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Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bloodmare \n'b' Large beast , neutral evil\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 20 (+5) INT: 3 (-4) WIS: 10 (+0) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 (natural armor) Hit Points 105 (10d10 + 50) Speed 60 ft. Skills Perception +2, Survival +2 Senses darkvision 120 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Equine Call . When the bloodmare calls, all horses within 1,000 feet must make a DC 15 Wisdom saving throw. On a failure, the horse will do everything in its power to follow the bloodmare, including trying to break free of restraints, until it is out of range of the call for one minute. Another creature that is riding the horse or otherwise has an opportunity to control it may grant the animal advantage on the roll by succeeding at a DC 17 Wisdom ( Animal Handling ) or Strength ( Athletics ) check. A horse that resists the call is immune to this ability for 24 hours. \n'b' Keen Smell . The bloodmare has advantage on Perception checks that rely on scent, and can automatically smell any horse within one mile. \n'b' Tireless at Night . From sunset to sunrise the bloodmare is immune to exhaustion . \n'b' Trampling Charge . If the bloodmare moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be forced\xc2\xa0 prone . If the target is prone, the bloodmare can make another attack with its hooves against it as a bonus action. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The bloodmare makes two attacks, one with its hooves and one with its bite. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Hooves . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b'\n'b' Tactics \n'b' A wild bloodmare will avoid most combat, except when it feeds on other horses. The bloodmare will lead horses on wild nighttime gallops until their prey gain several levels of exhaustion (depending on the number and strength of the other horses) then turn back to kill their weakened victims. \n'b' Description \n'b' The horse has the size and bearing of a powerful warhorse, clean-limbed and strong, but its greenish-black coat reflects no light and its eyes are the color of clotted blood. Its teeth and hooves are sharply pointed, allowing it to tear flesh from its prey. \n'b' Any horse that breaks free from its line or is released by its master bolts toward the bloodmare, which then runs into the distant hills. It leads until the other horses become exhausted, then turns back to kill and eat its prey. The bloodmare returns each night so long as a group still has horses to prey upon, disappearing only after the last has been killed. \n'b' In recent years, many lords have tried capturing wild bloodmares and turning them into warhorses, although with mixed results. A rider, generally one inclined toward evil, who manages to be accepted by a bloodmare will find it to be a fearless and ferocious steed, and especially valuable for nighttime travel. However, even a tamed bloodmare may, on occasion, succumb to its cannibalistic tendencies.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bloodsapper \n'b' Medium aberration , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 90 (12d8 + 36) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 5 (-3) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5 Skills Perception +3, Stealth +4, Survival +3 Senses darkvision 60 ft., passive Perception 13 Languages understands Common but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' Special Traits \n'b' Blood Scent . A bloodsapper can smell blood within 240 feet of it. It can determine whether the blood is fresh or old and what type of creature shed the blood. In addition, the bloodsapper has advantage on Wisdom ( Perception ) and Wisdom ( Survival ) checks to find or track a creature that doesn\xe2\x80\x99t have all its hp . \n'b' Actions \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Draining Tongue . Melee Weapon Attack : +5 to hit, reach 15 ft., one target. Hit : 12 (2d8 + 3) piercing damage, and the bloodsapper attaches to the target. While attached, the bloodsapper doesn\xe2\x80\x99t attack. Instead, at the start of each of the bloodsapper\xe2\x80\x99s turns, the target loses 12 (2d8 + 3) hp due to blood loss. The bloodsapper can detach itself from a target by spending 5 feet of its movement, which it does once it has drained 25 hp from the target or the target dies. A creature, including the target, can take its action to detach the bloodsapper\xe2\x80\x99s tongue by succeeding on a DC 14 Strength check. Alternatively, the bloodsapper\xe2\x80\x99s tongue can be attacked and severed (AC 12; hp 20). The bloodsapper regrows a severed tongue when it completes a long rest or when it reduces a creature to 0 hp. \n'b' Bloody Breath (Recharge Special) . The bloodsapper can expel a 15-foot cone of acrid gas and blood from its bladder. Each creature in the area must make a DC 13 Constitution saving throw. On a failure, a creature takes 14 (4d6) acid damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned . A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a bloodsapper uses its Bloody Breath, it can\xe2\x80\x99t use Bloody Breath again until it has drained at least 25 hp of blood from a creature. \n'b' About \n'b' This hairless, dog-like creature has pale skin, an enormous bladder underneath its throat, and a conical head with two deepset, black eyes. A long, thick red tongue, ending in a hollow spike, flicks from its shrew-like mouth. \n'b' Ravenous Blood Eaters . The bloodsapper is a vampiric creature with an unrelenting thirst for blood. While it can drink the blood of animals and wild beasts, it vastly prefers the blood of sapient bipedal creatures, such as giants and humanoids. \n'b' When it catches prey, it uses its long, spiked tongue to impale and drain them until they are little more than husks. Due to its appetite, the bloodsapper frequently comes into conflict with other creatures reliant on blood such as stirges, vampires , and chupacabras, though it usually retreats if outmatched or outnumbered by its opponents. \n'b' Strange Dogs . Because of their dog-like bodies and propensity to form into packs when hunting large numbers of prey, bloodsappers are frequently confused with evil canids like worgs and hell hounds, despite their clearly aberrant nature. \n'b' Some believe bloodsappers were artificially created by an aboleth scientist, vampire mage, or similar entity, or that the creatures originated from beyond the stars or another realm of existence entirely.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bloodsprite \n'b' Tiny fey , neutral evil \n'b' Armor Class : 16 Hit Points 3 (1d4) Speed : 15 ft., fly 60 ft..\n'b' STATS STR: 7 (-2) DEX: 16 (+3) CON: 12 (+1) INT: 14 (+2) WIS: 15 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Arcana +4, Nature +4, Perception +4, Survival +4 Senses : darkvision 60 ft., passive Perception 14 Damage Vulnerabilities : cold iron, radiant Damage Resistances : bludgeoning, piercing, slashing and stabbing from weapons that are nonmagical or not made from cold iron Damage Immunities : poison, necrotic Condition Immunities : poisoned , charmed Languages : Sylvan Challenge : 1/4 (25 XP) \n'b' Special Traits \n'b' Poison . The bloodsprite\xe2\x80\x99s saliva secretes a potent neurotoxin. While the sprite\xe2\x80\x99s teeth are not sharp enough nor its jaw powerful enough to seriously damage a human, they lick their needles to coat them in this substance, which they deliver through jabbing their opponents. The poison deals 1d4 points of damage and causes the victim to be poisoned for 1d6 hours on each stab. A DC 15 Constitution save negates the poisoned condition and halves the damage. \n'b' Actions \n'b' Needle . Melee Weapon Attack : +5 to hit, reach 5 ft., 1 target. Hit : 1 point of piercing damage, plus poison damage (above). \n'b' About \n'b' Bloodsprites are cruel, capricious creatures. They take pleasure in nothing save the joys of murder, deception, and sabotage. They are not particularly intelligent, but they do display a sheer cunning when it comes to inflicting woe and malice. \n'b' Bloodsprites build nests, infesting a location and either displacing the local vermin (such as rats) or herding them for food. They are ruthlessly hunted and destroyed by common folk whenever they are found in civilized lands, for they are a constant source of destruction and pain. They are usually encountered in gangs of 1-6 or a nest of 10-100 individuals. In a nest, roughly 2/3 of those present will be women and children. \n'b' Although not clever enough to manufacture tools, bloodsprites are certainly bright enough to use them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bloodstone Sentinel \n'b' Large construct , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 114 (11d10 + 48) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 7 (-2) CON: 18 (+4) INT: 8 (-1) WIS: 10 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creators but can\xe2\x80\x99t speak Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Blood Lure . When a creature within 10 feet of the sentinel that isn\xe2\x80\x99t an undead or a construct takes piercing or slashing damage, it must succeed on a DC 15 Constitution saving throw or take an extra 7 (2d6) damage of that type. The sentinel\xe2\x80\x99s Blood Reservoir increases by an amount equal to the extra damage dealt. \n'b' Blood Reservoir . The bloodstone sentinel absorbs blood that is spilled nearby into itself. This reservoir of blood grows when a creature takes extra damage from the sentinel\xe2\x80\x99s Blood Lure trait. The Blood Reservoir can\xe2\x80\x99t exceed the sentinel\xe2\x80\x99s hp maximum. As a bonus action, the sentinel can reduce the Blood Reservoir by 10 to cause one of the following effects:\n'b'\n'b' Empower Blood . A friendly creature within 30 feet of the sentinel that isn\xe2\x80\x99t an undead or a construct has advantage on its next weapon attack roll. \n'b' Inspire Fury . A creature of the sentinel\xe2\x80\x99s choice within 30 feet of the sentinel must succeed on a DC 15 Charisma saving throw or immediately use its reaction to move up to its speed and make one melee weapon attack against its nearest ally. If no ally is near enough to move to and attack , the target attacks the nearest creature that isn\xe2\x80\x99t the bloodstone sentinel. If no creature other than the sentinel is near enough to move to and attack , the target stalks off in a random direction, seeking a target for its fury. \n'b' Sustain . A nonhostile undead creature within 30 feet of the sentinel that must eat or drink, such as a ghoul or vampire , regains 10 hit points . \n'b'\n'b' Actions \n'b' Multiattack . The bloodstone sentinel makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b' Blood Magic . As a bonus action, a spellcaster casting a blood magic spell while within 5 feet of the bloodstone sentinel can use blood from the sentinel\xe2\x80\x99s reservoir to cast the spell without expending a spell slot. To do so, the spellcaster reduces the sentinel\xe2\x80\x99s Blood Reservoir by 10 for each level of the spell cast. Casting a cantrip reduces the reservoir by 5 instead. \n'b' About \n'b' A humanoid statue made of green stone streaked with red steps forward, its long, curved claws reaching out. Its face is blank of features except two deep eye sockets that drip fresh blood like tears. \n'b' Evil cults exsanguinate sacrifices over specially prepared bloodstone statues, infusing the life force of the victims into the rock and granting it life. These sentinels are driven to see more blood spilled, whether by their own hands, those of their masters, or even those of their enemies. \n'b' Blood Calls Blood . The blood infused into the sentinel perpetually leaks out, a representation of the agony that created the construct. This agony pulls on nearby creatures, drawing out vital fluids and ripping minor wounds into great injuries. The sentinel stores this blood inside itself, and the red veins in its stone become more prevalent the more blood it stores. \n'b' Mindless Fury . Those who create bloodstone sentinels invariably see power through the spilling of blood and utilize the construct to spread their faith. Some blood cults use the sentinels as mobile containers for the primary component of their profane rituals. \n'b' Construct Nature . A bloodstone sentinel doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bloodsucking Wyrm \n'b' Medium monstrosity , unaligned \n'b' Armor Class : 16 (natural armor) Hit Points . 51 (6d8+24) Speed . 15ft.\n'b' STATS STR: 18 (+4) DEX: 10 (0) CON: 18 (+4) INT: 2 (-4) WIS: 10 (0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities . acid Damage Vulnerabilities . fire Senses . blindsight 60 ft, passive Perception 15 Skills . Perception +6, Stealth +6 Challenge . 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Acidic Bite . If a bloodsucking wyrm misses on an attack , but would strike on a touch attack , it latches on to an otherwise armored part of a character and begins to secrete acid which dissolves the armor. On the next round the wyrm breaks through and begins to deal bloodsucking damage to the mouth and no face of which to speak. Its brow is flat, with a broad flat scale covering the brain pan. The mouth is filled with broad triangular teeth that run the length of the top and lower jaw. The scaj are made of thousands of scales, and have no guts, blood or any other earthly component. When struck only dust follows the arc of a blade, or rises from the shattered blow of a hammer. \n'b'\n'b' ABOUT \n'b' The larger cousin of the blood worm, bloodsucking wyrms are medium-sized, snake-like wyrms generated from the filth, corruption and blood of evil dragons. As the corruption and filth of these dragons\xe2\x80\x99 bodily secretions falls upon mud and muck, the worms spawn from the mystical corruption generated. Once a single one is born, it quickly propagates, spreading over swamps and morass until it becomes a small army of deadly parasites. \n'b' They cough constantly, hacking up ash and clouds of dust. The hacking seems a warning, but as with their other actions, it possesses no purpose. \n'b' These wyrms lie in wait within swamps and muck, mindlessly waiting and driven by instinct to feed whenever the opportunity presents itself. \n'b' They are long and thick, and can grow from several feet up to 12 feet long or more-easily the size of a python. They are black, squamous, scaly creatures, reptilian in nature, and possessed of a leech-like mouth lined with thousands of tiny teeth. They look a bit like a cross between a black python and a lamprey. \n'b' Mindless Parasites . Bloodsucking wyrms are instinct-driven parasites, largely mindless and waiting for victims to pass by. \n'b' As soon as a potential meal passes within range, the parasite lashes out, latching on with impossible strength and draining the victim of blood. They are able to secrete an acid from their mouth which will eat through armor, clothing and other forms of protection, damaging the armor in the process of attacking. \n'b' Metabolic Reproduction . Bloodsucking wyrms reproduce from the act of feeding. The more they feed, the more larvae they produce. A single victim drained to death is enough to produce several dozen larvae; as such, these creatures can grow to plague-levels very quickly. Larvae mature within 1d4 weeks to full size, though as many as 50% of the larvae may be consumed and re-absorbed by the parents to sustain their ongoing metabolism. Larvae consumed in this manner do not result in additional spawn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bloodsucking Wyrm \n'b' Medium monstrosity , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 51 (6d8+24) Speed 15 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 18 (+4) INT: 2 (-4) WIS: 10 (0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4 Damage Vulnerabilities fire Damage Immunities acid Senses blindsight 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Acidic Bite . If a bloodsucking wyrm misses on an attack , but would strike an Armor Class of 10, it latches on to an otherwise armored or clothed part of a character and begins to secrete acid, which dissolves the armor or cloth. On the next round, the wyrm breaks through and begins to deal bloodsucking damage to the character. In addition, the armor\xe2\x80\x99s AC value is thereafter reduced by 1 point, unless repaired by a blacksmith, leatherworker, or other armor smith. AC reduction is cumulative with multiple attacks by several wyrms. Armor whose AC is reduced to 10 is useless and irreparable. \n'b' Thrashing Instinct . Victims grappled by a bloodsucking wyrm are at disadvantage to attack the creature (but not to attempt an escape DC), as it instinctively targets hard-to-reach areas and constantly thrashes about. \n'b'\n'b' ACTIONS \n'b'\n'b' Bloodsucking Bite . Melee Weapon Attack : +6 to hit, reach 10 ft., 1 target. Hit : 11 (2d6+4) piercing damage, plus 2 (1d4) acid damage. If the bite strikes successfully, the victim is grappled thereafter until the bloodsucking wyrm dies (escape DC 16 Strength ( Athletics ) only; success deals 3 (1d6) slashing damage and 3 (1d6) acid damage as the creature is ripped off.) and the wyrm deals an additional 3 (1d6) damage of blood drain every round. \n'b' Tail Swipe . Melee Weapon Attack : +6 to hit, reach 10 ft., 1 target. Hit : 8 (1d8+4) bludgeoning damage. This attack is a defense mechanism; the wyrm may only use the tail attack while feeding upon a victim, and it may not attack the victim upon whom it is feeding. \n'b'\n'b' ABOUT \n'b' The larger cousin of the blood worm, bloodsucking wyrms are medium-sized, snake-like wyrms generated from the filth, corruption, and blood of evil dragons. As the corruption and filth of these dragons\xe2\x80\x99 bodily secretions falls upon mud and muck, the wyrms spawn from the mystical corruption generated. \n'b' Once a single one is born, it quickly propagates, spreading over swamps and morass until it becomes a small army of deadly parasites. These wyrms lie in wait within swamps and muck, mindlessly waiting and driven by instinct to feed whenever the opportunity arises. They are long and thick, and they can grow from several feet up to 12 feet long or more\xe2\x80\x94easily the size of a python. They are black, squamous, scaly creatures, reptilian in nature, and possessed of a leechlike mouth lined with thousands of tiny teeth. They look a bit like a cross between a black python and a lamprey. \n'b' Mindless Parasites . Bloodsucking wyrms are instinct-driven parasites, largely mindless and waiting for victims to pass by. As soon as a potential meal passes within range, the parasite lashes out, latching on with impossible strength and draining the victim of blood. They can secrete an acid from their mouth, which eats through armor, clothing, and other forms of protection, damaging the armor or attire in the process of attacking. \n'b' Metabolic Reproduction . Bloodsucking wyrms reproduce from the act of feeding. The more they feed, the more larvae they produce. A single victim drained to death is enough to produce several dozen larvae; as such, these creatures can grow to plague-levels very quickly. Larvae mature within 1d4 weeks to full size, though as many as 50% of the larvae may be consumed and re-absorbed by the parents to sustain their ongoing metabolism. Larvae consumed in this manner do not result in additional spawn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bloodsuckle \n'b' Large plant , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 68 (8d10 + 24) Speed 0 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 17 (+3) INT: 6 (-2) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +2 Damage Resistances bludgeoning Damage Immunities poison Condition Immunities blinded , charmed , deafened, frightened , poisoned Senses blindsight 50 ft. (blind beyond this radius), passive Perception 12 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Actions \n'b'\n'b' Multiattack . The bloodsuckle makes two Tendril attacks and four Raking Limb attacks. \n'b' Tendril . Melee Weapon Attack : +5 to hit, reach 30 ft., one target. Hit : The target is grappled (escape DC 13) and injected with mind-altering sap. Such targets must succeed on a DC 15 Wisdom save or become charmed . If a target or its allies are currently in combat with the bloodsuckle, the target has advantage on this saving throw. Those who fail are released immediately but compelled to remain near the bloodsuckle and submit to its Blood Drain ability. A charmed creature may make a new save each time it takes damage from a source other than Blood Drain. Grappled targets who fail to break free are pulled to within 10 feet, in range of the bloodsuckle\xe2\x80\x99s raking limbs. \n'b' Raking Limb . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 6 (1d6 + 3) slashing damage. The bloodsuckle only rakes targets it has failed to turn into blood hosts or who present urgent danger to its survival. \n'b'\n'b' Bonus Actions \n'b'\n'b' Blood Drain . The bloodsuckle can drain blood from each of its charmed hosts dealing 7 (2d6) necrotic damage per round. It will stop drawing from a host when that host reaches 25% of its maximum hit points , hoping to preserve sources of food as long as possible. \n'b'\n'b' About \n'b' Bloodsuckles are semi-intelligent and immobile plants that gain nourishment from the blood of living creatures. Unlike other carnivorous plants, the bloodsuckle maintains a group of living hosts that it gorges itself on. Bloodsuckles are found in forests, swamps, and rolling hills in climates where the temperate is mild. They are never found in cold climates, but a variety of this plant is thought to exist in warmer regions. \n'b' When a bloodsuckle detects movement within 30 feet, it sends out its long, vine-like tendrils towards the disturbance. If the tendril strikes a living target, it injects sap into the victim which brings it under the plant\xe2\x80\x99s control. A bloodsuckle can automatically detect the presence of one of its hosts within 30 feet, and does not attack it. Rather, it lets the host draw close so it can embrace it with its tendrils and consume its blood. \n'b' Creatures that are not hosts of the bloodsuckle that come within 10 feet are attacked by its woody limbs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spellwarped Demon \n'b' Family: Demons \n'b' Medium fiend ( Demon ) , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 114 (12d8 + 60) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 16 (+3) CON: 20 (+5) INT: 11 (+0) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Con +8, Wis +4 Skills Athletics +8, Deception +6, Perception +4 Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 14 Languages Abyssal, telepathy 120 ft. \n'b' Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Absorption . When the demon succeeds on a saving throw against a spell or a spell attack misses it, the spell has no effect on it and the demon\xe2\x80\x99s Wild Magic Wave is immediately recharged. \n'b' Magic Resistance . The demon has advantage on saving throws against spells and other magical effects. \n'b' Murderous Ire . When a creature succeeds on an ability check or saving throw against one of the demon\xe2\x80\x99s attacks or features, the demon takes affront. Until the end of its next turn and as long as it can see that creature, the demon focuses its actions on harming that creature, regardless of whether better or easier targets are within reach. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The demon makes two attacks, one with its Bite and one with its Claws. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (1d10 + 5) piercing damage and, if the target is a creature, it must succeed on a DC 16 Constitution saving throw. On a failed save, the target is poisoned for 1 minute. While poisoned in this way, the target has disadvantage on saving throws against spells and other magical effects. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage plus 9 (2d8) force damage. \n'b' Wild Magic Wave (Recharge 6) . The demon unleashes raw magical energy in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 27 (6d8) force damage and suffers a random magical effect (roll a d4):\n'b'\n'b'\n'b' The target is encapsulated in a magical cage as if it was affected by the forcecage spell. \n'b' Gravity is reversed for the target as if it was affected by the reverse gravity spell. \n'b' The target\xe2\x80\x99s speed is halved and it has disadvantage on attack rolls, ability checks, and saving throws that use Strength or Dexterity . \n'b' The target can\xe2\x80\x99t speak, can\xe2\x80\x99t take reactions , and has disadvantage on saving throws it makes to maintain its concentration. The effect lasts until the end of the demon\xe2\x80\x99s next turn. On a successful save, a creature takes half as much damage and suffers no additional effect. