cherufes make their homes in the caverns of active volcanoes, where they have not only adapted to survive in these extreme conditions, but actually thrive in the pools of molten lava found therein. The cherufe\xe2\x80\x99s unique physiology lets it feed off of radiating heat, providing sustenance for the creature as well as mending its wounds. The hotter the source, the faster a cherufe recovers. If taken away from a source of intense heat, a cherufe slowly withers and dies, leaving behind a stony shell of a carcass. A cherufe stands about 18 feet tall and weighs close to 8,000 pounds. As long as it remains near a heat source, a cherufe can live for hundreds or even thousands of years. \n'b' Vengeful Vulcanism. Due to their long lifespans, nearby humanoids often believe the creatures immortal, and spread legends about the \xe2\x80\x9cgods of the volcanoes.\xe2\x80\x9d Some cultures worship cherufes, likening them to gods or great dragons. A cherufe\xe2\x80\x99s depraved and often malicious personality means that it particularly enjoys receiving sacrificial victims. The creature will often toy with an unfortunate sacrifice for days before finally decapitating the corpse and immolating the head. Cherufes cow nearby settlements with threats of earthquakes and volcanic eruptions, though the creatures have little desire to cause such havoc in their own homes and usually exaggerate the power they possess.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Elemental, Time (Common) \n'b' Medium elemental , neutral \n'b' Armor Class 17 (natural armor) Hit Points 97 (13d8 + 39) Speed 50 ft., fly 50 ft. (hover)\n'b' STATS STR: 16 (+3) DEX: 20 (+5) CON: 16 (+3) INT: 14 (+2) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison, psychic Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 12 Languages telepathy 120 ft. Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Cell Death . Damage dealt by the elemental can only be healed magically. In addition, a creature that is slain by a time elemental can only be restored to life by a true resurrection or wish spell. \n'b' Foresight . A time elemental can see a few seconds into the future. This ability prevents it from being surprised. \n'b' Immunity to Temporal Magic . Time elementals are immune to all time-related spells and effects that are not cast by other time elementals. \n'b' Actions \n'b' Multiattack . The time elemental makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b' Multi-Manifestation (Recharge 5-6) . The time elemental summons 1d4 duplicate manifestations of itself from alternate dimensions. Each of these manifestations has the same statistics of the time elemental but can only use melee attacks . Attacks that deal damage to one manifestation deal the same damage to the elemental and the other manifestations. The manifestations can attack on the turn they are summoned, and attack on the time elemental\xe2\x80\x99s initiative. The elemental can have no more than four manifestations under its control at any time. The manifestations disappear at the start of the elemental\xe2\x80\x99s next turn. \n'b' Time Jaunt . A time elemental can slip through the time stream and appear anywhere on the same plane of existence as if by teleport . This ability transports the time elemental and up to four other creatures of the elemental\xe2\x80\x99s choice that are within a 30 feet of it. Unwilling creatures must succeed on a DC 15 Wisdom saving throw to avoid being carried away.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Elemental, Time (Noble) \n'b' Large elemental , neutral \n'b' Armor Class 18 (natural armor) Hit Points 123 (13d10 + 52) Speed 50 ft., fly 50 ft. (hover)\n'b' STATS STR: 18 (+4) DEX: 20 (+5) CON: 18 (+4) INT: 18 (+4) WIS: 18 (+4) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +9, Wisdom +9, Charisma +7 Skills Insight +9, Perception +9, Stealth +10 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison, psychic Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 19 Languages telepathy 120 ft. Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Cell Death . Damage dealt by the elemental can only be healed magically. In addition, a creature that is slain by a time elemental can only be restored to life by a true resurrection or wish spell. \n'b' Foresight . A time elemental can see a few seconds into the future. This ability prevents it from being surprised. \n'b' Immunity to Temporal Magic . Time elementals are immune to all time-related spells and effects that are not cast by other time elementals. \n'b' Actions \n'b' Multiattack . The time elemental makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage. \n'b' Alter Age (1/day) . The elemental can attempt to age a target creature within 5 feet of it. The target must make a DC 17 Constitution saving throw or be aged 1d4 x 10 years. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. \n'b' Multi-Manifestation (Recharge 5-6) . The time elemental summons 1d4 duplicate manifestations of itself from alternate dimensions. Each of these manifestations have the same statistics of the time elemental but can only use melee attacks. Attacks that deal damage to one manifestation deal the same damage to the elemental and the other manifestations. The manifestations can attack on the turn they are summoned, and attack on the time elemental\xe2\x80\x99s initiative. The elemental can have no more than four manifestations under its control at any time. The manifestations disappear at the start of the elemental\xe2\x80\x99s next turn. \n'b' Temporal Displacement (1/day) . The time elemental can remove a target creature from the current timeline. The target must succeed on a DC 18 Constitution saving throw, or disappear in a flash of white energy. For a number of minutes equal to the time elemental\xe2\x80\x99s Wisdom modifier, it is as if the displaced creature never existed. The creature is completely undetectable while in this state. A displaced creature can us its action to attempt to end the displacement. When it does so, it makes a DC 18 Intelligence check. If it succeeds, it escapes, and the effect ends. When the effect ends, the creature reappears in the same space it was in before being displaced. If the space is occupied when the creature returns, it appears in the nearest open space and takes no damage. \n'b' Time Jaunt . A time elemental can slip through the time stream and appear anywhere on the same plane of existence as if by teleport . This ability transports the time elemental and up to four other creatures of the elemental\xe2\x80\x99s choice that are within a 30 feet of it. Unwilling creatures must succeed on a DC 17 Wisdom saving throw to avoid being carried away.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Elemental, Time (Royal) \n'b' Large elemental , neutral \n'b' Armor Class 20 (natural armor) Hit Points 380 (40d10 + 160) Speed 50 ft., fly 50 ft. (hover)\n'b' STATS STR: 18 (+4) DEX: 20 (+5) CON: 18 (+4) INT: 21 (+5) WIS: 21 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +10, Wisdom +11, Charisma +11 Skills Insight +11, Perception +11, Stealth +11 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison, psychic Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 21 Languages telepathy 120 ft. Challenge 17 (18,000 XP) \n'b' Special Traits \n'b' Cell Death . Damage dealt by the elemental can only be healed magically. In addition, a creature that is slain by a time elemental can only be restored to life by a true resurrection or wish spell. \n'b' Foresight . A time elemental can see a few seconds into the future. This ability prevents it from being surprised. \n'b' Immunity to Temporal Magic . Time elementals are immune to all time-related spells and effects that are not cast by other time elementals. \n'b' Actions \n'b'\n'b' Multiattack . The time elemental makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 23 (4d8 + 5) bludgeoning damage. \n'b' Alter Age (1/day) . The elemental can attempt to age a target creature within 5 feet of it. The target must make a DC 17 Constitution saving throw or be aged 1d4 x 10 years. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. \n'b' Multi-Manifestation (Recharge 5-6) . The time elemental summons 1d4 duplicate manifestations of itself from alternate dimensions. Each of these manifestations have the same statistics of the time elemental but can only use melee attacks. Attacks that deal damage to one manifestation deal the same damage to the elemental and the other manifestations. The manifestations can attack on the turn they are summoned, and attack on the time elemental\xe2\x80\x99s initiative. The elemental can have no more than four manifestations under its control at any time. The manifestations disappear at the start of the elemental\xe2\x80\x99s next turn.\n'b'\n'b' Temporal Displacement (1/day) . The time elemental can remove a target creature from the current timeline. The target must succeed on a DC 18 Constitution saving throw, or disappear in a flash of white energy.\n'b'\n'b' For a number of minutes equal to the time elemental\xe2\x80\x99s Wisdom modifier, it is as if the displaced creature never existed. The creature is completely undetectable while in this state. \n'b' A displaced creature can us its action to attempt to end the displacement. \n'b' When it does so, it makes a DC 18 Intelligence check. If it succeeds, it escapes, and the effect ends. \n'b' When the effect ends, the creature reappears in the same space it was in before being displaced. If the space is occupied when the creature returns, it appears in the nearest open space and takes no damage. \n'b'\n'b' Time Jaunt . A time elemental can slip through the time stream and appear anywhere on the same plane of existence as if by teleport . This ability transports the time elemental and up to four other creatures of the elemental\xe2\x80\x99s choice that are within a 30 feet of it. Unwilling creatures must succeed on a DC 18 Wisdom saving throw to avoid being carried away.