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Force Step . The demon magically teleports to an unoccupied space it can see within 30 feet of it. Each creature within 5 feet of it where it arrives must make a DC 16 Strength saving throw. On a failed save, a creature takes 9 (2d8) force damage and is forced prone . On a successful save, a creature takes half as much damage and isn\xe2\x80\x99t\xc2\xa0forced prone . \n'b' Implode Ward . The demon attempts to implode a magical effect on a creature it can see within 60 feet of it. The target must make a DC 16 Intelligence saving throw. On a failed save, one spell or other magical effect of the demon\xe2\x80\x99s choice ends on the target. Additionally, the target takes 4 (1d8) force damage per level of the spell or 13 (3d8) force damage if the demon ended a magical effect. \n'b'\n'b' REACTIONS \n'b'\n'b' Warp Spell . When a creature the demon can see within 60 feet of it casts a spell, the demon forces the creature to make a spellcasting ability check against a DC equal to 10 + the spell\xe2\x80\x99s level. On a failure, the spell fails and the caster instead creates a random magical effect rolled on the Wild Magic Effects table. \n'b'\n'b' ABOUT \n'b' The chaotic energies of wild magic are attractive not only to ambitious mortals, but also to the fell demons of the Abyss. Some demon lords are known to bathe their followers in spellfire and raw magic in the hopes that the unstable energy will suffuse their forms and make them more fearsome soldiers in the endless wars against the devils of the Nine Hells. \n'b' Spellwarped demons are little more than bundles of unstable magic and bloodlust rolled into one. They attack with reckless abandon, taking great satisfaction in scattering foes with waves of wild magic or imploding or warping their enemies spells.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bloodsuckle \n'b' Large plant , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 90 (12d10+ 24) Speed 0 ft. (immobile)\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 16 (+2) INT: 6 (-2) WIS: 11 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded , deafened , exhaustion Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages telepathy 100 ft. (only with hosts) Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Drain . The bloodsuckle drains blood from the creature it is grappling. The creature must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by 7 (2d6). This reduction lasts until the creature finishes a short or long rest. The target dies if this effect reduces its hit point maximum to 0. Bloodsuckles never kill those they have transformed into hosts unless they are extremely hungry. \n'b' Create Host . As a bonus action while grappling a target, the bloodsuckle injects poison sap into its victim. The creature must succeed at a DC 13 Wisdom saving throw or fall under the effects of a permanent dominate monster spell, at which point the victim is transformed into a host creature. A creature immune to poison is immune to this effect. Lesser restoration or similar magic cast on the host breaks the bloodsuckle\xe2\x80\x99s hold. A victim that becomes a host returns to the plant whenever it calls. It is normally used by the bloodsuckle for feeding purposes, but if the plant comes under attack the host may be summoned for defense. A host with an Intelligence score of 3 or higher that is commanded to act in a manner inconsistent with its alignment (such as attacking allies) is allowed another Wisdom saving throw with advantage to break the bloodsuckle\xe2\x80\x99s control. \n'b' Generate Seed . Once per month, the bloodsuckle can generate a walnut-sized seed that it implants in a host\xe2\x80\x99s body. The host wanders off and 1d4 days later, the seed breaks open growing a new bloodsuckle inside the host. Each day a host remains implanted with this seed, its hit point maximum decreases by 1d8. When its hit points reach 0, the host dies and a new bloodsuckle erupts from the corpse and takes root. A lesser restoration spell destroys the seedling. \n'b' Host Sense . A bloodsuckle automatically senses the location of any hosts within 300 feet. \n'b' Summon Host . As a free action, the bloodsuckle generates a high-pitched whine that only its hosts can hear. A host with 2 miles hears this call and proceeds immediately at its highest rate of speed and in the most direct route toward the plant. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bloodsuckle makes two tendrils attacks. \n'b' Tendril . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage and the target is grappled (escape DC 14). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saves. The bloodsuckle can\xe2\x80\x99t use the same tendril on another target while grappling. \n'b'\n'b' Combat Tactics :\xc2\xa0When a bloodsuckle detects movement within 30 feet, it sends out its long, vine-like tendrils towards the disturbance. If the tendril strikes a living target, it injects sap into the victim which brings it under the plant\xe2\x80\x99s control.\xc2\xa0A bloodsuckle can automatically detect the presence of one of its hosts within 30 feet and does not attack it. Rather, it lets the host draw close so it can embrace it with its tendrils and consume its blood. Creatures that are not hosts of the bloodsuckle that come within 10 feet are attacked by its woody limbs. \n'b' ABOUT \n'b' Bloodsuckles are semi-intelligent and immobile plants that gain nourishment from the blood of living creatures. Unlike other carnivorous plants, the bloodsuckle maintains a group of living hosts that it gorges itself on. Bloodsuckles are found in forests, swamps, and rolling hills in climates where the temperate is mild. They are never found in cold climates, but a variety of this plant is thought to exist in warmer regions. \n'b' When a bloodsuckle detects movement within 30 feet, it sends out its long, vine-like tendrils towards the disturbance. If the tendril strikes a living target, it injects sap into the victim which brings it under the plant\xe2\x80\x99s control. A bloodsuckle can automatically detect the presence of one of its hosts within 30 feet and does not attack it. Rather, it lets the host draw close so it can embrace it with its tendrils and consume its blood. \n'b' Creatures that are not hosts of the bloodsuckle that come within 10 feet are attacked by its woody limbs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Akhlut \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 120 (16d10 + 32) \n'b' Speed 40 ft., swim 60 ft.\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 15 (+2) INT: 4 (\xe2\x80\x933) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 \n'b' Damage Resistances cold \n'b' Senses blindsight 120 ft., passive Perception 14 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Echolocation . The akhlut can\xe2\x80\x99t use its blindsight while deafened . \n'b' Hold Breath . The akhlut can hold its breath for 30 minutes. \n'b' Keen Hearing and Smell . The akhlut has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Pack Tactics . The akhlut has advantage on attack rolls against a creature if at least one of the akhlut\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' Multiattack . The akhlut makes two attacks: one with its bite and one with its tail slam. It can\xe2\x80\x99t make both attacks against the same target. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 18 (4d6 + 4) piercing damage. \n'b' Tail Slam . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 22 (4d8 +4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Possessing the body, head, and tail of a killer whale and the powerful legs of a huge wolf, the akhlut is the alpha predator of the polar landscape. Truly personifying the term \xe2\x80\x9cseawolf,\xe2\x80\x9d these intelligent and resilient creatures travel freely between the land and sea in search of prey. \n'b' Akhluts are the masters of their domain. Though they have been seen across all of the world\xe2\x80\x99s oceans and many of its coastlines, akhluts are most comfortable in cold regions with easy access to the sea. Because their pods can reach almost a dozen members, anything is fair game from reindeer and seals to mammoths and whales. The only beings powerful enough, or foolhardy enough, to evict a pod of akhluts from their territory are dragons and other akhluts. \n'b' Playful Predators . Akhluts possess undeniable cunning and inquisitiveness, with no two pods using the same strategies to solve problems or hunt prey. Easily bored, akhluts crave stimulation and are known to follow ships and caravans for miles in the hopes that someone might provide something new or exciting to experience. They can be especially mischievous, freeing fish and game from traps purely to hunt he creatures themselves. \n'b' Dangerous Steeds . The akhlut\xe2\x80\x99s natural power, intelligence, and versatility make them incredibly desirable mounts, but the effort to tame one of these creatures is dangerous and not to be taken lightly. Even akhluts who have been mounts for years are willful enough to assert themselves from time to time. With a great deal of patience and a little luck, akhluts can become fiercely loyal and protective companions.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bloodsworn Avenger \n'b' Medium Epic humanoid ( dwarf ), any alignment \n'b' Armor Class 32 (Epic armor) Hit Points 500 (40d8 + 320) Speed 25 ft.\n'b' STATS STR: 30 (+10) DEX: 12 (+1) CON: 27 (+8) INT: 16 (+3) WIS: 22 (+6) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +21, Con +19, Int +14, Wis +17, Cha +10 Skills Athletics +32, History +14, Intimidation +10, Perception +17, Religion +14 Damage Resistances poison, thunder; bludgeoning, piercing, and slashing Damage Immunities all damage from non-Epic sources Condition Immunities petrified , stunned , unconscious Senses darkvision 60 ft., truesight 60 ft. passive Perception 27 Languages Druidic, Terran Challenge Epic 4 \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Caging . Hostile creatures within 60 feet of the avenger cannot willingly move away from it by any means. \n'b' Bane of Sinners . The avenger has Epic advantage on attack rolls, saving throws, and ability checks against a creature attuned to the relic and its allies. Brutal Hammering. The avenger\xe2\x80\x99s attacks are magical and score a critical hit on a 16\xe2\x80\x9320. A creature critically hit by the avenger is stunned until the end of its next turn. Centripetal Force. As a bonus action, the avenger can spin its hammer around its head and then loose it in a direction of its choice. The avenger is then thrown up to 300 feet in a straight line in that direction and does not land prone \n'b' Legendary Resistance (5/Day) . When the avenger fails a saving throw, it can choose to succeed instead. \n'b' Sworn Pursuit . If a creature is attuned to the relic, the avenger always knows the exact location of that creature. The creature cannot be hidden from the avenger by any means and cannot conceal its location from the avenger. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The avenger makes four attacks, or makes two attacks and takes a legendary action. \n'b' Headbutt (Recharge 5\xe2\x80\x936) . Melee Weapon Attack : +21 to hit, reach 5 ft., one creature. Hit : 45 (10d8) bludgeoning damage and the creature must succeed on a DC 29 Constitution saving throw or be knocked unconscious for 1 minute. At the end of each of its turns, an unconscious creature can repeat this saving throw, ending the effect on a success. \n'b' Stormhammer . Melee or Ranged Weapon Attack : +21 to hit, reach 5 ft. or range 60/120 ft., one target. Hit : 23 (2d12 + 10) bludgeoning damage and 22 (4d10) lightning damage. A creature stunned by this attack takes an additional 33 (6d10) lightning damage. \n'b'\n'b' LEGENDARY Actions \n'b' The avenger can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature\xe2\x80\x99s turn or when the avenger takes its Multiattack action. The avenger regains spent legendary actions at the start of its turn. \n'b'\n'b' Divine Intervention (Costs 3 Actions) . The avenger casts the spell wish . The spellcasting ability for this spell is Wisdom (spell save DC 25, +17 to hit with spell attacks). \n'b' Hammering . The avenger makes a single attack with its Stormhammer. \n'b' Magic Immunity . The avenger becomes immune to spells or magical effects of 9th level or lower unless it wishes to be affected. This benefit lasts until the end of the avenger\xe2\x80\x99s next turn. \n'b' Recall Hammer . The avenger magically teleports its stormhammer into its empty hand. \n'b' Surge of Fury . The avenger surges with power, granting it a +20 bonus to its next attack roll, damage roll, or Strength ability check. While attuned, the relic has the following properties, in addition to its unattuned properties. \n'b' Dwarven Legacy . You gain inherent knowledge of dwarven genealogy. You can perfectly recite the family tree and clan history of every dwarf you are aware of. Additionally, you gain Dwarvish as a language. \n'b' Master Earth . When an effect would attempt to alter the ground, earth, or stone within sight of you, you may take a reaction to prevent that effect. \n'b' Stonelord . While you hold the shield and have at least one free hand, you can use an action to cast the following spells from the shield, using your spell save DC and spell attack modifier (when applicable), or a spell save DC of 30, whichever is higher. The non-Epic spells are always cast as 9th-level spells and do not require concentration to maintain their effects for the duration. The spellcasting ability for these spells is always Wisdom .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bloodwind \n'b' Large aberration , chaotic evil \n'b' Armor Class 15 (natural armor) Hit points 138 (12d12 + 60) Speed 0 ft., fly 90 ft. (hover)\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 20 (+5) INT: 10 (+0) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +6 Saving Throws Wis +4 Damage Resistances acid, cold, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded , charmed , deafened , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Astral Nature . The bloodwind does not breathe or sleep. Invisibility . The bloodwind is invisible . Life Sense. The bloodwind can sense the location of any creature within 60 feet of it, unless that creature\xe2\x80\x99s type is construct or undead. Misty Form. The bloodwind can occupy another creature\xe2\x80\x99s space and vice versa. In addition, if air can pass through a space, the bloodwind can pass through it without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The bloodwind can\xe2\x80\x99t manipulate objects in any way that requires fingers or manual dexterity. \n'b'\n'b' Actions \n'b'\n'b' Life Drain . The bloodwind touches one creature in its space. The target must succeed on a DC 16 Constitution saving throw (undead and constructs automatically succeed), or it takes 10 (2d6 + 3) necrotic damage, the bloodwind regains 10 hit points , and the target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the bloodwind\xe2\x80\x99s control, unless the humanoid is restored to life or its body is destroyed. The bloodwind can have no more than 24 zombies under its control at one time. \n'b'\n'b' About \n'b' The air is filled with a rustling hiss, the sound of some inhuman screeching that seems to come from everywhere and nowhere at once. \n'b' A bloodwind hails from the astral plane. It has a death wish but cannot easily experience death, so it drains the life out of humanoids and then enjoys the act of dying. Then, to spread some more death around, it sends them out to kill more people so it can experience more death, an infinitum. \n'b' Bloodwinds don\xe2\x80\x99t waste time engaging in melee and prefer to send their minions after their opponents, instead remaining invisible most of the time. Their thirst for the experience of death is boundless and most bloodwinds welcome any creature that can actually destroy them once and for all.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bloodwood Giant \n'b' Huge giant , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 115 (11d12 + 44) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 19 (+4) INT: 8 (-1) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses passive Perception 13 Languages Giant Challenge 6 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Bleeding Strikes . A creature that takes damage from the giant\xe2\x80\x99s blood spear attack must succeed at a DC 14 Constitution saving throw or gain the bleeding condition (see Grim Hollow Campaign Guide). \n'b' Forest Camouflage . The giant has advantage on Dexterity ( Stealth ) checks made to hide in forested terrain. \n'b' Innate Spellcasting . The giant\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The giant can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : druidcraft \n'b' 1/day each : detect poison and disease , find traps \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The giant makes two blood spear attacks. \n'b' Blood Spear . Melee or Ranged Weapon Attack : +8 to hit, reach 15 ft. or range 60/240 ft., one target. Hit : 21 (3d10 + 5) piercing damage. \n'b' Rock . Ranged Weapon Attack : +8 to hit, range 60/240 ft., one target. Hit : 21 (3d10 + 5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b'\n'b' DC 10 Wisdom ( Survival ) : Bloodwood giants are experts at hiding in their woodland homes. \n'b' DC 15 Intelligence ( Nature ) : The blood spears used by these giants cut cruel wounds that can resist healing magic. \n'b' DC 20 Intelligence ( Arcana ) : The tribe\xe2\x80\x99s vine callers are shamans who make pacts with ancient forest spirits to summon blood-drinking vines that rejuvenate the caster.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bloodwood Giant Chieftain \n'b' Huge giant , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 207 (18d12 + 90) Speed 40 ft.\n'b' STATS STR: 24 (+7) DEX: 10 (+0) CON: 20 (+5) INT: 12 (+1) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Wis +4 Skills Perception +7 Senses passive Perception 17 Languages Giant Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Bleeding Strikes . A creature that takes damage from the giant\xe2\x80\x99s blood spear attack must succeed at a DC 15 Constitution saving throw or gain the bleeding condition (see Grim Hollow Campaign Guide). \n'b' Forest Camouflage . The giant has advantage on Dexterity ( Stealth ) checks made to hide in forested terrain. \n'b' Innate Spellcasting . The giant\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 12). The giant can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : druidcraft \n'b' 1/day each : detect poison and disease , find traps \n'b'\n'b' Steadfast . The giant can\xe2\x80\x99t be frightened while it can see an allied creature within 40 ft. of it Actions \n'b' Multiattack . The giant makes two blood spear attacks. \n'b' Blood Spear . Melee or Ranged Weapon Attack : +10 to hit, reach 15 ft. or range 60/240 ft., one target. Hit : 23 (3d10 + 7) piercing damage. \n'b' Rock . Ranged Weapon Attack : +10 to hit, range 60/240 ft., one target. Hit : 23 (3d10 + 7) bludgeoning damage. \n'b'\n'b' ABOUT \n'b'\n'b' DC 10 Wisdom ( Survival ) : Bloodwood giants are experts at hiding in their woodland homes. \n'b' DC 15 Intelligence ( Nature ) : The blood spears used by these giants cut cruel wounds that can resist healing magic. \n'b' DC 20 Intelligence ( Arcana ) : The tribe\xe2\x80\x99s vine callers are shamans who make pacts with ancient forest spirits to summon blood-drinking vines that rejuvenate the caster.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bloodwood Giant, Vine Caller \n'b' Huge giant , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 136 (13d12 + 52) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 19 (+4) INT: 10 (+0) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 Senses passive Perception 16 Languages Giant Challenge 7 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Bleeding Strikes . A creature that takes damage from the giant\xe2\x80\x99s blood spear attack must succeed at a DC 14 Constitution saving throw or gain the bleeding condition (see Grim Hollow Campaign Guide). \n'b' Forest Camouflage . The giant has advantage on Dexterity ( Stealth ) checks made to hide in forested terrain. \n'b' Innate Spellcasting . The giant\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 14). The giant can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : barkskin (self only), druidcraft, poison spray (at 5th level), spare the dying \n'b' 3/day each : entangle \n'b' 1/day each : blight , detect poison and disease , faerie fire , find traps , pass without a trace \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The giant makes two blood spear attacks. \n'b' Blood Spear . Melee or Ranged Weapon Attack : +8 to hit, reach 15 ft. or range 60/240 ft., one target. Hit : 21 (3d10 + 5) piercing damage. \n'b' Rock . Ranged Weapon Attack : +8 to hit, range 60/240 ft., one target. Hit : 21 (3d10 + 5) bludgeoning damage. \n'b' Bloodvine . Ranged Spell Attack : +6 to hit, range 60 ft., up to three targets. Hit : 16 (2d12+3) piercing damage, and the creature is poisoned for 1 minute. The target can make a DC 14 Constitution saving throw at the end of each of its turns. On a success, the target is no longer poisoned . \n'b'\n'b' REACTIONS \n'b'\n'b' Bloodvine Drinker . If the giant damages a target with a bloodvine attack, the giant regains 10 hit points. \n'b'\n'b' ABOUT \n'b'\n'b' DC 10 Wisdom ( Survival ) : Bloodwood giants are experts at hiding in their woodland homes. \n'b' DC 15 Intelligence ( Nature ) : The blood spears used by these giants cut cruel wounds that can resist healing magic. \n'b' DC 20 Intelligence ( Arcana ) : The tribe\xe2\x80\x99s vine callers are shamans who make pacts with ancient forest spirits to summon blood-drinking vines that rejuvenate the caster.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bloody Avenue \n'b' Huge construct , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 184 (16d12 + 80) Speed 40 ft.\n'b' STATS STR: 23 (+6) DEX: 8 (\xe2\x80\x931) CON: 20 (+5) INT: 5 (\xe2\x80\x933) WIS: 12 (+1) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone , unconscious Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 15 Languages understands one language but can\xe2\x80\x99t speak Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Disguised Appearance . While the bloody avenue remains motionless, it is indistinguishable from a normal roadway. Other creatures can occupy the avenue\xe2\x80\x99s space while it remains motionless. A creature who uses an action to examine the roadway and succeeds on a DC 15 Intelligence ( Arcana or Investigation ) check spots the blood-tinged mortar with bits of bone and tiny runes on the cobbles, which can give the nature of the avenue away. \n'b' Mire . The ground within 40 feet of the bloody avenue is difficult terrain for creatures of the avenue\xe2\x80\x99s choice. Such a creature that enters that area for the first time on a turn or starts its turn there must succeed on a DC 17 Strength saving throw or become grappled by the ground (escape DC 17). A creature that fails by 5 or more is restrained while grappled in this way. \n'b' Rise . On the bloody avenue\xe2\x80\x99s first turn, as it acts, it takes a serpentine form. When it does, each other creature in its space must make a DC 18 Dexterity saving throw. On a failure, the creature is pushed to an unoccupied space within 5 feet of the avenue and knocked prone . If the save succeeds, the creature can choose the space it is pushed into and doesn\xe2\x80\x99t fall prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bloody avenue makes two attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 28 (4d10 + 6) bludgeoning damage. \n'b' Hurl Rubble . Ranged Weapon Attack : +10 to hit, range 60 ft./120 ft., one target. Hit : 24 (4d8 + 6) bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Alarum (Recharges after a Short or Long Rest) . When trigger conditions are met, such as specific, identifiable creatures arriving on or near the bloody avenue, the avenue can alert another creature within 1 mile. That creature receives a telepathic image of the reason the avenue sent the alert. \n'b'\n'b' ABOUT \n'b' Grisly Masonry . The lengths to which evil dictators go to maintain power beggars the imagination. Wicked minions, obedient thralls, and greedy mercenaries are all tools to hold sway over a population. One of the most horrifying and imaginative instruments, however, is the bloody avenue. \n'b' Arcanists mix the blood and bones of slain foes with the masonry of city streets, making them weapons of subjugation. The ritual connects the senses of the bloody avenue to other servants of the city\xe2\x80\x99s overlord. Using this bond, bloody avenues deliver information to other agents in the city. \n'b' Stone and Bone . When a bloody avenue attacks, dirt, stone, and bone coalesce into a malleable snakelike form. It can mire anyone standing on it when it activates, and it can slam nearby enemies or hurl rubble at them. \n'b'\n'b' DC 15 Intelligence ( History ) : Rulers with few scruples and access to powerful arcane rituals have turned streets into guardian constructs. The telltale signs of this ritual are blood and bone in the masonry and tiny runes on the cobbles. \n'b' DC 20 Intelligence ( Arcana ) : A bloody avenue is hard to escape\xe2\x80\x94it mires those around it in rubble. It can also alert other beings, such as the city watch.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bloody Bones \n'b' A long-limbed, pale humanoid with a skinless head and saucer-shaped eyes stumbles forward. A steady drizzle of blood descends from its crown, painting its face, shoulders, and back a deep crimson. \n'b' Medium monstrosity , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 55 (10d8 + 10) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 12 (+1) INT: 6 (-2) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Stealth +3 Senses darkvision 60 ft., passive Perception 11 Languages none, but can speak through the use of its Horrific Imitation trait Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Horrifying Aura . Any creature hostile to the bloody bones that starts its turn within 10 feet of the bloody bones must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn. If a creature\xe2\x80\x99s saving throw is successful, the creature is immune to the bloody bones\xe2\x80\x99 Horrifying Aura for the next 24 hours. \n'b' Horrific Imitation . The bloody bones chooses one creature it can see. It moves, acts, and speaks in a macabre imitation of the creature. Its utterances are nonsense, and it can\xe2\x80\x99t understand the languages of its chosen target. It maintains this imitation until it dies. A creature that hears and sees the bloody bones can tell it is performing an imitation with a successful DC 14 Wisdom ( Insight ) check. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The bloody bones makes two claw attacks. It can use its Dark Stare in place of one claw attack . \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage. \n'b' Dark Stare . The bloody bones stares balefully at one creature it can see within 60 feet. That creature must succeed on a DC 13 Wisdom saving throw or have disadvantage on all attacks until the end of its next turn. \n'b'\n'b' Reactions \n'b'\n'b' Its Crown Runs Red . When it is hit by an attack , the bloody bones regains 5 (1d10) hit points and has resistance to that damage type until the end of its next turn as life-giving blood pours from the top of its skull. \n'b'\n'b' About \n'b' Under Bridge and Under Stairs . Though their lairs can be found anywhere, bloody bones most often occupy the spaces under stairways and bridges. There, they suckle at the trailing dark energies left behind by great betrayals or atrocities, often driving humanoids to commit such atrocities by imitating others they have seen and heard. They are sometimes found near a ghost\xe2\x80\x99s haunt, where their appetite for pained memories can be sated. \n'b' Dark Influence . Creatures who live within a few miles of where a bloody bones rests are often filled with unexplainable dread, anger, and despair. Violent crimes and uncharacteristic sadness are both tell-tale signs that a bloody bones dwells nearby.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bloody Bones \n'b' Medium undead , neutral evil \n'b' Armor Class 12 Hit Points 78 (12d8 + 24) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 15 (+2) INT: 8 (-1) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +3 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 11 Languages the languages it knew in life Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Bloody Regeneration . When the bloody bones doesn\xe2\x80\x99t have all of its hit points , it seeps blood from its pores. At the start of its turn if it is seeping blood from its pores, it regains 5 hit points . If the bloody bones takes radiant damage, this trait doesn\xe2\x80\x99t function at the start of the bloody bones\xe2\x80\x99 next turn. The bloody bones dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Undead Nature . A bloody bones doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The bloody bones makes two Bloody Fist attacks. \n'b' Bloody Fist . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage plus 4 (1d8) poison damage. \n'b' Blood Spray (recharge 5-6) . If the bloody bones doesn\xe2\x80\x99t have all of its hit points , it sprays blood in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 18 (4d8) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Vulcreed, Demon \n'b' Family: Demons \n'b' Huge fiend , chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 273 (26d12+104) Speed 60 Ft, Burrow 20 ft., climb 30ft\n'b' STATS STR: 23 (+6) DEX: 13 (+1) CON: 18 (+4) INT: 21 (+5) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +11, Athletics +12, Insight +9, Intimidation +7, History +11 Saving Throws \xc2\xa0 Strength +12, Constitution +10, Intelligence +11 Damage Immunities cold, lightning, poison Condition Immunities blinded , charmed , exhausted, frightened , poisoned Damage Resistances acid, fire, bludgeoning; piercing and slashing from non magical weapons Senses darkvision 120 ft., blindsight 60 ft., telepathy 60 Ft, passive Perception 13 Languages Abyssal Challenge 18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The Vulcre\xe2\x80\x99s spellcasting ability is Intelligence (Spell save DC 19). The Vulcre can innately cast the following spells, requiring no material components.\n'b'\n'b'\n'b' At Will : clairvoyance , legend lore \n'b' 3/day each : darkness , spike growth , wall of thorns \n'b' 1/day each : flesh to stone, insect plague (range 0), move earth , storm of vengeance \n'b'\n'b' Regeneration . The Vulcre recovers 10 hit points at the start of its turn as long as it is in darkness or dim light. \n'b' Light Vulnerability . Any time the Vulcre is exposed to magical light or ends its turn in an area of magical light , it suffers 5 (1d10) damage. \n'b' Magic Resistance . The Vulcre has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Vulcre can make 4 claw attacks, and either a bite and dark dreaming action, or cast a spell . \n'b' Claws . Melee Weapon Attack : +12 to hit, Reach 15 ft., one target. Hit 16 (3d6+6) slashing damage. \n'b' Bite . Melee Weapon Attack : +12 to hit, Reach 15 ft., on target. Hit 22 (3d10+6) piercing plus 16 (3d10) necrotic. \n'b' Dark Dreaming . The Vulcre targets one creature it can sense within 60 ft. The target must succeed on a Wisdom save (DC 19) against this magic or be blinded and incapacitated as their entire vision is consumed with the dark dream of the Vulcre. Each round thereafter, the target can save against the effect at the end of its turn. If the target saves, the effect ends. If the target fails its save, its intelligence is reduced by 3 (1d6). If the target\xe2\x80\x99s intelligence is reduced to 0 by this effect, the intelligence loss is permanent and can only be cured by a wish . The Vulcre does not have to concentrate to maintain this effect, but the effect ends if the creature is killed. Temporary intelligence loss is restored at the rate of 1 point per long rest. A lesser restoration spell will restore one point of intelligence. \n'b'\n'b' ABOUT \n'b' Gigantic creatures, the vulcreed are powerful denizens of the lower realms. They feed on darkness, their bulk swelling in the cool depths of the cold and empty. Their bodies are massive, bulbous, and longer than wide. They sprout legs from their flanks as normal creatures do hair, usually possessing 4-12 good legs, with a half-dozen half grown, dangling from their sides like so many limbs. Many-jointed, the spindly legs seem incapable of holding up the bulk of the creature. But it is from beneath their massive carriage that the creature\xe2\x80\x99s true horror lies, for here, a long, thin neck unfolds, extending a dozen feet or more beyond the beast, ending at last in a long, barbed snout, where fangs of various sizes criss-cross each other in no discernable pattern. The vulcreed is covered in pus-filled sores, dropping off chunks of it body as it crawls along. \n'b' Solitary Tyrants . Their dens consist of massive, many-layered dungeons beneath the earth. Here they burrow through rock and earth in a never-ending quest for darkness; for light causes them distress and powerful light inflicts damage. It drives them to madness, so they escape it, feeding on the darkness, leaving behind them an inky residue that does not suffer light to enter. \n'b' Fearful Even in the Abyss . In the legions, all fear them, for their presence is unbearable to most other demons. They do not command armies, but whither they go other demons are likely to follow, for in their wake the vulcreed leave utter chaos. \n'b' Brutal and Clever . Despite their bulk, the vulcreed\xe2\x80\x99s many legs allow them to move very quickly. They have powerful spell-like abilities but always prefer to battle close with their victims and deliver their range of physical attacks. They are extremely intelligent and are able to discern which opponent poses the greatest threat.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bloom Hydra \n'b' Medium plant , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 112 (15d8 + 45) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 16 (+3) INT: 4 (-3) WIS: 14 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Cha +1 Skills Acrobatics +5, Perception +5, Stealth +8 Damage Resistances bludgeoning, fire, necrotic Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Azalea Nectar . A creature that hits the hydra with a melee weapon attack while within 5 feet of it takes 3 (1d6) poison damage. This trait functions only if the hydra has at least 1 azalea vine. \n'b' Daisy Regeneration . The hydra regains 5 hp at the start of its turn if it has at least 1 hp and at least 1 daisy vine. \n'b' Flowered Vines . The bloom hydra has four vines, and each vine has a single flower at its tip. These flowers are azalea, dahlia, daisy, and marigold. Whenever the hydra takes 15 or more damage in a single turn, one of its vines dies. If all its vines die, the hydra dies. At the end of its turn, it grows two vines for each of its vines that died since its last turn, unless it has taken acid damage since its last turn. Each new vine sprouts a single flower at its tip, chosen at random from the flowers above. When a new vine grows, it has a 25 percent chance of sprouting a hydra lily instead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The bloom hydra makes as many vine lash attacks as it has flowered vines. If it hits a Medium or smaller target with two vine lash attacks, the target is grappled (escape DC 14), and the hydra can\xe2\x80\x99t grapple another target. The hydra can use its Marigold Beam in place of one vine lash attack . \n'b' Vine Lash . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. \n'b' Marigold Beam . Ranged Spell Attack : +5 to hit, range 60 ft., one target. Hit : 7 (2d6) fire damage. The bloom hydra can use this action only if it has at least 1 marigold vine. \n'b' Flower of Death (Recharge 5-6) . The bloom hydra releases a cloud of death-infused pollen. Each creature within 15 feet of the bloom hydra must make a DC 14 Constitution saving throw, taking 27 (6d8) necrotic damage on a failed save, or half as much damage on a successful one. The bloom hydra can use this action only if it has at least 1 hydra lily vine. \n'b'\n'b' Reactions \n'b'\n'b' Strength of the Dahlia . The bloom hydra adds 3 to its AC against one melee attack that would hit it. To do so, the hydra must see the attacker and have at least 1 dahlia vine. \n'b'\n'b' About \n'b' A writhing bundle of vines takes the rough shape of a cat with the head of a lizard. Flower buds peak out of empty eye sockets, and wilted petals sprout along its ever-shifting hide. \n'b' The bloom hydra hunts deep within the jungles of the world. It prowls in the trees for prey on the jungle floor. When prey is in range, the bloom hydra uses its vines to pull its prey into the tree canopy where it can be consumed. \n'b' Magical Bloom . Bloom hydras typically have four flowertipped, vine-like appendages, which regrow shortly after being severed. The vines are each capped with one magical flower: azalea, dahlia, daisy, or marigold. When the severed vines regrow, they sometimes sprout the rare hydra lily instead of their usual flower. \n'b' Hydra Harvest . Years ago, bloom hydras were common predators in the jungle, but a rumor spread that the hydra lily could grant eternal life. Subsequently, many great expeditions were mounted into the jungle by kings, peasants, and adventurers alike. On the brink of extinction, the hydras now live in the deepest jungles far from civilization.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bloozkin, Patched Variant \n'b' Family: Bloozkin \n'b' Medium aberration , any \n'b' Armor Class 15 (natural armor) Hit Points 9 (2d8) Speed 40 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 10 (+0) INT: 10 (+0) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Survival +3 Damage Vulnerabilities special Damage Resistances special Senses passive Perception 11 Languages Common Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Don\xe2\x80\x99t Hurt Me . The bloozkin can take the Disengage or Dash action as a bonus action on each of its turns. \n'b' Patched . This bloozkin has extra body parts which allow additional attack actions . It can have any combination of extra arms, extra legs, or extra heads. \n'b' Reassemble . The bloozkin doesn\xe2\x80\x99t die from taking damage. A bloozkin that drops to 0 hit points will reassemble itself after 24 consecutive hours of having all of its body parts touching, regaining 1 hit point. Afterward, they heal at normal human rates. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The patched bloozkin makes a claw attack . Then if it has extra arms, it can make another claw attack . If it has extra heads, it can also make a bite attack . If it has extra legs, it can use its Don\xe2\x80\x99t Hurt Me without consuming its bonus action. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b'\n'b' ABOUT \n'b' It is possible for two or more different bloozkin to be reassembled into one new being that shares attributes of both former bloozkin. Those who have been reassembled this way are called \xe2\x80\x9cpatched;\xe2\x80\x99 often have mismatched body coloration. Patched bloozkin have a lifespan expiration date of the oldest bloozkin component in the patched combination.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Akkorokamui \n'b' Gargantuan celestial (Titan), chaotic good \n'b' Armor Class 17 (natural armor) Hit Points 189 (14d20 + 42) Speed 15 ft., swim 60 ft.\n'b' STATS STR: 21 (+5) DEX: 16 (+3) CON: 16 (+3) INT: 19 (+4) WIS: 20 (+5) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +9, Stealth +7 Damage Immunities poison Condition Immunities poisoned Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19 Languages understands all but can\xe2\x80\x99t speak, telepathy 120 ft. Challenge 12 (8,400 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The akkorokamui can breathe air and water. \n'b' Legendary Resistance (3/Day) . If the akkorokamui fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The akkorokamui has advantage on saving throws against spells and other magic effects. \n'b' Magic Weapons . The akkorokamui\xe2\x80\x99s weapon attacks are magical. \n'b' Offering of Flesh . The akkorokamui can spend 1 minute carefully detaching part, or all, of one of its 100-foot-long tentacles, dealing no damage to itself. The tentacle contains a magic-imbued fleshy hook and enough meat for 25 rations (if part of a tentacle) or 50 rations (if a full tentacle), if properly preserved. The fleshy hook remains imbued with magic for 4 hours or until a creature eats it. A creature that eats the magic-infused fleshy hook regains 50 hp , then it is cured of blindness, deafness, and all diseases or restores all lost limbs (the creature\xe2\x80\x99s choice). The limb restoration effect works like the regenerate spell. The fleshy hook\xe2\x80\x99s magic works only if the akkorokamui offered the flesh willingly. \n'b' Regeneration . The akkorokamui regains 15 hp at the start of its turn if it has at least 1 hp . \n'b' Siege Monster . The akkorokamui deals double damage to objects and structures. \n'b'\n'b' REACTIONS \n'b'\n'b' Guardian\xe2\x80\x99s Grasp . When a creature the akkorokamui can see within 30 feet of it is the target of an attack , the akkorokamui can pull the creature out of harm\xe2\x80\x99s way. If the creature is willing, it is pulled up to 10 feet closer to the akkorokamui, and the akkorokamui becomes the new target of the attack . If the creature isn\xe2\x80\x99t willing, this reaction fails. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The akkorokamui can take 3 legendary actions , choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The akkorokamui regains spent legendary actions at the start of its turn. \n'b'\n'b' Discern . The akkorokamui makes a Wisdom ( Perception ) or Wisdom ( Insight ) check. \n'b' Jet . The akkorokamui swims up to half its swimming speed without provoking opportunity attacks. \n'b' Cast a Spell (Costs 2 Actions) . The akkorokamui uses Spellcasting. \n'b' Tentacle Sweep (Costs 2 Actions) . The akkorokamui spins in place with its tentacles extended. Each creature within 20 feet of the akkorokamui that isn\xe2\x80\x99t grappled by it must succeed on a DC 17 Dexterity saving throw or take 19 (4d6 + 5) bludgeoning damage and be knocked prone . Each creature grappled by the akkorokamui must succeed on a DC 17 Strength saving throw or take 12 (2d6 + 5) bludgeoning damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The akkorokamui makes three Tentacle attacks. It can replace one attack with a use of Spellcasting or Healing Touch. \n'b' Tentacle . Melee Weapon Attack : +9 to hit, reach 30 ft., one target. Hit : 19 (4d6 + 5) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained . The akkorokamui has eight tentacles, each of which can grapple one target. \n'b' Radiant Wave (Recharge 6) . The akkorokamui releases a burst of radiant water. Each hostile creature within 30 feet of the akkorokamui must make a DC 17 Constitution saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much damage on a successful one. Undead have disadvantage on the saving throw. \n'b' Healing Touch (3/Day) . The akkorokamui touches another creature. The target magically regains 20 (3d8 + 2) hp and is freed from any curse, disease, poison, blindness, or deafness. \n'b' Spellcasting . The akkorokamui casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17):\n'b'\n'b'\n'b' At will : detect evil and good , detect poison and disease \n'b' 3/day each : control water , legend lore (as an action) \n'b' 1/day : geas (as an action) \n'b'\n'b' LAIR \n'b' Akkorokamuis live in sacred coves, bays, lakes, or inlets, typically in underwater caverns, sunken temples, or submerged palaces. \n'b' On initiative count 20 (losing initiative ties), the akkorokamui takes a lair action to cause one of the following magical effects; the akkorokamui can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Entangling Vegetation . Seaweeds wrap around up to three creatures the akkorokamui can see within 90 feet of it. Each target must succeed on a DC 15 Strength saving throw or be restrained by the seaweed. A creature, including the target, can take its action to free the target by succeeding on a DC 15 Strength check. The seaweed wilts and floats away when the akkorokamui uses this lair action again or when the akkorokamui dies. \n'b' Suppress Healing . Magical healing is suppressed in a 60-foot radius centered on a point the akkorokamui can see within 120 feet of it. Each creature other than the akkorokamui in that area that rolls one or more dice to restore hp uses the lowest number possible for each die, regardless of the numbers rolled. For example, instead of regaining 2d4 + 2 hp from drinking a potion, a creature regains 4 hp . The suppression lasts until the akkorokamui uses this lair action again or until the akkorokamui dies. \n'b' Undertow . A strong current moves through the akkorokamui\xe2\x80\x99s lair. Each creature within 60 feet of the akkorokamui must make a DC 15 Strength saving throw. On a failure, it is pushed up to 60 feet away from the akkorokamui. On a success, it is pushed 10 feet away from the akkorokamui. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing an akkorokamui\xe2\x80\x99s lair is imbued by the creature\xe2\x80\x99s celestial presence, which creates one or more of the following effects: \n'b'\n'b' Calm Weather . Storms and adverse weather within 1 mile of the lair are suppressed if the akkorokamui wishes it. \n'b' Detect Intruders . Whenever a creature with an Intelligence of 3 or higher comes within 1 mile of the lair, the akkorokamui becomes aware of the creature\xe2\x80\x99s presence and location. \n'b' Promote Growth . Native fish and plant life within the water containing the lair are more abundant, colorful, and larger than normal. If the akkorokamui dies, fish and plant life in the region return to their normal sizes and colors within 1d10 days, but the other effects fade immediately. \n'b'\n'b' ABOUT \n'b' The water tumbles and foams as eight massive red tentacles burst upward. The akkorokamui safeguards river mouths, bays, lakes, and coastlands, protecting against any who would despoil the natural world. It has a particularly strong hatred for undead and necromancers. \n'b' Benevolent and Powerful . While fierce, the akkorokamui can be benevolent, and many fishermen and travelers give offerings for safe passage through the creature\xe2\x80\x99s waters or for its magical healing. The akkorokamui can detach part or all of one of its tentacles and offer the flesh to feed lost travelers or heal supplicants, though woe betide those who deceive the akkorokamui or take its aid for granted. \n'b' Wise and Fickle . The akkorokamui is an ancient creature that quietly observes the world from its watery domain. \n'b' Centuries of offerings of knowledge, stories, and treasures fill its mind and its lair, and many are just as likely to seek the akkorokamui for its wisdom as for its ability to cure ailments. \n'b' However, it is fickle and particular about who it aids. Those seeking the akkorokamui\xe2\x80\x99s ancient wisdom or powerful healing would be wise to arrive with an offering of knowledge, magic, treasures, or exotic foods.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Blue Wolf \n'b' Large beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 26 (4dl0 + 4) Speed 50 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 12 (+1) INT: 6 (-2) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4, Survival +3 Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Sight and Smell . The blue wolf has advantage on Wisdom ( Perception ) checks that rely on sight or smell. \n'b' Pack Tactics . The blue wolf has advantage on attack rolls against a creature if at least one of the blue wolf\xe2\x80\x99s allies is within 5 feet of the creature and the ally is not incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage. The target must succeed on a DC 13 Strength saving throw or be knocked prone . \n'b' Grapple and Maul . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. Any target smaller than medium size must succeed on a DC 13 Strength saving throw or become grappled by the blue wolf. Creatures that start their turn grappled by the blue wolf take 10 (2d6 + 3) slashing damage. \n'b'\n'b' ABOUT \n'b' The blue wolf\xe2\x80\x99s head was fully as big as that of a lion, and its wide jaws were armed with rows of long, pointed teeth. His shoulders and front legs were huge and powerful, but the rest of the wolf\xe2\x80\x99s body dwindled away until at the tail it was no bigger than a dog. \n'b' Blue wolves are exotic creatures, found mostly on Sky Island, but are occasionally exported down to various kingdoms in the Nonestic sea when a guard is called for. A full-grown blue wolf runs between 6 and 10 feet from nose to tail. Its head is slightly out of proportion with the rest of the body, set on muscular shoulders with a slight ridge that runs up to their ruff. \n'b' Similarly, their front legs are slightly longer with wide paws and thick, black claws. The rest of their body dwindles somewhat, down to haunches approximately the size of a large mastiff. \n'b' Their fur shines in various shades of blue, with darker hues on the back and neck, and lighter ones on their bellies and legs. The dark blue markings on their back fade into a blue-black tail.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Boarfolk Rager \n'b' Family: Boarfolk \n'b' Large humanoid (boarfolk), lawful neutral \n'b' Armor Class 16 Hit Points 123 (13d10 + 52) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 18 (+4) INT: 9 (-1) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +9, Dexterity +6, Constitution +8 Skills Athletics +9, Intimidation +3 Damage Resistances bludgeoning, piercing, and slashing damage Senses darkvision 60 ft., passive Perception 10 Languages Boarfolk, Common Challenge 9 (5,000 XP) \n'b' Special Traits \n'b'\n'b' Brute . A melee weapon deals one extra die of its damage when the rager hits with it (included in the attack ). \n'b' Created Race . The boarfolk rager has advantage on saving throws against spells and effects that would alter its form. \n'b' Keen Scent . A boarfolk rager has advantage on Wisdom ( Perception ) checks based on scent. \n'b' Reckless . At the start of its turn, the rager can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The boarfolk rager makes three melee attacks . \n'b' Tusks . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) piercing damage. \n'b' Greatclub . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b'\n'b' About \n'b' Boarfolk Traits \n'b' Your boarfolk character has an assortment of inborn abilities, part and parcel of boarfolk nature. \n'b' Ability Score Increase . Your Strength score increases by 2, and your Charisma score increases by 1. \n'b' Age . Boarfolk do not have the same life cycle as the other races: you were transformed at some point during your lifespan. Once a boarfolk, however, your aging slows considerably, tending to survive well into your third century. \n'b' Alignment . Boarfolk who remain upon the Isle of the Phoenix hew to a lawful bent; if a boarfolk is freed from Circe\xe2\x80\x99s influence, the natural chaotic tendencies of the race will come to the fore. They run the gamut between good and evil. \n'b' Size . Boarfolk are much taller and heavier than humans; some might even mistake them for giantkin. They stand over 7 feet tall and average over 400 pounds. Your size is Medium. \n'b' Speed . Your base walking speed is 30 feet. \n'b' Darkvision . You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can\xe2\x80\x99t discern color in darkness, only shades of gray. \n'b' Beast of Burden . You are considered to be Large size for the purposes of determining your carrying capacity. \n'b' Created Race . You have advantage on saving throws against spells or effects which would alter your form. In addition, you have proficiency in one skill and one tool of your choice. \n'b' Keen Scent . You have advantage on Wisdom ( Perception ) checks based on scent. \n'b' Tusks . You have forward, upthrust tusks that allow you to make a gore attack . You are proficient with your tusks. They are melee weapons that deal 1d8 piercing damage and you cannot be disarmed of them. \n'b' Languages . You can speak, read, and write Boarfolk and Common.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bodak \n'b' Medium undead , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 90 (12d8 + 36) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 18 (+4) CON: 17 (+3) INT: 16 (+3) WIS: 13 (+1) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +6, Wis +4 Skills Intimidation +7, Perception +4, Stealth +7 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened , poisoned Senses darkvision 60 ft., passive Perception 14 Languages Abyssal, the languages it knew in life Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Gaze . When a creature that can see the bodak\xe2\x80\x99s eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 14 Constitution saving throw if the bodak isn\xe2\x80\x99t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points , unless it is immune to the frightened condition. Otherwise, a creature takes 22 (4d10) necrotic damage on a failed save. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, it must immediately make the saving throw. \n'b' Sunlight Hypersensitivity . The bodak takes 2d6 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bodak makes three unarmed strikes. \n'b' Unarmed Strike . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage plus 9 (2d8) necrotic damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bodak Priest \n'b' Family: Bodak \n'b' Medium undead , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 156 (24d8 + 48) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 18 (+4) CON: 15 (+2) INT: 8 (-1) WIS: 25 (+7) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +6, Wisdom +11 Skills Perception +11, Stealth +8 Damage Resistances acid, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, poison Condition Immunities charmed , frightened , poisoned Senses darkvision 120 ft., passive Perception 21 Languages Abyssal, Common. Challenge 12 (8,400 XP) \n'b' Special Traits \n'b'\n'b' Abyssal Blessing of Orcus . The bodak priest gains 10 temporary hit points when it reduces a hostile creature that is not undead to 0 hit points . \n'b' Aura of Obliteration . As a minion of Orcus, the bodak is surrounded by an annihilating aura of obliteration. All creatures other than undead and fiends that start their turn within 30 feet of the bodak take 9 (2d8) necrotic damage. The bodak can emit or suppress this aura using a bonus action. \n'b' Gaze of Orcus . If a creature starts its turn within 30 ft. of the bodak and the two of them can see each other, the bodak can force the creature to make a DC 12 Constitution saving throw if the bodak isn\xe2\x80\x99t incapacitated. On a failed save, the creature drops to 0 hit points , unless it is immune to the frightened condition. On a success, the creature takes 22 (4d10) psychic damage. A creature that is slain by the bodak\xe2\x80\x99s Gaze rises as a bodak 24 hours later unless restored to life by magical means. A creature that isn\xe2\x80\x99t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can\xe2\x80\x99t see the bodak until the start of its next turn, when it can avert its eyes again. If it looks at the bodak in the meantime, it must immediately make the save. \n'b' Sunlight Antipathy . The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. \n'b' Spellcasting . The bodak priest is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). It has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will): chill touch , guidance , resistance , thaumaturgy \n'b' 1st level (4 slots): bane , bless , cure wounds , detect magic , inflict wounds \n'b' 2nd level (3 slots): enhance ability , hold person , silence \n'b' 3rd level (3 slots): animate dead , bestow curse , dispel magic \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The bodak can use its Scornful Glare and make two Slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 8 (1d8 + 4) bludgeoning damage and 13 (3d8) necrotic damage. \n'b' Caress of Orcus (recharges after a short or long rest ). Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 17 (3d8 + 4) necrotic damage, and the target\xe2\x80\x99s Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest . \n'b' Scornful Glare (recharge 4-6). The bodak targets one creature it can see within 60 feet of it. If the target can see the bodak, it must attempt a DC 12 Wisdom saving throw. The creature takes 22 (4d10) necrotic damage and is frightened for 1 minute on a failed save. On a successful save, the creature takes half as much damage and is not frightened .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Body Snatcher \n'b'\n'b' Gargantuan plant (fungus), neutral evil \n'b' Armor Class 19 Hit Points 264 (16d20 + 96) Speed 40 ft., climb 30 ft., swim 30 ft.\n'b' STATS STR: 24 (+7) DEX: 12 (+1) CON: 22 (+6) INT: 13 (+1) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Wis +5, Cha +5 Damage Resistances cold, nonmagical weapons Damage Immunities psychic Condition Immunities charmed , fear, prone , stunned , unconsciousness Skills Perception +5 Senses blindsight 60 ft. Languages Understands all spoken languages, but can\xe2\x80\x99t speak Challenge 15 (13,000 XP) \n'b' Actions \n'b'\n'b' Slam . Melee Weapon Attack : +12 to hit (reach 5 ft.; one creature). Hit : 4d8 + 7 bludgeoning damage. \n'b' Tongue . Melee Weapon Attack : +12 to hit (reach 10 ft.; one creature). Hit : 3d6 + 7 slashing damage, and the creature must make a successful DC 20 Str saving throw or be grappled (escape DC 17). The body snatcher can grapple one creature at a time and can\xe2\x80\x99t use its tongue attack while it has a creature grappled . \n'b' Bite . Melee Weapon Attack : +12 to hit (reach 10 ft; one creature already grappled by the body snatcher\xe2\x80\x99s tongue). Hit : the creature is pulled into the body snatcher\xe2\x80\x99s space and swallowed (see below). \n'b' Spore Globule . Ranged Weapon Attack : +6 to hit (range 40 ft.; one creature). Hit : 6d6 + 1 bludgeoning damage. \n'b'\n'b' Special Traits \n'b'\n'b' Absorb Cadaver . A creature slain by the body snatcher is immediately absorbed into its body as a bonus action . If the body snatcher is still alive at the end of its next turn, the cadaver is irrevocably destroyed. If the slain creature was Large, then its body takes 2 rounds to destroy, and a Huge creature takes 3 rounds. Creatures larger than Huge can\xe2\x80\x99t be absorbed. If the body snatcher is killed before an absorbed cadaver is fully destroyed, then the body (or parts of it) it can be recovered from among the mounds of blight lichen. \n'b' Create Blight The body snatcher exudes a 10-foot-by-10-foot patch of blight in an area adjacent to itself. This patch is immediately eligible to be grown and directed as part of the body snatcher\xe2\x80\x99s Hive Mind ability. \n'b' Hive Mind . A body snatcher can\xe2\x80\x99t be surprised. In addition, a body snatcher is aware of all growths of blight within 50 miles. It can see everything within visual range of these patches at all times. It can direct the direction and speed of a patch\xe2\x80\x99s growth (no action required) as long as that patch is in darkness, but it can control only one patch per round. A patch of blight that\xe2\x80\x99s in complete darkness and under a body snatcher\xe2\x80\x99s control can increase its size by 100 square feet per round. \n'b' Light Somnolence When exposed to bright light, a body snatcher becomes slow and lethargic; the effect is equivalent to a slow spell, and it lasts for as long as at least half of a body snatcher is in bright light. \n'b' Regeneration . A body snatcher heals 10 hit points at the start of its turn. This ability doesn\xe2\x80\x99t function if any part of it was exposed to bright or dim light since its previous turn. \n'b' Swallow . A swallowed creature is blinded and restrained . It must hold its breath or begin suffocating. Two Large, four Medium, or eight Small creatures can be inside the body snatcher at one time. A swallowed creature is unaffected by anything happening outside a body snatcher or by attacks from outside it. A swallowed creature can get out of a body snatcher by using 5 feet of movement, but only after the monster is dead. \n'b'\n'b' About \n'b' Environment Underground Organization solitary \n'b' A massive lump of shadow, like a gargantuan hillock, shifts in the darkness and reveals itself to be a living creature. Its body is mostly torso and is roughly barrel shaped, with four elephantine legs and two long arms ending in three-fingered hands. A massive mouthlike opening dominates the top of its frame, from which extends a long, prehensile tongue studded with spiky growths at its tip. The entire beast appears to be covered in \xe2\x80\x93 or perhaps made of \xe2\x80\x93 a lumpy, lichenlike substance of tiny, leafy growths. \n'b' Body snatchers are massive overgrowths of ambulatory blight lichen that lurk within the deepest caverns. The conglomeration of lichen growths has taken on the form of a massive quadruped, but it shares no special affinity with that form and, in truth, its body possesses no internal organs or structures other than the undifferentiated blight of which is it composed. A body snatcher, like the blight that makes up its body, is at its strongest in absolute darkness and is debilitated by the presence of bright light. Its hivemind gives it a mental connection to and the ability to see through all growths of blight within 50 miles, and it is with this ability that it has managed to maintain observation of the lands above and its inhabitants since before the city existed. Through this observation, it has learned much of the ways of humanoids and has come to understand many of their languages. And it desires nothing more than to consume their bodies upon their deaths, directing its remote blight growths to do that whenever possible. The nutrients obtained from the consumed corpses help feed the growth of these blight patches, but something about these feedings is somehow transmitted telepathically back through the hive mind and serves some mysterious purpose for a body snatcher. It is for this reason that the dwarves gave a body snatcher its name, though none understand the full significance of the creature\xe2\x80\x99s impulse to consume these corpses. \n'b' A body snatcher stands 25 feet tall. Even though it is made only of tiny lichen growths, these conglomerate quite densely so the creature weighs more than 30,000 pounds. It is well over a thousand years old and is probably much older, and it may well be immortal. \n'b'\n'b' Additional Credit Author Greg A. Vaughan, based on material by Richard Pett.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bog Beast \n'b' Large monstrosity , neutral \n'b' Armor Class 13 (natural armor) Hit Points 76 (8d10 + 32) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 11 (+0) CON: 18 (+4) INT: 5 (-3) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Survival +5 Senses darkvision 60 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The bog beast has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The bog beast makes two attacks with its claws. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) slashing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction of the target\xe2\x80\x99s hit point maximum lasts until the disease is cured. \n'b'\n'b' About \n'b' This creature appears as a large, shaggy, fur-covered humanoid with clawed hands and feet. Two, long, upright tusks protrude from its mouth.\xc2\xa0Its eyes are dull brown and its fur is brownish-yellow. \n'b' Bog beasts make their homes in bogs and swamps and feed on creatures that dwell there. They are avid hunters and a bog beast\xe2\x80\x99s hunting area usually covers a large expanse of ground several miles around its lair. \n'b' A bog beast stands over 9 feet tall and weighs around 1,100 pounds. \n'b' It makes its lair amid overgrown swamplands and attacks just about any creature that travels too close to its lair. They seem to be able to communicate with one another through a series of guttural grunts and growls but do not speak any known language. \n'b' Bog beasts attack with their claws and always fight to the death. A creature killed by a bog beast is dragged back to its lair, where it is devoured.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bog Corpse \n'b' Medium undead , chaotic evil \n'b' Armor Class 9 Hit Points 26 (4d8 + 8) Speed 20 ft., swim 20 ft.\n'b' STATS STR: 16 (+3) DEX: 8 (-1) CON: 14 (+2) INT: 8 (-1) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Resistances piercing and bludgeoning damage from nonmagical attacks Damage Immunities necrotic, poison, psychic Condition Immunities exhaustion , frightened , poisoned , stunned Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Highly flammable . Bog corpse bodies are often preserved in peat or tar deposits, and their very flesh is imbued with these substances. A bog corpse that suffers fire damage is lit on fire and suffers 3 (1d6) fire damage at the end of its turn. While on fire, a bog corpse inflicts an additional 2 (1d4) fire damage to anyone it hits with its Fist attack , and those who strike the flaming corpse with a melee attack while within five feet suffer 1 fire damage. \n'b' Watery Grave . A creature reduced to 0 hit points by a bog corpse is not dead. Instead, it falls into a coma that lasts until the bog corpse that reduced it to 0 hit points is slain, after which the victim becomes stable as if it had passed three death saves. If a creature in a coma caused by a bog corpse is placed in the sacred bog the corpse guarded, that creature becomes a bog corpse in 1d6 days. \n'b'\n'b' ACTIONS \n'b'\n'b' Fist . Melee Weapon Attack : +5 to hit, reach 5 ft., 1 target. Hit : 7 (1d8 + 3) bludgeoning damage and the target is marked by the bog corpse. The bog corpse or any other bog corpse from the same sacred bog gains advantage on attack rolls against a marked target. Furthermore, they can detect the presence of a marked creature within 30 feet, and they know the approximate location of the marked creature if it is farther away. \n'b'\n'b' ABOUT \n'b' Created by foul magics of long-dead gods, bog corpses are the remains of victims sacrificed to these otherworldly entities in times long before history began to be recorded. Cursed by the rituals that consigned them to a fetid tomb, bog corpses protect the sacred places in which they died. Once their unholy sites are disturbed, they rise to drive off the intruders and also to hound them to death. Those slain by a bog corpse are not entirely dead, and the bog corpse attempts to carry its victims back before the soul departs its body. Once interred in the rotting bog, the fresh corpse transforms into a bog corpse.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Denizen of Leng \n'b' Medium aberration , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 93 (11d8 + 44) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 19 (+4) INT: 18 (+4) WIS: 17 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +7, Intelligence +7, Charisma +8 Skills Arcana +7, Deception +8, Insight +6, Perception +6, Stealth +7 Damage Resistances cold, lightning Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 16 Languages all Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Regeneration . The denizen of Leng regains 5 hit points at the start of its turn if it has at least 1 hit point and its planar connection to its homeworld of Leng isn\xe2\x80\x99t interrupted. If its ability to plane shift (or other form of planar travel) is suppressed, this trait doesn\xe2\x80\x99t function at the start of the denizen of Leng\xe2\x80\x99s next turn. \n'b' Rejuvenation . If the denizen of Leng dies in a location not on its homeworld, it returns to life in 4d6 hours on its homeworld of Leng, regaining all its hit points and becoming active again. \n'b' Sneak Attack (1/turn) . The denizen of Leng deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of one of its allies that isn\xe2\x80\x99t incapacitated and the denizen of Leng doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Innate Spellcasting . The denizen of Leng\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The denizen of Leng can innately cast the following spells, requiring no material components:\n'b'\n'b' 3/day each : detect thoughts , hypnotic patter, levitate , minor image \n'b' 1/day each : locate object , plane shift (self only) \n'b' Actions \n'b' Multiattack . The denizen of Leng makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 4) piercing damage and the target must succeed on a DC 15 Constitution saving throw or incur one level of exhaustion . \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 8 (1d8 + 4) slashing damage. \n'b' About \n'b' Wrapped from head to toe in tattered leather robes, this creature appears almost human at first glance. The longer one looks, however, the more one becomes aware of strange and terrifying realities beneath the fa\xc3\xa7ade. \n'b' Denizens of Leng are remote, alien, and inscrutable, much like their distant, well- hidden home realm. Scholars argue endlessly over whether Leng is a physical realm like other planes- secreted among the Outer Planes, according to some-or a more ephemeral dimension of dreams and shadows. What is known for certain is that its native inhabitants can travel freely among the planes, both individually using an innate power and also aboard great black-sailed ships. They venture out in search of exotic slaves, magic items, and gems, for which they have an insatiable greed. Gems always make up the greatest portion of their treasure. It is also known that the denizens of Leng are involved in an ages-old war against the monstrous, intelligent spiders that infest their homeland. \n'b' Travelers from Leng always go abroad in voluminous robes and head-wrappings similar to those of desert people, to disguise their true origin. In their disguises, they can readily pass as elves or short humans. Stripped of their robes and hoods, they reveal horned brows, clawed fingers, mouths ringed by tentacles, and cloven, double- jointed legs like a goat\xe2\x80\x99s.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bog Crawler \n'b' Gargantuan aberration , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 279 (18d20 + 90) Speed 40 ft., swim 40 ft.\n'b' STATS STR: 26 (+8) DEX: 10 (+0) CON: 21 (+5) INT: 3 (\xe2\x80\x934) WIS: 11 (+0) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Wis +5 Damage Immunities acid, poison Condition Immunities charmed , frightened , paralyzed , poisoned Senses darkvision 120 ft., passive Perception 10 Languages \xe2\x80\x94 Challenge 15 (13,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The bog crawler can breathe air and water. \n'b' Slimy Movement . The bog crawler ignores difficult terrain , and magical effects can\xe2\x80\x99t reduce its speed or cause it to be restrained . It can spend 5 feet of movement to escape from nonmagical restraints or being grappled . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bog crawler makes two tentacle attacks, or one tentacle attack and one bite or swallow. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 5 ft., one creature. Hit : 34 (4d12 + 8) piercing damage, and the target is grappled (escape DC 21). Until this grapple ends, the target is restrained , and the bog crawler can\xe2\x80\x99t bite another target. \n'b' Tentacle . Melee Weapon Attack : +13 to hit, reach 20 ft., one creature. Hit : 26 (4d8 + 8) bludgeoning damage, and the target is grappled (escape DC 21). Until the grapple ends, the target is restrained . The bog crawler has six tentacles, each of which can grapple one target. \n'b' Swallow . The bog crawler makes one bite attack against a Huge or smaller creature it holds grappled with its bite. If the attack hits, the target takes the bite\xe2\x80\x99s damage, the grapple ends, and the target is swallowed. While swallowed, a creature is blinded and restrained , has total cover against anything originating outside the bog crawler, and takes 36 (8d8) acid damage at the start of each of the bog crawler\xe2\x80\x99s turns. If the bog crawler takes 30 damage or more on a single turn from a creature inside it, the bog crawler must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in spaces within 10 feet of the bog crawler. If the bog crawler dies, a swallowed creature is no longer restrained by it and can escape the corpse by using 15 ft. of movement, exiting prone . \n'b'\n'b' ABOUT \n'b' Hulking Terrors . Fleshy masses of a vaguely amphibian shape, these monstrosities wriggle out from deep hibernation in chaotic cycles, baffling the few naturalists who dare study them. The crawlers emerge ravenous, destroying everything in their path in search of food. \n'b' Bizarre Horrors . Disgusting masses caked with mud and slime, the bog crawler\xe2\x80\x99s brown skin is covered in warts. Its face is somewhat frog-like, with a large mouth and multiple rows of sharp teeth. Its tail is a writhing mass of small tentacles that scuttle along the ground, propelling the creature on land and stabilizing it in water. Six large tentacles jut from the mass of its body, three on each flank, and are long and strong enough to attack nearby creatures and structures. \n'b' Famished Hunters . These beasts\xe2\x80\x99 primary motivation is hunger. They eat any flesh, starting with wildlife, moving on to livestock, and then feasting on any community they encounter. Much like a snake, their jaws are connected by a ligament and muscle network, allowing them to unhinge and swallow enormous creatures. \n'b' Inexplicable Retreat . While most bog crawlers spend a great time feeding, others retreat early, their hunger seemingly slaked. If a reason for these premature hibernations could be found, untold carnage might be avoided. \n'b'\n'b' DC 10 Intelligence ( History ) : Bog crawlers are massive creatures capable of great destruction and carnage. They worm their way out of ancient burrows to feed after hundreds of years of hibernation. \n'b' DC 15 Intelligence ( Arcana ) : Bog crawlers are immune to acid and poison. They can swallow creatures almost as large as they are, topple towers and strongholds, can\xe2\x80\x99t be stopped by charm or paralysis, and are immune to fear. \n'b' DC 20 Intelligence ( Nature ) : While a bog crawler\xe2\x80\x99s ability to swallow creatures is their greatest danger, they can use their main tentacles to grab and hold prey.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bog Creeper \n'b' Medium plant , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 104 (11d8 + 55) Speed 10 ft., swim 20 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 20 (+5) INT: 3 (-4) WIS: 14 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Senses tremorsense 60 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 9 (5,000 XP) \n'b' Special Traits \n'b'\n'b' False Appearance . While the bog creeper remains motionless, it is indistinguishable from normal plants. \n'b' Marsh Move . A bog creeper doesn\xe2\x80\x99t treat marshy, swampy terrain as difficult terrain . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The bog creeper makes up to four attacks: one with its bite, one slam, and two with its tendrils. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) bludgeoning damage. \n'b' Tendrils . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if the bog creeper isn\xe2\x80\x99t already grappling a creature, and the target is restrained until the grapple ends. The bog creeper can only grapple one target. \n'b' Acid Spray (3/day) . The bog creeper sprays stomach acid in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 14 (3d8) acid damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' This creature looks like a human-sized rotting tree trunk with several thorny tendrils sprouting from its body. A single limb protrudes from its central form as well. \n'b' The bog creeper is native to the thickest, darkest swamps. It superficially resembles a human-sized rotted tree trunk sprouting several thorny tendrils each about 10 feet long and a single 6-foot-long limb. Bog creepers are carnivorous, lurking amid dead trees and stumps waiting to ambush unsuspecting prey. The shattered boles and stumps make perfect camouflage for the sly bog creeper. \n'b' Marshes and swamps are home to the bog creeper and it moves through the territory with ease; it can swim the waters and shamble across the rare patches of dry or swampy ground in pursuit of its prey. \n'b' The treasure of a bog creeper is located in its pulpy gullet and consists of the inorganic, indigestible remains and possessions of its victims. \n'b' A bog creeper attacks by ambushing its prey, lying in wait for someone or something to wander nearby. When prey comes within range, it lashes out with its single limb and slashes with its tendrils. \n'b' It uses its tendrils to grab prey and either constrict it or transfer it to its mouth where it bites with its toothy maw. A desperate bog creeper can also vomit forth its powerful digestive sap in order to dispatch its opponents.