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Elemental, Volcanic \n'b' Gargantuan elemental , chaotic neutral \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 370 (20d20+160) \n'b' Speed 60 ft., burrow 60 ft., climb 60 ft.\n'b' STATS STR: 25 (+7) DEX: 20 (+5) CON: 26 (+8) INT: 21 (+5) WIS: 22 (+6) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +12, Nature +12, Perception +13 \n'b' Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities acid, cold, fire, poison \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , stunned , unconscious \n'b' Senses darkvision 240 ft., blindsight 30 ft., tremorsense 60 ft., passive Perception 23 \n'b' Languages Common, Ignan, Primordial, Terran \n'b' Challenge 24 (62,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Earth Glide . The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Elemental Concentration . The elemental does not need to concentrate on conjure elemental spells that it casts. \n'b' Innate Spellcasting . The elemental\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). It can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : fireball , scorching ray \n'b' 5/day : conjure elemental (earth or fire only) \n'b' 3/day : wall of fire , wall of stone \n'b' 2/day : delayed blast fireball , firestorm, planeshift \n'b'\n'b' Lava Form . The elemental can move through a space as narrow as 1 foot wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 27 (5d10) fire damage. In addition, the elemental can enter a hostile creature\xe2\x80\x99s space and stop there. The first time it enters a creature\xe2\x80\x99s space on a turn, that creature takes 27 (5d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 27 (5d10) fire damage at the start of each of its turns. \n'b' Legendary Resistance (3/Day) . If the elemental fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The elemental has advantage on saving throws made against spells and other magical effects. \n'b' Magic Weapons . The elemental\xe2\x80\x99s weapon attacks are magical. \n'b' Mixed Tongue . The elemental prefers to speak in a hybrid of Ignan and Terran. Creatures that know both languages have advantage on Wisdom ( Insight ) and Charisma checks made against the elemental . \n'b' Siege Monster . The elemental deals double damage to objects and structures. \n'b' Sucking Wounds . When a creature scores a critical hit against the elemental with a melee weapon attack , it must succeed on a DC 22 Strength saving throw or its weapon becomes embedded in the elemental . A creature attacking with a natural weapon or unarmed strike gains the grappled condition (escape DC 22), and when the elemental moves the grappled creature moves with it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elemental attacks twice. \n'b' Slam . Melee Weapon Attack : +14 to hit, reach 15 ft., one target. Hit : 25 (4d8+7) bludgeoning damage plus 27 (5d10) fire damage. \n'b' Throw Lava . Ranged Weapon Attack : +14 to hit, range 100/400 ft., one target. Hit : 25 (4d8+7) bludgeoning damage plus 27 (5d10) fire damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The elemental 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 elemental regains spent legendary actions at the start of its turn. \n'b'\n'b' Lava Eruption . The elemental summons up magma that explodes out of the earth beneath a creature it can see. Creatures within 15 feet of the lava spout make a DC 22 Dexterity saving throw or are hit by lava. The targeted creature makes its saving throw with disadvantage. Any creature hit by lava takes 27 (5d10) fire damage. \n'b' Move . The elemental moves up to its speed without provoking opportunity attacks. \n'b' Upheaval (Costs 2 Actions) . All creatures within 100 feet of the elemental make a DC 22 Dexterity saving throw or are thrown into the air, landing prone . A creature is thrown 10 feet for every 5 points it fails its Dexterity saving throw by, taking 3 (1d6) bludgeoning damage for every 10 feet it was thrown. \n'b'\n'b' ABOUT \n'b' It is difficult for mortal minds to comprehend the breadth of the power contained by the creatures spawned in the apocalyptic places where the Plane of Fire and Plane of Earth meet, and harder still for them to understand how such abominations can come to be. With enough time, as stone and rock melts and cools in endless cycles, eventually some form into structures and shapes that have great power. When these specific and peculiar conditions do occur however they are brief\xe2\x80\x94and when the rock melts the resulting explosion brings forth a monster that gives pause even to gods. Once unleashed upon a new realm these elementals cause eruptions of magma lines to reactivate dormant volcanoes or create lava fields from rolling plains and verdant forests, transforming a region into a hellish landscape resembling themselves.'}