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bog Hopper \n'b' Medium fey , chaotic evil \n'b' Armor Class 14 Hit Points 60 (8d8 + 24) Speed 40 ft., swim 30 ft.\n'b' STATS STR: 16 (+3) DEX: 18 (+4) CON: 16 (+3) INT: 7 (-2) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +6 Damage Immunities poison Condition Immunities poisoned Senses darkvision 90 ft., passive Perception 13 Languages Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The bog hopper can breathe air and water. \n'b' Keen Hearing . The bog hopper has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Magic Resistance . The bog hopper has advantage on saving throws against spells and other magical effects. \n'b' Slippery . The bog hopper has advantage on ability checks and saving throws made to escape a grapple. \n'b' Standing Leap . The bog hopper\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b' Sunlight Sensitivity . While in sunlight, the bog hopper has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Surprise Attack . If the bog hopper surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack . \n'b' Swamp Camouflage . The bog hopper has advantage on Dexterity ( Stealth ) checks made to hide in swampy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bog hopper makes two attacks: one with its bite and one with its horn. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Horn . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage. \n'b' Shoot Spikes . Ranged Weapon Attack : +6 to hit, range 30/80 ft., one target. Hit : 9 (1d10 + 4) piercing damage plus 2 (1d4) poison damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Dodge . The bog hopper can use its reaction to add +1 to its AC against a melee attack . It must be able to see the attacker. \n'b'\n'b' ABOUT \n'b' A concerned paladin counts all his party members as they emerge from a trek through the swamp. The adventurers realize one companion is missing. Then their bearded leader notices several spikes in the cleric\xe2\x80\x99s chain mail. Frowning, the older man declares that a bog hopper is at work. \n'b' Swamp Stalker . This odd fey creature spends its time hunting in swampy terrain. It is a carnivore and will feed on insects, beasts, humanoids, and any other available meat. They can attack with their horn, jaws, or by shooting poisonous spikes. \n'b' Dark Cover . Bog hoppers prefer to hunt in dimly lit areas or at night. These stealthy monsters like to lurk in the water or thick foliage and listen for the movements of any prey.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ala \n'b' Medium fey , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 127 (15d8 + 60) Speed 30 ft., fly 40 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 18 (+4) INT: 10 (+0) WIS: 16 (+3) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +8, Perception +9, Stealth +6 Damage Immunities lightning, poison, thunder Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 19 Languages Common, Draconic Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Flyby . The ala doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Poisonous Flesh . The ala\xe2\x80\x99s poison infuses its flesh. A creature that touches the ala or hits it with a melee attack while within 5 feet of it takes 7 (2d6) poison damage. \n'b' Storm\xe2\x80\x99s Strength . If the ala is outside and an electrical storm is within 1 mile of it, creatures have disadvantage on their saving throws against the ala\xe2\x80\x99s Lightning\xe2\x80\x99s Kiss. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ala makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage plus 7 (2d6) poison damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) slashing damage plus 7 (2d6) poison damage. \n'b' Lightning\xe2\x80\x99s Kiss (Recharge 5\xe2\x80\x936) . The ala launches a bolt of lightning at up to three targets it can see within 30 feet of it. Each target must make a DC 16 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Alas are born from galls that grow on treant trunks. Within this parasitic pocket, an ala sickens the treant and consumes its life force. When the treant dies, the ala is born in a black whirlwind. \n'b' Daughters of the Whirlwind . Alas have windblown hair and wear smoky black rags, but their true form is that of a whirlwind, which can always be seen by \xc5\xa1estaci, those men and women with six digits on each hand. In flight or in battle, an ala takes on a form with the upper body of a hag and a whirling vortex of air in place of hips and legs. When an ala enters a house in human form, the whole building groans in protest, as if it had been struck by a powerful storm wind. Alas live in the hollows of trees that were struck by lightning. They are most active when thunder rocks the forest, and when they travel, hail or thunderstorms spawn around them. \n'b' Enormous Appetites . The huge-mouthed alas have voracious appetites. In the wild, they devour wolves, bears, and badgers. They prefer to hunt in settled areas, however, because they favor the taste of innocents above all else. Unsavory humanoids may beg an ala\xe2\x80\x99s favor (or divert its wrath) with gifts of bound captives. \n'b' Energized by Storms . In battle, an ala is constantly on the move, weaving between foes like the wind. It tears at its foes with claws and a poisonous bite, or throws wicked lightning bolts and hailstorms from afar. Woe betides the hero who confronts an ala while a storm rages overhead\xe2\x80\x94such storms energize the ala and make its lightning stronger. Because alas wield lightning with such mastery, some sages associate them with the god of lightning.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bog Lantern \n'b'\n'b' Small undead , neutral evil \n'b' Armor Class 15 Hit Points 68 (8d6 + 40) Speed fly 50 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 20 (+5) CON: 10 (+0) INT: 9 (-1) WIS: 18 (+4) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +3, Cha +2 Skills Deception +5, Perception +7, Stealth +8 Damage Resistances all damage types except force Condition Immunities exhaustion , fright, grappling, poisoned , prone , restraint, unconsciousness Senses darkvision 60 ft. Languages Understands Common, but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) \n'b' Actions \n'b'\n'b' Mind Bend . Melee Weapon Attack : +8 to hit (reach 5 ft.; one creature). Hit : 1d10 + 4 psychic damage plus 1 level of exhaustion , and the creature must make a successful DC 15 Wis saving throw or lose 2 points from Intelligence and Wisdom . \n'b'\n'b' Special Traits \n'b'\n'b' Out of Phase Bog lanterns exist partially in the Ethereal Plane and partially in the Material Plane. This accounts for their resistance to most damage. Weapons, spells, and other attacks that are capable of striking into the Ethereal Plane or that come from ethereal attackers aren\xe2\x80\x99t affected by this resistance . \n'b'\n'b' About \n'b' Environment Swamp Organization solitary \n'b' A ball of pale yellow light bobs and floats in the distance, its flickering pattern beckoning. \n'b' Whether the bog lantern is simply an undead will-o\xe2\x80\x99-wisp or a separate creature that is superficially similar is unknown. The only traits the bog lantern seems to share with its potential cousin are its appearance and a desire to lure passers-by off the relative safety of the roads and paths meandering through boglands. \n'b' A typical bog lantern is about 3 feet in diameter. Most of the time, they opt to float 4 to 5 feet off the ground, though they can move around in three-dimensional space adroitly. On closer inspection, a bog lantern is observed to resemble a glowing skull etched with hundreds of mysterious runes that appear to penetrate completely through the glowing bone into its dark, inscrutable interior. A pair of glowing points of light hover within its dark eye sockets. Unlike the will-o\xe2\x80\x99-wisp, a bog lantern cannot alter its color, brightness, or pattern of illumination. It is an \xe2\x80\x9calways on\xe2\x80\x9d glowing ball shedding yellow light equal to a torch. To simulate flickering patterns, bog lanterns move in and out of the brush and other foliage or cause their eye socket lights to roam around within the dark interior to cause light to shine intermittently through the dark runes that cover its surface. \n'b' In this way, it can appear to be several flickering lights \xe2\x80\x93 perhaps a large colony of fireflies, for example. \n'b' Bog lanterns feed directly on the damage they inflict to their target\xe2\x80\x99s mental abilities. They prefer to feed on mental energy from humanoids \xe2\x80\x93 they simply find the \xe2\x80\x9ctaste\xe2\x80\x9d to be a delicacy \xe2\x80\x93 and in particular, young humanoids . However, many a trapper has found the desiccated remains of an alligator, panther, or other beast unfortunate enough to cross paths with a hungry bog lantern. A bog lantern attacks by lashing at adjacent foes with psychic energy. The attack appears to be a flash of light (sometimes confused with an electrical discharge because of the bog lantern\xe2\x80\x99s similarities to a will-o\xe2\x80\x99-wisp), but it\xe2\x80\x99s actually the bog lantern forming a tendril-like appendage and touching its prey.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bogeyman \n'b' Medium fey , neutral evil \n'b' Armor Class 20 (natural armor) Hit Points 169 (22d8 + 44) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 23 (+6) CON: 14 (+2) INT: 15 (+2) WIS: 18 (+4) CHA: 27 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex + 10, Wis +8, Cha +12 Skills Arcana +10, Deception +12, Insight + 8, Intimidate +16, Perception +12, Sleight of Hand +14, Stealth +14 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft. (can see in magical darkness ), passive Perception 21 Languages Aklo, Common, tongues Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Deepest Dread . A bogeyman is cloaked in a 30-foot aura of dread. This aura manifests as a shifting haze of images that reflect the viewer\xe2\x80\x99s deepest fears. Each round an opponent ends its turn within the aura, it must succeed at a DC 22 Wisdom saving throw or become frightened for 1 minute and can repeat the saving throw at the end of each of its turns. Once per day, the bogeyman can spend an action to remove the immunity to fear from any creature within its aura. At that time, every creature within the aura must make a saving throw against its effects, with creatures that did not previously have immunity making this saving throw with disadvantage. \n'b' Dread Strike . A bogeyman has advantage to attack a creature that is frightened . \n'b' Innate Spellcasting : The bogeyman\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : cause fear , detect thoughts , darkness , invisibility , minor illusion , tongues \n'b' 3/day each : hold monster , phantasmal killer \n'b' 1/day : dream \n'b'\n'b' Magic Resistance . The bogeyman has advantage on saving throws against spells or other magical effects. \n'b' Sneak Attack (1/Turn) . The bogeyman deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the bogeyman that isn\xe2\x80\x99t incapacitated and the bogeyman doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Terrible Rejuvenation . A bogeyman regains 10 Hit Points at the start of its turn while any creature within its deepest fear aura is suffering from a fear effect, including any fear effect created by the aura itself. If it is destroyed while within 30 feet of a frightened creature, the bogeyman reappears after 3d4 days, fully healed on the Material Plane within a 1 mile radius of the place where it was destroyed. It also has an obsession for revenge against those who previously destroyed it. While a destroyed bogeyman is reforming, any time a creature sleeps that was present at the bogeyman\xe2\x80\x99s destruction sleeps in the Material Plane, it must make a DC 22 Wisdom saving or suffer the effects of a dream spell (with the monstrous messenger). Once the bogeyman is reformed, it can choose to reappear within a 30-foot radius of a creature suffering from the dream spell if that creature failed its saving throw. The rejuvenation of a destroyed bogeyman can be prevented if dispel evil is cast at the place on the Plane of Shadow that corresponds to the place at which the bogeyman was destroyed. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bogeyman makes two claw attacks \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) slashing damage and 10 (3d6) necrotic damage. A critical hit from a bogeyman\xe2\x80\x99s claw forces any target that has successfully saved against the creature\xe2\x80\x99s deepest dread aura to make another Wisdom saving throw against its effects. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The bogeyman 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 bogeyman regains spent Legendary Actions at the start of its turn. \n'b'\n'b' Abduct . The bogeyman can attempt to initiate a grapple contest with an adjacent target. If it succeeds, it can move up to its full speed along with the creature that it is grappling. \n'b' Claw . The bogeyman makes a claw attack. \n'b' Spellcasting (Costs 2 Actions) . The bogeyman casts a spell. \n'b'\n'b' ABOUT \n'b' Many believe that the most cruel and mischievous fey become bogeymen as a punishment or a reward for their actions. \n'b' Others see bogeymen as supernatural manifestations of society\xe2\x80\x99s willingness to do itself harm. \n'b' Bogeymen use their powers to haunt houses or secluded natural places where they can hunt prey unobserved. They relish using their minor illusion power to hint at their presence long before they fully reveal themselves. It is not uncommon for a bogeyman to hide under a bed, or in a closet left slightly ajar, for days or even weeks, all the while feeding on its victims\xe2\x80\x99 growing realization that they are not alone. \n'b' The most evil bogeymen are those who abandon the tactic of feeding on one person\xe2\x80\x99s fears at a time and take up roles of mass murderers or serial killers, or other pursuits designed to drive fear into the hearts of an entire city of victims. True to their name, all bogeymen are male. Sometimes, children whom they steal away to secret lairs emerge years later, transformed into new bogeymen, and return home to continue their supernatural father\xe2\x80\x99s work.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bogfoul \n'b' Large elemental , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 119 (14d10 + 42) Speed 30 ft., swim 90 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 17 (+3) INT: 5 (\xe2\x80\x933) WIS: 10 (+0) CHA: 6 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +6 Damage Immunities poison Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 13 Languages Aquan Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Blight . Any creature that touches the bogfoul or hits it with a melee attack while within 5 feet of it must succeed on a DC 14 Constitution saving throw or become poisoned until the end of that creature\xe2\x80\x99s next turn. \n'b' Freeze . If the bogfoul 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 bogfoul can enter a hostile creature\xe2\x80\x99s space, subjecting that creature to Blight, and stop there. It can move through a space as narrow as 1 inch wide without squeezing. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bogfoul makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage, 7 (2d6) poison damage, and Blight. \n'b' Noxious Splash . The bogfoul hurls a glob of foul water at a point it can see within 60 feet of it. Each creature within a 10-foot-radius sphere centered on that point must make a DC 14 Constitution saving throw. The sphere goes around corners. On a failed save, a creature takes 17 (5d6) poison damage and becomes poisoned until the end of its next turn. \n'b' Swamp (Recharge 5\xe2\x80\x936) . Each creature fully in the bogfoul\xe2\x80\x99s space must make a DC 14 Constitution saving throw. On a failure, a target takes 10 (2d6 + 3) bludgeoning damage and 7 (2d6) poison damage. If the target is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and able to breathe only if it can breathe water. If the saving throw is successful, the target is pushed out of the bogfoul\xe2\x80\x99s space. A creature within 5 feet of the bogfoul can pull a creature or object out of it by taking an action to make a DC 14 Strength ( Athletics ) check and succeeding. Such a creature is exposed to the Blight trait. \n'b'\n'b' ABOUT \n'b' Affront to Nature . Whether through a brush with powerful malevolence or unwise experiments, elementals can be corrupted, turning them into blighted forms. Fey and others with a connection to nature have an instinctive aversion to these creatures. \n'b' Toxic Magic . Blighted elementals are sources of poison, carrying their corruption with them and spreading it to new places. They multiply rapidly and carry death to the unwary. For those with sinister intentions though, they can be an excellent source of dangerous, potent ingredients for potions or poison. \n'b'\n'b' DC 10 Intelligence ( Nature ) : Blight elementals arise when nature or the substance of an elemental plane is corrupted. These elementals can resemble nonelemental creatures, but they\xe2\x80\x99re still elementals. Blight elementals have elemental resistances, including to nonmagical attacks. \n'b' DC 15 Intelligence ( Arcana ) : A blight elemental is always poisonous, in addition to its other powers. Some, such as deathmoss and forgeblights, have supernatural abilities to spread rot to creatures or objects. \n'b' DC 20 Intelligence ( History ) : Some legends say a lich created the first blight elementals to gain the favor of an arch daemon. If such stories are true, finding the lich\xe2\x80\x99s notes might allow someone to return blight elementals to their original forms.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Boggart \n'b' Medium fey (shapechanger), chaotic evil \n'b' Armor Class 13 Hit Points 39 (6d8 + 12) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 15 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Senses passive Perception 14 Languages Sylvan Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Frightening Form . The boggart can use an action to transform into a form that would scare a target within 10 ft. The target must make a successful DC 13 Wisdom saving throw or become frightened for 1 minute. It needs to use a bonus action to transform back into its true form. \n'b' Innate Spellcasting . The boggart\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The boggart can innately cast the following spells, requiring no components.\n'b'\n'b'\n'b' At will : detect thoughts , prestidigitation \n'b' 2/day : invisibility , shocking grasp \n'b' 1/day : confusion , dissonant whispers \n'b'\n'b' Magic Resistance . The boggart has advantage on saving throws against spells and other magical effects. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 8 (2d6 + 1) piercing damage. \n'b'\n'b' About \n'b' Hiding in the darkest places of the wilderness is a horrid, malevolent creature. The boggart usually inhabits marshes or fields. Its true form is a mystery as it often takes the form of its victim\xe2\x80\x99s deepest fear. Some say the boggart is really a black shadowy creature. However, if a boggart is killed it simply dissolves. \n'b' Hidden Homes . These monsters often hide in burrows, under bridges, in old trees, or under logs. \n'b' Darkest Fear . Having the ability to shapechange and the ability to detect thoughts makes this monster a challenging opponent. The boggart usually changes shape when a humanoid is nearby. \n'b' Domestic Setting . At times a boggart gets inside a dwelling and causes all kinds of havoc. Many a family has been chased from their home by this nasty fey.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Boggle \n'b' Small fey , chaotic neutral \n'b' Armor Class 15 (natural armor Hit Points 126 (14d6+77) Speed 40 ft., 20 ft climb ft.\n'b' STATS STR: 16 (+3) DEX: 23 (+6) CON: 21 (+5) INT: 12 (+1) WIS: 8 (-1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 9 Languages Common, Gnome, Sylvan Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The boggle\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : confusion (1 target only), dancing lights , minor illusion \n'b' 3/day each : charm person , confusion , dimension door , hideous laughter , invisibility \n'b' 1/day each : polymorph , fear \n'b'\n'b' Mindboggle Aura . Any creature ending a turn within 30 ft. of the boggle must make a DC 14 Wisdom saving throw or gain disadvantage on Wisdom ( Perception ) skill checks and initiative rolls until 13 minutes after leaving the aura. \n'b' Shapechanger . The boggle can use its action to polymorph into a scarecrow, calf, goat , goose or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The boggle makes one of each of its attacks. \n'b' Bite . Melee Weapon Attack : +9 to hit, 5 ft. reach, 1 target. Hit : 10 (1d8 + 6) piercing damage. \n'b' Gore . Melee Weapon Attack : +9 to hit, 5 ft. reach, 1 target. Hit : 11 (1d10 + 6) piercing damage. \n'b' Claws . Melee Weapon Attack : +9 to hit, 5 ft. reach, 1 target. Hit : 19 (2d6 + 12) slashing damage. \n'b'\n'b' ABOUT \n'b' Boggles are frenetic and capricious fey who love to run and cavort through the woods, pulling pranks on animals, people, monsters, and their fellow fey. What these country cousins to bogeymen love more than anything, though, is the humor and laughter of mortals. When bored, a boggle randomly selects a person or family to befriend and begins a campaign of pranks and teasing; the boggle usually neglects to introduce itself to these new friends, remaining hidden to heighten the growing panic and make the game more hilarious. Its innate magic creates strange lights and sounds and causes erratic behavior, adding to the mortals\xe2\x80\x99 dread. A boggle stands 3 feet tall and weighs 55 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bogtilt \n'b' Tiny fey , chaotic evil \n'b' Armor Class 13 Hit Points 2 (1d4) Speed 10 ft., fly 40 ft.\n'b' STATS STR: 6 (-2) DEX: 16 (+3) CON: 10 (+0) INT: 11 (+0) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Languages Common, Elvish, Sylvan Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The bogtilt\xe2\x80\x99s innate casting ability is Charisma (DC 11 spell saving throw). For each group of four present, the bogtilts can cast (as a group):\n'b'\n'b'\n'b' 1/day : charm person , dancing lights (for instance, 8 bogtilts could cast both spells twice per day.) \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 5 (1d4+3) piercing damage. \n'b'\n'b' ABOUT \n'b' Small but rather long, the bogtilt is a winged faerie who dwells in the deeps of most swamps. Generally, they are shaped like legless frogs with very long tails. Their wings are more like a bat \xe2\x80\x99s: long, slender, and made of a thin membrane. Their mouths are wide, filled with misshapen teeth. The bogtilts range in color, from the very bright to the extremely dull. Their wide yellow eyes sit atop their head like small gems. They have thin arms and small hands. \n'b' Drawn to Shiny Objects . They have a great love for all precious metals and stones, and upon sight of any such item, they set about harassing the rightful owner. Once they have captured, killed, or incapacitated the victim, bogtilts swoop in to claim whatever prize they sought. If there is no chance of luring the victims to their demise, the bogtilts content themselves with confusing the victim with spells until an opportunity to rob the victim presents itself. \n'b' Trickery and Ambush . Bogtilts are prone to theft and mischief. Bogtilts generally lie upon branches, their tails wrapped around them for support, or in the muck upon swamp floors, waiting patiently for creatures to pass by; and when prey appears, they rouse themselves. Through their croaking calls that act as charm person spells, they attempt to lead their victims into dangerous areas such as quicksand, deep water, or to creatures that might slay them but not concern themselves with the treasure, such as the moundule (see below). They engage directly only as a last resort. \n'b' Croaking . The croaking of these strange fey is very melodious and not a little strange; it sounds much like heavy water dripping from the eaves of a roof into a shallow pool. They often gather in small pods (a group of bogtilts are called pods) and croak for hours on end. of course, they often do this to call other bogtilts to them. At times, huge pods of several hundred exist.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Denizen of Leng \n'b' Large monstrosity (mythos), neutral evil \n'b'\n'b' Armor Class 18 Hit Points 190 (20d10+80) Speed 30 ft., fly 20 ft.\n'b' STATS STR: 24 (+7) DEX: 16 (+3) CON: 18 (+4) INT: 18 (+4) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances necrotic Condition Immunities exhaustion, frightened, poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common, Infernal Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Alien Anatomy . When an attacker scores a critical hit against a denizen of Leng, it has a 50% chance to treat it as a normal hit instead. It also takes only half damage from a rogue\xe2\x80\x99s sneak attack. A denizen of Leng also gains advantage on saving throws against polymorph spells or any other effect that would change its shape. \n'b' Deflect Spells . A denizen of Leng is immune to spells which specifically affect undead. \n'b' Dimensional Regeneration . A denizen of Leng regains 5 hit points at the start of its turn. If it takes force or radiant damage, this trait doesn\xc3\xaf\xc2\xbf\xc2\xbdt function at the start of the denizen\xe2\x80\x99s next turn. The denizen dies only if it starts its turn with 0 hit points and does not regenerate. If killed, a denizen\xe2\x80\x99s body dissolves into nothingness in 1d4 rounds, leaving behind its gear. It is rumored that slain denizens simply reform new bodies in Leng, conjured out of the mutable essence of the dimension of dreams, rather than being permanently slain. \n'b' Actions \n'b' Multiattack . A denizen of Leng makes two claw attacks. \n'b' Claws . Melee Weapon Attack : +9 to hit, 5 ft. reach. Hit : 14 (2d8 + 5) slashing damage, and 14 (4d6) psychic damage. \n'b' Confusion (Recharge 6) . Each creature in a 10-foot-radius sphere is affected by a confusion spell (save DC 16). \n'b' About \n'b' These eerie denizens travel the universe from their strange homeland of Leng, walking uncontested only when they disguise themselves as humans by wearing loose-fitting robes and wrappings about the head and face. Under these disguises, they have horned brows, clawed fingers, mouths full of tentacles, and crooked goatish legs with cloven hooves. A denizen of Leng weighs 200 pounds and stands roughly 5-1/2 feet tall. \n'b' Dimensional Raiders . Many scholars have argued over where the otherworldly realm of Leng lies \xe2\x80\x93 some believe it can be found among the Outer Planes, while others are convinced it can only be reached via a dimension of dreams. The denizens of Leng can travel to other planes freely, and often do so in strange, black ships, constantly seeking new breeds of slaves or trading rubies for unusual services or magical treasures. At other times, their visits are much more violent, focusing on abducting victims for use as slaves or worse. \n'b' On Leng, these denizens have long fought a war against that realm\xc3\xaf\xc2\xbf\xc2\xbds monstrous spiders, a war that sometimes spills over into other worlds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Boi\xc3\xbana \n'b' Gargantuan beast ( titan ), lawful evil \n'b' Armor Class 19 (natural armor) \n'b' Hit Points 465 (30d20+150) \n'b' Speed 30 ft., swim 100 ft.\n'b' STATS STR: 30 (+10) DEX: 22 (+6) CON: 20 (+5) INT: 18 (+4) WIS: 22 (+6) CHA: 26 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities charmed , grappled , restrained \n'b' Skills Athletics +17, Deception +16, Perception +13 \n'b' Senses darkvision 60 ft., passive Perception 23 \n'b' Languages Aquan, Common \n'b' Challenge 22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The boi\xc3\xbana breathes air and water. \n'b' Serpentiginous Rebirth . A creature slain by the boi\xc3\xbana is reincarnated 24 hours later as an ordinary river snake with no recollection of their former life. Their former body (but not their gear) dissolves into mud. Once they are reincarnated, they cannot be returned to life by raise dead or resurrection , though reincarnate or wish can bring them back in their original form even if their body is not present by simply touching the body of water where they were slain, or the body of the boi\xc3\xbana, or the snake they became when reborn. \n'b' Siege Monster . The boiuna deals double damage to objects and structures. \n'b' Steal Shadow . A creature that ends its turn adjacent to the boi\xc3\xbana must succeed a DC 23 Charisma saving throw or have its shadow stolen from it. Starting on its next turn, and every hour thereafter, a creature that has its shadow stolen must succeed a DC 23 Constitution saving throw or gain 1 level of exhaustion . If the boi\xc3\xbana is killed or if remove curse is cast on a creature whose shadow has been stolen, its shadow returns and they no longer need to save against gaining levels of exhaustion , but any exhaustion already accrued remains. The boi\xc3\xbana can suppress or regain use of this ability as a bonus action. \n'b' Stench . The awful reek of the boi\xc3\xbana causes non-reptilian creatures within 60 feet to become poisoned unless they succeed on a DC 20 Constitution saving throw. They remain poisoned until they complete a short rest. A successful save grants immunity to the boi\xc3\xbana\xe2\x80\x99s stench for 24 hours. \n'b' Unstoppable . The boi\xc3\xbana\xe2\x80\x99s movement is never impeded by difficult terrain . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The boi\xc3\xbana makes one bite attack and one tail attack . \n'b' Bite . Melee Weapon Attack : +17 to hit, 60 ft. reach, all targets in a 10-foot square. Hit : 75 (10d12 + 10) piercing damage. If the boi\xc3\xbana bites a single Large or smaller creature, the target must succeed on a DC 25 Dexterity or Strength saving throw (target\xe2\x80\x99s choice) or be swallowed by the boi\xc3\xbana. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the boi\xc3\xbana, and it takes 10 (3d6) acid damage and 21 (6d6) bludgeoning damage at the start of each of the boi\xc3\xbana\xe2\x80\x99s turns. If the boi\xc3\xbana dies, a swallowed creature is no longer restrained and can escape from the corpse by using 30 feet of movement, exiting prone . \n'b' Tail . Melee Weapon Attack : +17 to hit, 60 ft. reach, all targets in a 20-foot line, 5 feet wide. Hit : 48 (14d10 + 10) bludgeoning damage and targets must succeed on a DC 25 Strength or Dexterity saving throw (target\xe2\x80\x99s choice) or be pushed 10 feet in a direction chosen by the boi\xc3\xbana. \n'b' Change Shape . The boi\xc3\xbana can transform into a Small or Medium humanoid or back into its original form. In this humanoid form, it loses its bite and tail attacks. \n'b' Enchanting Gaze . A boi\xc3\xbana can attempt to charm a creature within 120 feet of it with its gaze. The creature must succeed a DC 23 Wisdom saving throw or be charmed for 1 minute. \n'b' Immobilize Ship . The boi\xc3\xbana can turn the power of its gaze on a ship within 120 feet, causing it to halt as if stuck fast on a sandbar or anchor. If the ship has a pilot or captain, they can attempt a DC 23 Wisdom saving throw to resist this effect. On a success, their ship is immune to this effect for 24 hours. If failed, the ship cannot move for 1 hour unless the boi\xc3\xbana releases it. Casting remove curse on the ship grants the pilot or captain a new saving throw with advantage to end the effect. \n'b'\n'b' ABOUT \n'b' This titanic serpent has scales of midnight black above and lighter gray below, glistening with water as it haunts the deepest and widest lakes and rivers. Its massive eyes glow like orange bonfires, and their lambent glow can mesmerize creatures who look upon them with the overwhelming presence of the boi\xc3\xbana. Its onyx scales absorb shadows the living shadows of creatures nearby, sapping their vital energy and causing them to waste and die within days. These titanic beasts keep can grow hundreds of feet long and their bodies may span 20 to 30 feet across. They keep to the deepest freshwater they can find. In dry seasons when lakes and rivers become shallow or dry up, they may gouge new channels with their massive bodies or simply slither through the plains and forests to find a new home. They may dig immense holes underwater to find hidden springs or ensure it has a sufficient water supply. \n'b' River Kings . Belying its monstrous size and appearance, the boi\xc3\xbana is a highly intelligent creature, even gregarious when properly approached by shamans or others performing the proper rites or seances. They occasionally don human guise, often appearing as wealthy nobles or merchants, and attend parties and dances as they mingle with mortal. Some keep a hordes of smaller snakes in and around their riverine homes in a serpentine semblance of the kingdoms they visit on land.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bokereyder \n'b' Small fey , neutral evil \n'b' Armor Class 13 (leather) Hit Points 27 (6d6 + 6) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 14 (+2) CON: 12 (+1) INT: 11 (+0) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +5, Perception +3 Damage Resistances poison Condition Immunities disease, poison Senses darkvision 60 ft., passive Perception 13 Languages Common Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The bokereyder may cast the following spell without components:\n'b'\n'b'\n'b' At will : speak with animals \n'b'\n'b' Keen Senses . The bokereyder gains advantage on Perception checks that involve smell. \n'b' Feral Goat Companion . The bokreyder is rarely found without its mount. See Feral Goat Companion below. \n'b'\n'b' ACTIONS \n'b'\n'b' War Pick . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 1) piercing damage. \n'b' Bestial Gaze . A bokreyder can gaze at any one domestic animal of its choice within 30 feet that can see it. The animal must succeed at a DC 13 Wisdom save or become feral. A feral animal must move toward any creature other than the bokreyder or its allies on its round and use its action to attack that creature. If no creatures are within movement range of the beast, it will follow any orders given to it by the bokreyder that affected it. Calm emotions , dispel good and evil, or remove curse calms the creature for 1 hour per level of the spell or until the spell\xe2\x80\x99s duration ends (whichever is longer), but does not remove the feral condition. A successful DC 13 Wisdom ( Animal Handling ) check administered over an hour on a calm animal will return it to domesticated status. \n'b'\n'b' ABOUT \n'b' With their unnervingly goat-like features bokereyders share a few physical similarities to tieflings, with thick curling horns, long faces, rectangular pupils, and great scraggly beards. While they are sometimes mistaken for animals or bestial humanoids, they have only minimal connection to the natural world. Noted for their brutish behavior and foul tempers, they rarely interact with humanoid races, except through violence. \n'b' Nomadic Murderers . Sinister and malicious, bokereyders trace their ancestry to the outcasts of primitive tribes that rose during the dawn of humanity. Those criminals, thieves, and murders exiled from the first nomadic tribes bonded together in wild and violent gangs. Some tales imply that these outcasts lay with their beasts while other speculate they formed pacts with maleficent spirits that bestowed upon them their dark powers and warped their features making them wholly inhuman. \n'b' Tribal . Bokereyders organize themselves in loose nomadic tribes lorded over by a dominant alpha male. An individual\xe2\x80\x99s status is determined by his strength and cunning. For this reason, constant infighting erupts as each tribe member struggles to claim his status. Leaders live only as long as they can defend themselves against rivals. Conflicts for leadership typically result in death, with winners proudly wearing the horns of those they have defeated in combat. Only during raids do tribal members interrupt their infighting. \n'b' Pillage and Plunder . Having no magical talent and limited intelligence, bokereyders tribes survive entirely upon plunder taken from violent raids. Gleefully engaging in both theft and murder, they pillage easy targets such as small, undefended villages located in remote and isolated regions. They live in mountainous, hilly regions and are rarely active during the day. Bokereyders are omnivores, and they have been known to scavenge and eat their victims. \n'b' Corruptors . Bokereyders possess the ability to communicate with domesticated animals such as cows, dogs, goats, pigs, horses, and sheep, and use their talent and guile to turn these animals from their static lives of servitude back into free-thinking, wild feral beasts. They empathize most with goats and often raise large, feral versions of these animals as mounts. They are talented riders and take great care in grooming their mounts. Bokereyders give their mounts elaborate burial rituals for they believe that when their mounts die, the animal\xe2\x80\x99s soul merges with their own, making them stronger and more powerful.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bolejack \n'b' Medium humanoid (any species), chaotic neutral \n'b' Armor Class 13 (hide armor) Hit Points 32 (5d8 + 10) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +4, Nature +2, Survival +3 Senses darkvision 60 ft., passive Perception 11 Languages one national language, Sylvan Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Dryad Protection . The bolejack has advantage on saving throws against spells and other magical effects that don\xe2\x80\x99t come from an allied dryad. \n'b' Dryad\xe2\x80\x99s Stride . Moving through nonmagical difficult terrain , as well as magical difficult terrain created by an allied dryad, costs the bolejack no extra movement. \n'b' Magic Weapons . The bolejack\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bolejack attacks once with its battleaxe and once with its handaxe. \n'b' Battleaxe . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage. \n'b' Handaxe . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Axe Sweep (Recharge 5\xe2\x80\x936) . The bolejack makes a battleaxe attack against a creature. If the attack hits the target, the bolejack can use the same attack roll to see if the attack hits another creature within 5 feet of the bolejack and 5 feet of the first target. In addition to the damage, on a hit, a target must succeed on a DC 12 Strength saving throw or fall prone . \n'b'\n'b' ABOUT \n'b' Dryad Thralls . Monster hunters and sages know that some fey spirits who fall in love with mortals are bound to trees and changed into dryads, remaining forever young while their tree is kept safe. This bound state doesn\xe2\x80\x99t rob the dryad of power. Every so often, a dryad becomes interested in a person moving through her territory. She uses her charms and fey magic to make them into her thrall. \n'b' Woodcutter\xe2\x80\x99s Peril . Since a dryad lives within a forested grove, a significant number of those she encounters are woodcutters. A bolejack is a woodcutter who has won the trust of a dryad. If what they share is not love, the infatuation is strong enough for her to grant the bolejack some of her fey power. \n'b' Varied Devotion . A bolejack protects the dryad when her charms fail. Bolejacks are varied in their devotion to the dryad when her enchantment is removed. A bolejack is as likely to attack as to thank those who slay or subdue the dryad, breaking the bond between the two. \n'b'\n'b' DC 10 Intelligence ( Nature ) : A bolejack is a woodcutter a dryad charmed to protect the forest. Magic bolsters the bolejack so they can make better attacks and better resist other magic.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Alabaster Tree \n'b' Huge celestial , neutral good \n'b' Armor Class 18 (natural armor) Hit Points 105 (10d12 + 40) Speed 10 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 18 (+4) INT: 10 (+0) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +8 Skills Perception +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities radiant Condition Immunities stunned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 15 Languages all, telepathy 120 ft. Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Churning Advance (3/day) . As a bonus action , the alabaster tree moves up to five times its speed, leaving a trail of difficult terrain behind it. \n'b' Foster the Grasses . Hallowed reeds within 60 feet of an alabaster tree have advantage on saving throws. \n'b' Like Calls to Like . The alabaster tree knows if a creature within 60 feet of it is good-aligned or not. \n'b' Soul\xe2\x80\x99s Respite . A good-aligned creature who takes a short rest within 10 feet of an alabaster tree gains all the benefits of a long rest . \n'b' Actions \n'b' Multiattack . The alabaster tree makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 12 (3d4 + 5) bludgeoning damage plus 4 (1d8) radiant damage and the creature is grappled (escape DC 16). \n'b' Serrated Squeeze (Willow Only) . The alabaster tree makes one slam attack against a Large or smaller target it is grappling. If the attack hits, the target is engulfed in razor-sharp leaves, and the grapple ends. While engulfed, the target is blinded and restrained , it has total cover against attacks and other effects outside of the leaves, and it takes 13 (3d8) slashing damage at the start of each of the alabaster tree\xe2\x80\x99s turns. An alabaster tree can have only one creature engulfed at a time. If the alabaster tree takes 15 damage or more on a single turn from the engulfed creature, the alabaster tree must succeed on a DC 14 Constitution saving throw at the end of that turn or release the creature in a shower of shredded leaves. The released creature falls prone in a space within 10 feet of the alabaster tree. If the alabaster tree dies, an engulfed creature is no longer restrained by it and can escape from the leaves and branches by using an action to untangle itself. \n'b' Toss (Oak Only) . One Large or smaller object held or creature grappled by the alabaster tree is thrown up to 40 feet in a random direction and knocked prone . If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone . \n'b' Cloud of Needles (Recharge 5-6, Pine Only) . The alabaster tree fires a cloud of sharp needles at all creatures within 30 feet of it. Each creature in that area must make a DC 15 Dexterity saving throw, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' These large and exaggerated versions of mundane oak, pine, or willow trees boast steel-hard trunks and brightly glowing foliage. The bark of these trees form placid visages that stare out mutely at the surrounding landscape. While only three varieties have been found, priests and scholars speculate that the spirited trees could manifest in any arboreal form. Animals happily make homes in the branches and roots of the alabaster trees, where they enjoy protection and unnaturally long lives. \n'b' Stars in the Branches . An alabaster tree welcomes kind-hearted and good-aligned creatures by illuminating its leaves and needles with pulses of brilliant white light. During this time, the tree will attempt to communicate with the creature for the purpose of sharing information about the goings-on in the region. \n'b' Protectors . Alabaster trees are the protectors of a lustrating grove. Their ability to move quickly for short periods of time and their tough trunks make them formidable combatants. The trees suffer no evil or trickery and happily toss interlopers out of the grove. \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'Boloti \n'b' Tiny fey , neutral evil \n'b' Armor Class 15 Hit Points 45 (10d4 + 20) Speed 20 ft., swim 40 ft. (0 ft., swim 60 ft. in vortex form)\n'b' STATS STR: 12 (+1) DEX: 20 (+5) CON: 14 (+2) INT: 13 (+1) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +7 Senses darkvision 60 ft., passive Perception 13 Languages Common, Primordial, Sylvan Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The boloti can breathe air and water. \n'b' Water Camouflage . The boloti has advantage on Dexterity ( Stealth ) checks made to hide while at least half of its body is submerged in water. \n'b' Water Mastery . A boloti has advantage on attack rolls if both it and its target are touching the same body of water. If the target and the boloti are both on dry ground, the boloti has disadvantage on attack rolls. \n'b' Watery Body (Vortex Form Only) . The boloti 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. A creature that starts its turn in the boloti\xe2\x80\x99s space must succeed on a DC 12 Strength saving throw or take 4 (1d8) bludgeoning damage as it is buffeted by the swirl of water. \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger (True Form Only) . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d4 + 5) piercing damage. \n'b' Whirlpool (Vortex Form Only) . One creature in the boloti\xe2\x80\x99s space must make a DC 12 Strength saving throw. On a failure, the target takes 9 (2d8) bludgeoning damage, and if it is Medium or smaller, it is grappled (escape DC 12). 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 takes half the damage and is pushed out of the boloti\xe2\x80\x99s space. \n'b' Spellcasting (True Form Only) . The boloti casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 11):\n'b'\n'b'\n'b' At will : water breathing , water walk \n'b' 3/day each : create or destroy water , fog cloud , sleep \n'b' 1/day : control water \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Vortex Form . The boloti magically transforms into a Small vortex of swirling, churning water or back into its true form, which is Fey. The boloti can transform into its vortex form only while at least half of its body is submerged in water, and any creature it is grappling with Whirlpool is freed if the boloti transforms back to its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies. \n'b'\n'b' ABOUT \n'b' This small, leering water spirit resembles a cross between a gray frog and a damp scarecrow, with small tendrils sprouting from all its extremities. It has water wings seemingly made out of jellyfish flesh. \n'b' Swamp Robbers . Known as uriska in Draconic, the bolotis are small, swamp-dwelling water spirits which delight in drowning unsuspecting victims in shallow pools and springs, then robbing the corpses of whatever shiny objects they find. Bolotis use their magical vortex abilities to immobilize their victims and drag them to a watery death. They delight in storing up larders of victims under winter ice or under logs. \n'b' Fond of Allies . Bolotis sometimes team up with miremals and will-o\xe2\x80\x99-wisps to create cunning ambushes. They are happy with a single kill at a time.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bombardier Beetle, Giant \n'b' Medium beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 13 (2d8 + 4) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 15 (+2) INT: 3 (-4) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4 Damage Resistances fire Senses blindsight 30 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Spray . Ranged Weapon Attack : +4 to hit, range 15/30 ft., one target. Hit : 7 (2d4 + 2) fire damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bone Bosun \n'b' Small humanoid (titanspawn), chaotic evil\n'b' STATS STR: 7 (-2) DEX: 13 (+1) CON: 16 (+3) INT: 6 (-2) WIS: 9 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 11 Hit Points 6 (1d6 + 3) Speed 25 ft. Saving Throws Constitution +5 Skills Athletics +0, Acrobatics +2 Condition Immunities charmed , frightened Senses blindsight 30 ft., passive Perception 9 Languages Piscean, Titan Speech Challenge 1/8 (25 XP) \n'b' Special Traits \n'b'\n'b' Call the Blood Kraken (1/day) . The bone bosun may cry out, releasing a keening wail that calls out to the dreaded blood kraken. When the bone bosun activates this ability, roll 1d20. On a result of 19-20, a kraken answers the call, arriving within 2d4 rounds. The bone bosun may not use this ability again until they have completed a long rest . \n'b' Mindless Devotion . The bone bosun is utterly enthralled by Queen Ran. The extent of this effect prevents all forms of mind control from any creature other than Queen Ran. In addition to immunity to the charmed and frightened conditions, the bone bosun is immune to spells and effects such as command which control a target\xe2\x80\x99s mind without inflicting a condition. Any attempt to use such an effect on a bone bosun automatically fails. \n'b' Bone Bound . The bone bosun derives its strength from the skeleton of the bone ship to which it is bound. When on the deck of the ship, the bone bosun may move as if under the effects of a spider climb spell. The bone bosun also has advantage on any check made to resist being forcibly removed from the structure or knocked prone while in contact with the ship. However, if the bone bosun is not in contact with their ship, they suffer vulnerability to bludgeoning, slashing, and piercing damage as well as disadvantage on Constitution saving throws. If a bone bosun is not in contact with their ship at dawn, they die painfully. \n'b'\n'b' Actions \n'b'\n'b' Scimitar . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6+1) slashing damage. \n'b'\n'b' Tactics \n'b' Using the suction cups on their hands and feet, bone bosuns move up and down the skeletal structures of their ships, taunting and cowing those unfortunate enough to sail in such foul company. Bone bosuns rarely leave the deck of their ships, preferring to stand guard over their charges from a position of maximum strength. If an enemy boards the bone ship, or if the passengers get out of hand, the bone bosuns rely on sheer brutality and superior numbers to repel threats and quell unrest. If faced with an obviously superior foe, the blood bosuns will issue their keening cry, calling for the aid of a blood kraken. \n'b' Description \n'b' Bone bosuns are small humanoid titanspawn with pallid skin. They dress in colorful carnival clothing. Many wear bright bandannas and eyepatches to complete their look as a dark parody of a stereotypical pirate. Though small in stature and relatively weak, blood bosuns make up for these shortcomings with superior numbers and mindless brutality.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bone Cobbler \n'b' Medium aberration , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 22 (5d8) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 11 (+0) INT: 10 (+0) WIS: 14 (+2) CHA: 8 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 12 Languages Deep Speech, Undercommon Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bonestripping . A bone cobbler can strip the flesh from the corpse of a Medium creature in three minutes using its claws and hammers. For each size category larger or smaller than Medium a corpse is, add or subtract one minute. Once stripped, the bone cobbler devours the flesh and collects the victim\xe2\x80\x99s bones to use in its sculptures. A creature slain in this manner can be brought back to life only by a wish or resurrection spell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bone cobbler makes two melee attacks . \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) slashing damage. \n'b' Light Hammer . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit : 4 (1d4 + 2) bludgeoning damage. \n'b' Animate Bones (1/day) . A bone cobbler animates up to five skeletal statues within 30 feet of itself. These creatures use the stat block of skeletons, though their forms and structures do not need to resemble humanoids or anything remotely humanoid. The skeletal statues remain animated until destroyed, until the bone cobbler wills them back into statues, or for 24 hours. \n'b'\n'b' ABOUT \n'b' Everyone needs a hobby, even the undead. Bone cobblers are desiccated looking undead who are not much more than skin and bones. They are master sculptors who love nothing more than making grotesqueries out of their victims\xe2\x80\x99 remains. That undead should have an artistic sensibility, no matter how grim and horrid it might be, comes as a surprise. Almost as much of a surprise as the fact that the bone cobbler can strip a body of all flesh in a matter of seconds, gobbling down the gibbets as it plans its next masterpiece.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bone Collective \n'b' Small swarm of Tiny undead , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 120 (16d6 + 64) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 20 (+5) CON: 18 (+4) INT: 14 (+2) WIS: 10 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8 Skills Arcana +5, Deception +6, Perception +3, Stealth +11 Damage Resistances bludgeoning, piercing, slashing Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone , restrained , stunned Senses darkvision 120 ft., passive Perception 13 Languages Common, Darakhul (can\xe2\x80\x99t speak in shapeless form) Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Collective Mind . The collective\xe2\x80\x99s individual bones are connected via a hive mind. It can telepathically communicate with any of its individual bones within 50 miles of it, and it can\xe2\x80\x99t be surprised. If the collective is reduced to half its hp or fewer, its Intelligence score is reduced to 1, it can\xe2\x80\x99t cast spells, it immediately changes to its shapeless form, and it can\xe2\x80\x99t take on a Humanoid form. \n'b' Grasping Limbs (Humanoid Form Only) . The bone collective can wield weapons and hold, grasp, push, pull, or interact with objects that might otherwise require a Humanoid form to accomplish. \n'b' Swarm (Shapeless Form Only) . The bone collective can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny bone. \n'b' Undead Nature . The bone collective doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Wyrmblood Venom . When the bone collective hits a poisoned creature with a Bite or Piercing Bones attack , the target\xe2\x80\x99s Charisma score is reduced by 1d4. The target is incapacitated if this reduces its Charisma to 0. The reduction lasts until the target finishes a long rest. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bone collective makes two Claw attacks, or one Claw attack and one Bite attack . \n'b' Bite (Humanoid Form Only) . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 31 (4d12 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Claw (Humanoid Form Only) . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 25 (3d12 + 5) slashing damage. \n'b' Piercing Bones (Shapeless Form Only) . Melee Weapon Attack : +8 to hit, reach 0 ft., one creature in the collective\xe2\x80\x99s space. Hit : 52 (8d12) piercing damage, or 26 (4d12) piercing damage if the collective has half its hp or fewer. \n'b' Spellcasting (3/Day; Humanoid Form Only) . The bone collective casts the animate dead spell as an action, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14). \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Shape Swarm . The bone collective can shape itself into a Small Humanoid or back into a shapeless form of Tiny bones. Its statistics are the same in each form, and it can\xe2\x80\x99t regain hp or gain temporary hp . It can\xe2\x80\x99t take on a Humanoid form if it is occupying the space of another creature. \n'b'\n'b' ABOUT \n'b' Thousands of tiny bones coalesce into a humanoid form, then disperse in a clattering swarm the next moment. The bones rustle as the creature moves, a sound like sand sliding down a dune. \n'b' Spies and Sneaks . Bone collectives are not primarily fighters, preferring to spy and skulk. However, when cornered, they fight fearlessly, seeking to strip the flesh from their foes. They wear robes or cloaks to pass as humanoid, as they know that most creatures find them disturbing. \n'b' Commanders and Servants of Undeath . Bone collectives\xe2\x80\x99 long finger bones and hooked claws help them ascend and control zombie mounts, and their magic allows them to control small groups of undead. This undead affinity occasionally leads them to serve as spies or spymasters for necromancers, darakhul, vampires , or liches. \n'b' Feed on Society . Bone collectives join societies around them, whether human , goblin, or ghoul . They prey on the living and the dead, to replenish lost bones. They produce a reddish venom that drains the luster of life from victims. Those who survive can describe the horrifying red smile of the collective\xe2\x80\x99s venom-coated fangs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Denizen of Ong \n'b' Medium aberration , neutral evil \n'b' Armor Class 13 Hit Points 11 (2d8 + 2) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 13 (+1) INT: 15 (+2) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 13 Languages Telepathy 100 ft. Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charming gaze . When a creature begins its turn within 30 feet of the denizen of Ong and can see the denizen of Ong, the denizen of Ong can force it to make a DC 13 Wisdom save. If the creature fails its save, the creature is charmed by the denizen of Ong for one hour or until the denizen of Ong is slain. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If it does so it cannot see the denizen of Ong until the start of its next turn when it can choose to avert its eyes again. If the creature looks at the denizen of Ong in the meantime, it must immediately make the saving throw. \n'b' Innate Spellcasting . The denizen of Ong uses Wisdom (spell save DC 13, spell attack +5) to innately cast the following spells, requiring no material components: \n'b'\n'b' At-will : mage hand \n'b' 1/day : hypnotic pattern , ray of enfeeblement \n'b'\n'b' Regeneration . If the denizen of Ong has at least 1 hit point, it recovers 5 hit points at the start of its turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The denizen of Ong makes two Tentacle attacks or one Tentacle attack and one Sickle attack . \n'b' Sickle . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 +3) slashing damage. \n'b' Tentacle . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 5 (1d4 +3) bludgeoning damage and the target must succeed at a DC 11 Constitution saving throw or become paralyzed for 1d6 minutes. \n'b'\n'b' ABOUT \n'b' Ong lies far away in distant mountains shrouded in endless mists. Its natives, be they a separate race or humanoids twisted by worship of strange gods from the space between spaces, travel the world on bizarre errands. Sometimes they come to trade; other times to kidnap or murder. It is not unusual for one of these strange beings to offer succor or information to the same people they recently tried to kill. Then again, with their propensity for form and face-concealing clothing, who can say which denizen of Ong is which?'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bone Collector \n'b' Small undead , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 21 (6d6) Speed 15 ft., fly 60 ft.\n'b' STATS STR: 6 (\xe2\x80\x932) DEX: 15 (+2) CON: 11 (+0) INT: 7 (\xe2\x80\x932) WIS: 14 (+2) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4 Damage Immunities necrotic, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Languages understands Common but can\xe2\x80\x99t speak Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Call of the Grave . Attacks made within 60 feet of the bone collector score a critical hit on a roll of 19 or 20. \n'b' Death Sense . The bone collector can pinpoint, by scent, the location of Undead creatures and creatures that have been dead no longer than 1 week within 60 feet of it and can sense the general direction of such creatures within 1 mile of it. \n'b' Magic Resistance . The bone collector has advantage on saving throws against spells and other magical effects. \n'b' Undead Nature . The bone collector doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Talons . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) slashing damage. If the target is a creature, it must succeed on a DC 11 Constitution saving throw or contract a disease. Until the disease is cured, the target can\xe2\x80\x99t regain hp except by magical means, and the target\xe2\x80\x99s hp maximum decreases by 3 (1d6) every 24 hours. If the target\xe2\x80\x99s hp maximum drops to 0 as a result of this disease, the target dies. \n'b' Bad Omen (1/Day) . The bone collector places a bad omen on a creature it can see within 20 feet of it. The target must succeed on a DC 10 Wisdom saving throw or be cursed for 1 minute. While cursed, the target has disadvantage on attack rolls against the bone collector. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' A fully animate vulture carcass swoops down and alights on a corpse. The decaying scavenger opens its beak to reveal a large eye in its throat. \n'b' Bone collectors are familiars and gatherers for the undead, necromancers, and other powerful spellcasters devoted to death. \n'b' Picking through the Carnage . When not on a specific task for their masters, bone collectors visit sites of battle to gather bones, their favorite treats. If tasked to do so, they also collect battlefield leftovers, dutifully delivering the items for their masters\xe2\x80\x99 ever-growing collection of materials for rituals, growing undead armies, or simply decoration. \n'b' Eyes of the Dead . Many of the deities of undeath use bone collectors to watch followers, to provide aid, or to ensure loyalty. These deities sometimes grant this ability to their more powerful minions, such as liches, vampires , or truant devourers, relying on the minion to keep their followers in check and loyal. Most young necromancers and initiate priests of such deities are unaware of this aspect of bone collectors.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bone Colossus \n'b' Gargantuan undead , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 181 (11d20 + 66) Speed 30 ft.\n'b' STATS STR: 24 (+7) DEX: 11 (+0) CON: 22 (+6) INT: 14 (+2) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +11, Wis +8 Skills Intimidation +13, Perception +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 120 ft., passive Perception 18 Languages Common, Darakhul Challenge 13 (10,000 XP) \n'b' Special Traits \n'b'\n'b' Collective Mind . The bone colossus\xe2\x80\x99 individual posthumes are connected via a hive mind. It can telepathically communicate with any of its individual posthumes within 50 miles of it, and it can\xe2\x80\x99t be surprised. If the bone colossus is reduced to half its hp or fewer, its Intelligence score is reduced to 1. \n'b' Siege Monster . The bone colossus deals double damage to objects and structures. \n'b' Swarm Form . A bone colossus can use its action to split into four individual swarms of tiny bone posthumes. Each swarm has an hp total equal to the bone colossus\xe2\x80\x99 hp divided by 4 (rounded down), and all are affected by any conditions, spells, and other magical effects that affected the bone colossus. The swarms act on the same initiative count as the bone colossus did and occupy any unoccupied space that previously contained the bone colossus. A bone swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through a space as narrow as 1 foot wide without squeezing. A swarm can\xe2\x80\x99t regain hp or gain temporary hp . As an action, the swarms can reform into a single bone colossus as long as all surviving swarms are within 5 feet of each other. The reformed bone colossus\xe2\x80\x99 hp total is equal to the combined remaining hp of the swarms, and the bone colossus is affected by any conditions, spells, and other magical effects currently affecting any of the swarms. It occupies any unoccupied space that previously contained at least one of the swarms that formed it. \n'b' Turn Resistance . The bone colossus has advantage on saving throws against any effect that turns undead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The bone colossus makes two attacks. \n'b' Thunderous Slam (Colossus Form Only) . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 29 (4d10 + 7) bludgeoning damage plus 10 (3d6) thunder damage, and the target must succeed on a DC 18 Strength saving throw or be knocked prone . \n'b' Razor Teeth (Swarm Form Only) . Melee Weapon Attack : +12 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half its hp or fewer. \n'b'\n'b' About \n'b' Necromancers, both living and dead, sometimes come together to make massive undead creatures known collectively as \xe2\x80\x9cnecrotech\xe2\x80\x9d. In nations ruled by undead, these massive creations often act as siege weapons or powerful modes of transportation. \n'b' Bone Colossuses . In a tome of deranged ramblings, it was theorized how \xe2\x80\x9cposthumes\xe2\x80\x9d- the tiny skeletal creatures used to make up bone collectives-might be gathered in even greater numbers to form bigger, stronger creatures. Thus was born the bone colossus, an undead creature big and powerful enough to serve as a rallying point for undead legions in battle. \n'b' Death Barques . The death barque is built in the form of a ship to combat the dangers of the seas and to spearhead naval confrontations of undead nations. Its body is constructed from hardened purple worm hides stretched taut over the ribcage of a giant subterranean shark. Its figurehead was once a gypsosphinx while its tail belonged to a cave dragon . Death barques typically carry a dozen zombies armed with glaives and chained to the barque\xe2\x80\x99s deck with hooks through their flesh to prevent them becoming lost overboard. But it\xe2\x80\x99s the death barque itself that is the true threat. Its sphinxlike figurehead is capable of breathing a deadly cone of necrotic energy, and its spiked tail can launch explosive bone shards at its enemies. \n'b' Undead Nature . Necrotech doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bone Crawler \n'b' Huge aberration , neutral \n'b' Armor Class 16 (natural armor) Hit Points 161 (14d12 + 70) Speed 30 ft., climb 10 ft.\n'b' STATS STR: 23 (+6) DEX: 16 (+3) CON: 20 (+5) INT: 9 (-1) WIS: 15 (+3) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft., passive Perception 13 Languages Deep Speech Challenge 13 (10,000 XP) \n'b' Special Traits \n'b'\n'b' Spiked Bone Armor . The bone crawler is encased in a shell of ironhard bones that can absorb 150 hit points worth of damage. Against area of effect attacks, the bone crawler\xe2\x80\x99s bone armor will still take damage regardless of whether the bone crawler succeeded on the save. If the bone crawler succeeds on the save, the armor takes half the total damage dealt by the attack . If the bone crawler fails its saving throw, the armor takes double damage from the area effect. For every 10 hit points of damage the armor takes, the armor gains an additional bone spike. A creature that starts its turn within 5 ft. of the bone crawler takes damage due to the bone spikes. For every bone spike the armor has accumulated, the adjacent creatures take 1d4 piercing damage. The bone crawler can repair its armor over a 24 hour period by absorbing additional bones into its hulking mass. As the bone crawler absorbs bones, it secretes a substance that will harden, coating the bones, and create the iron-hard shell. For every 3 hit points of bone absorbed by the crawler, 1 hit point of damage is repaired on the armor. For example, if the crawler absorbs the skeleton of a creature that had 75 hit points it would repair 25 hit points of damage on its armor. \n'b' False Appearance . While motionless, a bone crawler is indistinguishable from a mound of bones. \n'b' Improved Critical . The bone crawler\xe2\x80\x99s bone blade attacks score a critical hit on a roll of 19 or 20. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The crawler can make up to 6 attacks using its bone blades and bone whips. \n'b' Bone Blade . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 17 (1d10 + 8) slashing damage. \n'b' Bone Whip . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 11 (1d6 + 8) bludgeoning damage. \n'b' Whirling Frenzy (Recharge 5-6) . The bone crawler spins its bone blades in a swirling storm of sharpened edges. Creatures within 10 feet of the crawler must succeed on a DC 15 Dexterity saving throw, taking 15 (2d8 + 6) slashing damage on a failure, or half as much damage on a successful one. \n'b'\n'b' About \n'b' Unarmored, the bone crawler is a fleshy disc-shaped lump approximately six feet in diameter, with a slightly concave top. \n'b' The bottom curves downward and ends with a circular mouth at its nadir. From the central mass sprout several dozen tentacles, each specialized to perform different functions: stubby muscular ones provide movement, thin graceful tendrils are tipped with sensory organs, and the long, limber whipfronds are used as a means of attack and manipulation. The flesh of a bone crawler ranges from olive green to slate grey to jet black. \n'b' When it is encased in bone armor, the bone crawler appears much different. When still, it resembles a 15-foot-diameter mound of bones, piled haphazardly together. A canny observer may note fleshy tendrils or roots webbed throughout the mass. Once it begins to move, the armored crawler is a whirling nightmare of interlocked bones forming a 15-foot-diameter central mass, with bony tentacles extending out from it in all directions. \n'b' The bone crawler is an unusual aberration that girds itself with hardened bones, fused together and manipulated by lenticular limbs called whipfronds, to serve as both a weapon and a defense. \n'b' Bone crawlers exist by attacking and killing just about anything they can come to grips with. They feast upon the flesh of their enemies, and then integrate the bones of their prey into their armor, repairing any damage sustained. Some bone crawlers have been known to seek out crypts and graveyards, exhuming bodies for their bones.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bone Jackal \n'b' Large undead , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 190 (20d10 + 80) Speed 50 ft.\n'b' STATS STR: 21 (+5) DEX: 18 (+4) CON: 19 (+4) INT: 8 (-1) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +10, Dexterity +9, Constitution +9, Wisdom +7 Damage Vulnerabilities radiant Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities exhaustion , frightened , poisoned Skills Athletics +10, Intimidation +6, Perception +7, Stealth +9 Senses darkvision 120 ft., passive Perception 17 Languages \xe2\x80\x93 Challenge 15 (13,000 XP) \n'b' Special Traits \n'b'\n'b' Dark Sight : magical darkness doesn\xe2\x80\x99t impede the bone jackal\xe2\x80\x99s darkvision . \n'b' Innate Spellcasting : The bone jackal\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 2/day : darkness \n'b'\n'b' Light Sensitivity : while in bright light, the bone jackal has disadvantage on attack rolls as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Shadow Stealth : While in dim light or darkness, the bone jackal can take the Hide action as a bonus action. \n'b' Undead Fortitude : if damage reduces the bone jackal to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the bone jackal drops to 1 hit point instead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack : The bone jackal makes two bite attacks. \n'b' Bite : Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 21 (3d10 + 5) piercing damage and 26 (4d12) necrotic damage. \n'b' Frightful Presence : Each creature of the bone jackal\xe2\x80\x99s choice that is within 120 ft. of the bone jackal and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the bone jackal\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Shadow Step : The bone jackal magically teleports up to 120 ft. to an unoccupied space. The bone jackal does not need line of sight to the space, but the bone jackal\xe2\x80\x99s starting space and destination space must be in dim light or darkness. \n'b'\n'b' GM advice : When the bone jackal teleports using shadow step, always include a description of how both the starting point and the end point were in shadow or darkness. This lets players figure out how to shut the teleporting down. \n'b' About \n'b' Creatures of bone and shadow, bone jackals are massive jackal-like beasts that feast upon the fear of those whom they hunt. Easily distinguished by the bony plates and ridges protruding from their scarred and twisted hide, these undead beasts stalk the dark places of the world, slipping from shadow to shadow as they search for their prey.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bone Lord \n'b' Large aberration , neutral evil\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 9 (-1) WIS: 20 (+5) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 (natural armor) Hit Points 170 (20d10 + 60) Speed 60 ft. Senses blindsense 60 ft., passive Perception 15 Damage Resistances cold Damage Vulnerability fire Languages \xe2\x80\x93 Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Bone Weapons . Each round of combat, as a bonus action, the bone lord can grow a new appendage for use as a weapon, up to a maximum number of appendages equal to its Hit Dice. This can be fangs (bite attack), horns (gore attack), or claws (rake attack). It cannot grow the same kind of appendage twice in a row. Every time it grows a new appendage, it may make one additional attack when it multiattacks. \n'b' Shape Control . As a free action the bone lord may alter its shape by up to two sizes larger or smaller. This does not change its statistics, but does allow it to change the shape of the space it occupies, fit through smaller openings, or otherwise take advantage of terrain. A bone lord is immune to any effect that might alter its shape. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The bone lord makes two bite, gore, or rake attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Gore . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Rake . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 8 (1d8 + 4) slashing damage. \n'b'\n'b' Tactics \n'b' A bone lord typically finds a cool, shadowed place to lie in wait for its victims. Requiring only fresh blood for nourishment, it tears its prey apart to absorb the blood through the bones\xe2\x80\x99 reconstructed marrow. \n'b' After feeding, a bone lord generally lies dormant for weeks while the bones of its prey bleach in the sun. Once the bones are properly bleached, the fungus absorbs them into the construct and moves on to another hunting spot, settling to wait to surprise another creature. \n'b' Description \n'b' What appear to be wiry, pinkish-gray muscles stretch along the collection of bones that form this hideous skeletal creature. Despite its misshapen appearance, the bizarre skeleton moves at an incredible rate. \n'b' A bone lord is a seemingly random collection of monstrous, bestial, and humanoid skulls, club like limbs, claws, dagger-like ribs, and so forth. The creature can bear amulets, jewelry, or bits of clothing or armor left over from past victims, and might even use them to entice curious adventurers. \n'b' A New Horror . Bone lords have been encountered only recently, arising from the grisly remains of scattered battlefields and lurching about in search of living prey. No one knows what dark magic created these monsters. Some rumors claim that a wizard\xe2\x80\x99s experiment went catastrophically wrong, while others suggest that they were mortals cursed by a vengeful power for wrongs committed against the gods. \n'b' Fungal Blight . A bone lord is not an undead skeleton, however. Its true \xe2\x80\x98body\xe2\x80\x99 is a pinkish-gray fungus \xe2\x80\x93 although even that is subject to debate, as it is not properly a plant, either. The so-called fungus grows along the surface of bones, joining them at joints and thickening in places analogous to muscles. A bone lord\xe2\x80\x99s shape \xe2\x80\x93 humanoid, animal, a peculiar mix of skeletons \xe2\x80\x93 and the weapons it wields \xe2\x80\x93 claws, teeth, jagged or club-like bones \xe2\x80\x93 vary depending on the kind of bones available to the fungal growth. It uses the skeleton as a kind of vehicle to travel, hunt, and defend itself.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Alabroza \n'b' Small monstrosity , unaligned \n'b' Armor Class 12 \n'b' Hit Points 45 (10d6 + 10) \n'b' Speed 10 ft., fly 50 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 13 (+1) INT: 4 (\xe2\x80\x933) WIS: 15 (+2) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages understands Abyssal but can\xe2\x80\x99t speak \n'b' Challenge 1 (200 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Bloodthirsty . An alabroza must drink at least 1 pint of fresh blood or milk every 24 hours, or it suffers one level of exhaustion . Each pint of blood or milk the alabroza drinks removes one level of exhaustion . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The alabroza makes two Talons attacks or one Talons attack and one Draining Fangs attack . \n'b' Draining Fangs . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 6 (1d8 + 2) piercing damage, and the alabroza attaches to the target. While attached, the alabroza doesn\xe2\x80\x99t attack . Instead, at the start of each of the alabroza\xe2\x80\x99s turns, the target loses 6 (1d8 + 2) hp due to blood loss. The alabroza can detach itself by spending 5 feet of its movement. It does so after the target is reduced to 0 hp . A creature, including the target, can use its action to detach the alabroza. \n'b' Talons . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) slashing damage. \n'b'\n'b' ABOUT \n'b' Black bat wings erupt from the back of this bird-like monstrosity. Covered in jet black feathers, it has a long, thin beak, perfect for stabbing, and wicked, razor-sharp talons. \n'b' Alabroza are bird-like monstrosities created by Alquam, Demon Lord of Night and let loose in the realms of mankind. \n'b' At night, these creatures drain the milk from sheep and goats or blood from horses in their stables. When the animals\xe2\x80\x99 owners take steps to protect their livestock, the alabroza turns its attention to the settlement\xe2\x80\x99s humanoid inhabitants instead, drinking their blood as they sleep . Alabroza need to consume fresh milk or blood each night, or they become weak and eventually die. Because of this, they prefer to live close to farms, villages, and towns, where food is plentiful and easy to obtain. \n'b' Blessed by Alquam . When an alabroza has drained thirteen intelligent humanoids dry of blood, it receives a dark blessing from Alquam and is transformed into a bloodfiend alabroza. Now able to assume the form of a humanoid (typically a female human ), the alabroza moves into a village or town and does its best to keep a low profile. In smaller communities, the arrival of a stranger often draws unwanted attention from the locals, and the bloodfiend may gain a reputation as a witch, forcing it to move on. \n'b' Night Terrors . A bloodfiend alabroza uses its ability to assume gaseous form to gain entrance to homes and sleeping chambers. Once inside, it sits on its victim\xe2\x80\x99s chest, hypnotizes the victim with its eyes, and digs in with its sharp talons as it pierces the poor soul\xe2\x80\x99s skin with its needle-sharp beak. As the blood starts to flow, the alabroza laps it up greedily with its long, forked tongue.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bone Lord \n'b' Huge undead , neutral evil \n'b' Armor Class 20 (natural armor) Hit Points 285 (30d12 + 90) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 15 (+2) CON: 16 (+3) INT: 14 (+2) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Wis +10, Cha +10 Skills Athletics +11, Perception +10 Damage Resistances cold, lightning Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 90 ft., passive Perception 20 Languages Common Challenge 19 (22,000 XP) Proficiency Bonus +6 \n'b' SPECIAL TRAITS \n'b'\n'b' Death-Infused Weapons . The bone lord\xe2\x80\x99s weapon attacks are magical. When the bone lord hits with any weapon, the weapon deals an extra 2d8 necrotic damage (included in the attack ). \n'b' Legendary Resistance (3/Day) . If the bone lord fails a saving throw, it can choose to succeed instead. \n'b' Master Tactician . The bone lord and any friendly Undead within 60 feet of it have advantage on attack rolls against a creature if at least one of the Undead\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Rejuvenation . As long as at least one of its bones remains, a destroyed bone lord gathers a new body in 1d10 days, regaining all its hp and becoming active again. The new body appears within 5 feet of the largest remaining bone from its body. \n'b'\n'b' LAIR \n'b' Bone lords lair where they were spawned\xe2\x80\x94a battlefield, oubliette, or similar place where a mass of nameless dead were gathered\xe2\x80\x94or in the first place they cleared of living inhabitants after they formed: an empty castle, ghost town, or similar locale. \n'b' Wherever the lair is, it is always scattered with bones and corpses of past victims, and it is eerily quiet, as no living creature willingly remains in the area. \n'b' On initiative count 20 (losing initiative ties), the bone lord can take a lair action to cause one of the following effects; the bone lord can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Bone Eruption . Bones erupt from the ground in a 30-foot radius around the bone lord. This area becomes difficult terrain for the 1 minute, until the bone lord uses Bony Reformation, or until the bone lord is destroyed. This difficult terrain doesn\xe2\x80\x99t cost the bone lord extra movement. \n'b' Bony Reformation . The bone lord draws nearby bones into its body, regaining 27 (6d8) hp . The bone lord can use this lair action only if it is standing in an area of Bone Eruption. \n'b' Deathly Wails . The horrid cries and screams of the dead resound around up to three creatures the bone lord can see within 120 feet of it. Each target must succeed on a DC 16 Wisdom saving throw or be stunned until initiative count 20 on the next round. \n'b' Turning Defiance . The bone lord and any Undead within 60 feet of it have advantage on saving throws against effects that turn Undead. \n'b' Undead Nature . The bone lord doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bone lord makes four Claw attacks. It can replace one attack with one Tail attack . \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) slashing damage plus 9 (2d8) necrotic damage, and the target is grappled (escape DC 19). Until the grapple ends, the target is restrained . The bone lord has for claws, each of which can grapple only one target. \n'b' Tail . Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage plus 9 (2d8) necrotic damage. The target must succeed on a DC 19 Strength saving throw or be pushed up to 15 feet away from the bone lord. \n'b' Fling . One Medium or smaller object held or creature grappled by the bone lord is thrown up to 60 feet in a random direction and knocked prone . If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone . \n'b' Servants of Death . The bone lord magically calls 3d6 skeletons or zombies, 2d4 ghouls, or 2 wights. The called creatures arrive in 1d4 rounds, acting as allies of the bone lord and obeying its spoken commands. The Undead remain for 1 hour, until the bone lord dies, or until the bone lord dismisses them as a bonus action. The bone lord can have any number of Undead under its control at one time, provided the combined total CR of the Undead is no higher than 8. \n'b' Pattern of Death (Recharge 6) . Necrotic energy ripples out from the bone lord. Each creature that isn\xe2\x80\x99t a Construct or Undead within 30 feet of the bone lord must make a DC 19 Constitution saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one. Each friendly Undead within 30 feet of the bone lord, including the bone lord, regains hp equal to half the single highest amount of necrotic damage dealt. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The bone lord 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 bone lord regains spent legendary actions at the start of their turn. \n'b'\n'b' Sovereign\xe2\x80\x99s Onslaught . The bone lord commands up to four friendly Undead it can see within 60 feet of it to move. Each target can use its reaction to immediately move up to its speed. This movement doesn\xe2\x80\x99t provoke opportunity attacks. \n'b' Sovereign\xe2\x80\x99s Reprisal . The bone lord commands one friendly Undead within 30 feet of it to attack . The target can make one weapon attack as a reaction . \n'b' Call Servants (Costs 2 Actions) . The bone lord uses Servants of Death. \n'b' Fling (Costs 2 Actions) . The bone lord uses Fling. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing the bone lord\xe2\x80\x99s lair is tainted by its presence, which creates one or more of the following effects: \n'b'\n'b' Bone Ache . Creatures with bones suffer random, mysterious aches, especially creatures that are already prone to such aches because of old injuries, a badly set break, or similar circumstances, within 10 miles of the lair. \n'b' Skeletal Nightmares . Creatures sleeping within 5 miles of the lair occasionally suffer nightmares about skeletons, fields of bones, and similar imagery. \n'b' Skull Sight . Whenever a creature that isn\xe2\x80\x99t a Construct or Undead spends more than 1 minute near a skull within 1 mile of the lair, the bone lord becomes aware of the creature\xe2\x80\x99s presence and knows the general direction and distance of the creature from the lair. If the bone lord is destroyed, these effects fade in 1d10 days. \n'b'\n'b' ABOUT \n'b' The pile of bones reforms into a giant goat-like skeleton with a four-armed humanoid torso. Its empty eye sockets glow menacingly red as it rushes forward. \n'b' Bone lords are collective amalgams of various bones, erupting from mass graves and bone middens and coming together for the express purpose of punishing the living for simply being alive. \n'b' Born of Darkness and Fury . A bone lord spawns spontaneously from a large pile of bones, generated by the collected psychic trauma\xe2\x80\x94anguish, fear, grief, hate, loss, and other extreme emotions\xe2\x80\x94of the atrocities that created the pile of bones. Sources of necromantic energy are required for a bone lord to form, or else bone lords would arise whenever there was mass slaughter, a great plague, or an interminable war. In spite of this, there is no definitive guiding hand in a bone lord\xe2\x80\x99s creation. It is a thing born of the results of the worst of humanoid nature, and it rises with a desire to destroy those whose actions created it. \n'b' Undead Menace . The bone lord exists to destroy the living. As such, it attracts other undead that rally behind its strength and power. \n'b' No living necromancer could control a bone lord, nor would its hatred of the living allow such a thing. A lich might enter an alliance with a bone lord, though the creatures have little use for subtlety or intricate machinations. \n'b' Sensible living creatures would be wise to set aside their differences to defend against it, as it cares not whether those it crushes are good or evil; all the living are fated to die at the bone lord\xe2\x80\x99s whim.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bone Merchant \n'b' Medium undead , neutral \n'b' Armor Class 13 \n'b' Hit Points 71 (11d8 + 22) \n'b' Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 18 (+4) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5, Int +7, Wis +6 \n'b' Skills Arcana +7, Insight +6, Perception +6 \n'b' Damage Vulnerabilities bludgeoning \n'b' Damage Immunities poison \n'b' Condition Immunities exhaustion , poisoned \n'b' Senses truesight 60 ft., passive Perception 16 \n'b' Languages telepathy 60 ft., understands all languages but doesn\xe2\x80\x99t speak \n'b' Challenge 7 (2,900 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Eternal Damnation . When the bone merchant drops to 0 hit points , it dissolves into a cloud of ash along with anything it is wearing or carrying. The bone merchant is destroyed until eight days have passed, when it reappears at full health in the Eighth Layer of Hell. \n'b' Legendary Resistance (2/Day) . If the bone merchant fails a saving throw, it can choose to succeed instead. \n'b' Transfer Harm . Whenever the bone merchant takes damage or would suffer a harmful effect, it can choose that a willing creature within 60 feet of it takes that damage or suffers that harmful effect instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Enervating Touch . Melee Spell Attack : +7 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 4) necrotic damage and the target must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion . \n'b' Spellcasting . The bone merchant casts one of the following spells, requiring no components and using Intelligence as the spellcasting ability (spell save DC 15): \n'b'\n'b' At will : chill touch (as an 11th-level spellcaster), blindness/deafness , invisibility \n'b' 3/day each : bestow curse , blight , plane shift , teleport \n'b' 1/day each : finger of death , soul cage'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bone Needle, Greater \n'b' Medium beast , unaligned \n'b' Armor Class 13 Hit Points 31 (7d8) Speed 30 ft., climb 20 ft.\n'b' STATS STR: 8 (-1) DEX: 16 (+3) CON: 11 (+0) INT: 1 (-5) WIS: 12 (+1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities Psychic Condition Immunities charmed , frightened Languages None Senses darkvision 60 ft., passive Perception 11 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aversion to Daylight . Bone needles shun light. While exposed to natural (not magical) sunlight, they have disadvantage on all attack rolls, saving throws, and skill checks. \n'b' Bone Needle Poison . The bite of a bone needle injects a syrupy neurotoxin that destroys flesh and weakens bone. A creature that fails its saving throw against bone needle poison gains the poisoned condition. While the creature is poisoned by bone needle poison, it also takes an extra 2 damage whenever it takes bludgeoning, piercing, or slashing damage. Cumulative bites do not increase the extra damage. The poisoned creature can repeat the saving throw after a long or short rest, ending the poisoned condition with a successful save. A lesser restoration spell or comparable magic also neutralizes the poison. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 12 (2d8 + 3) piercing damage and the target must make a successful DC 12 Constitution saving throw or suffer the effect of bone needle poison (see above). \n'b'\n'b' ABOUT \n'b' Bone needles are eyeless, bone-white creatures that resemble a five-foot-diameter blob of semi-translucent flesh with eight spindly, spidery legs colored black or gold. These creatures feed on bone marrow, so their lairs are always scattered with the cracked, deformed bones of their victims, both humanoid and animal. A greater bone needle is a larger version of the lesser. They appear to be nothing more than lesser bone needles that have survived long enough to grow larger than their nest mates. \n'b' A bone needle\xe2\x80\x99s mandibles are glossy-black and hollow, both to inject poison and to siphon out the dissolved flesh and bone from a victim\xe2\x80\x99s corpse. While feeding, the bone needle\xe2\x80\x99s fleshy form pulsates and expands. After feeding, its form becomes less translucent and takes on a greenish-yellow color. \n'b' Bone needles make their lairs deep underground to avoid natural daylight, though some brave the surface world by venturing from their lairs at night. Such surface encounters are rare and are always with at least a pack of greater and lesser bone needles. Bone needles flee natural daylight if at all possible.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bone Needle, Lesser \n'b' Small beast , unaligned \n'b' Armor Class 12 Hit Points 10 (3d6) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 5 (-3) DEX: 14 (+2) CON: 10 (+0) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities psychic Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 10 Languages None Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aversion to Daylight . Bone needles shun light. While exposed to natural (not magical) sunlight, they have tactical disadvantage on all attack rolls, saving throws, and skill checks. \n'b' Bone needle Poison . The bite of a bone needle injects a syrupy neurotoxin that destroys flesh and weakens bone. A creature that fails its saving throw against bone needle poison gains the poisoned condition. While the creature is poisoned by bone needle poison, it also takes an extra 2 points of damage whenever it takes bludgeoning, piercing, or slashing damage. Cumulative bites do not increase the extra damage. The poisoned creature can repeat the saving throw after a long or short rest, ending the poisoned condition with a successful save. A lesser restoration spell will also neutralize the poison. \n'b' Crowd . Up to three bone needles can occupy the same five-foot space. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) piercing damage and the target must make a successful DC 12 Constitution saving throw or suffer the effect of bone needle poison (see above). \n'b'\n'b' ABOUT \n'b' Bone needles are eyeless, bone-white creatures that resemble a five-foot-diameter blob of semi-translucent flesh with eight spindly, spidery legs colored black or gold. These creatures feed on bone marrow, so their lairs are always scattered with the cracked, deformed bones of their victims, both humanoid and animal. A greater bone needle is a larger version of the lesser. They appear to be nothing more than lesser bone needles that have survived long enough to grow larger than their nest mates. \n'b' A bone needle\xe2\x80\x99s mandibles are glossy-black and hollow, both to inject poison and to siphon out the dissolved flesh and bone from a victim\xe2\x80\x99s corpse. While feeding, the bone needle\xe2\x80\x99s fleshy form pulsates and expands. After feeding, its form becomes less translucent and takes on a greenish-yellow color. \n'b' Bone needles make their lairs deep underground to avoid natural daylight, though some brave the surface world by venturing from their lairs at night. Such surface encounters are rare and are always with at least a pack of greater and lesser bone needles. Bone needles flee natural daylight if at all possible.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Abysswalker Derro \n'b' Family: Derro \n'b' Small humanoid (derro), chaotic evil \n'b' Armor Class 16 (breastplate) Hit Points 112 (15d6 + 60) Speed 25 ft.\n'b' STATS STR: 11 (+0) DEX: 18 (+4) CON: 18 (+4) INT: 10 (+0) WIS: 7 (\xe2\x80\x932) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +3, Wis +1, Cha +6 Skills Perception +1, Stealth +7 Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages Abyssal, Common, Dwarvish, Undercommon Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Insanity . The abysswalker has advantage on saving throws against being charmed or frightened . \n'b' Poisonous Vapors . When a creature enters a space within 5 feet of the abysswalker or starts its turn there, that creature must make a DC 15 Constitution saving throw. On a failure, the creature takes 13 (2d12) poison damage and is poisoned until the start of its next turn. On a success, the creature takes half the damage and isn\xe2\x80\x99t poisoned . \n'b' Sunlight Sensitivity . While in sunlight, the abysswalker has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The abysswalker makes one Bite attack , one Claw attack , and one Scimitar attack , or it makes one Bite attack and two Scimitar attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing and 5 (2d4) poison damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning, and the target is grappled (escape DC 15) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained , and the abysswalker can\xe2\x80\x99t make Claw attacks against other targets. \n'b' Scimitar . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Voice of Authority (Recharge 5\xe2\x80\x936) . When a creature hits the hellforged with an attack , the hellforged shrieks a one-word command . The attacker must succeed on a DC 15 Wisdom saving throw or carry out this command on its next turn. This reaction works like the command spell, except the attacker doesn\xe2\x80\x99t have to understand the hellforged\xe2\x80\x99s language. The hellforged must see the attacker and be able to speak to use this reaction . \n'b'\n'b' ABOUT \n'b' A cloud of noxious, green vapors wafting from cracks in this dwarf \xe2\x80\x99s ashen skin. One hand clutches a wicked blade, while the other is a monstrous, crab-like claw. The demented nature of the derro often leads them on wild journeys. Some journey farther than others, finding ways to slip into chaotic and evil planes of existence or jaunt into distant, alien realms. Most never return, but those that do are changed by their experiences. The darkness that lurks in the hearts of derro becomes a transformative power, causing perverse metamorphoses of the flesh and stoking an unholy lust for power. \n'b' Grim Transfiguration . The longer a creature from the Material Plane navigates the darker planes of existence or the depths of the Void, the more likely it is to fall prey to insidious, magical corruption. The derro, already tormented creatures, are more vulnerable to such transformative corruption but also more likely to survive it. These derro are collectively known as \xe2\x80\x9cplanewarped.\xe2\x80\x9d Walkers of the Abyss. Transformed by the primordial and erratic evil where demons are spawned, abysswalkers are the most erratic in form. They can sport a variety of corrupted shapes, and no two look exactly alike. They are often driven by mad ambitions to reveal the unseen and transcend mortality. They are found both serving and served by demons, often seeking no less than the toppling of universal order. \n'b' Infernal Sojourners . On rare occasions, a derro travels to Hell. Rarer still, the derro\xe2\x80\x99s chaotic mind is enraptured with the plane\xe2\x80\x99s philosophy of order and dominion. The journey becomes a crucible in which the derro\xe2\x80\x99s mind is forged into a much more rigorous instrument, if no less insane for it. A hellforged derro still suffers insanity, but it is the insanity of a rigid mind. Such derro seek total control over every aspect of what goes on around them, an impossible task that these derro take to with fervent vigor. \n'b' Demented Void Travelers . Some far-wandering derro seek out the darkness of the Void, traveling deep into the black reaches between the stars and returning alive but not unchanged. Having seen the awesome terror that exists there, a voidwarped derro has opened its heart to embrace this vision. Voidwarped derro frequently act as prophets or harbingers for the elder things that lurk in the Void, paving the way for their coming and the eventual unraveling of all things. Floating in a nimbus of writhing shadow, the voidwarped speaks its revelations to any within earshot, often with devastating effects on the mortal psyche.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bone Reaper \n'b' Medium undead , neutral evil \n'b' Armor Class 12 Hit Points 112 (15d8 + 45) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 17 (+3) INT: 11 (+0) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , stunned Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Sense . The bone reaper can sense the exact location of any humanoid within 120 feet who has been rendered unconscious from damage or who has died and been raised from the dead within the past 30 days. The bone reaper prefers to attack such targets above all others. \n'b' Scared to Death . Any creature within 30 feet that sees a bone reaper must make a DC 16 Constitution saving throw or be paralyzed with fear for one minute. A creature that has been reduced to 0 hit points within the past 30 days has disadvantage on the saving throw. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Even if an opponent succeeds at a saving throw from seeing a bone reaper, he or she must again save upon a successful claw attack . A final save from this renders immunity for the remainder of the encounter. \n'b' Turn Back Death . A character able to channel divinity has an advantage on all attacks and saving throws against bone reapers. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bone reaper makes two Slam attacks. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage, and the target is grappled and restrained (escape DC 15), and the bone reaper can\xe2\x80\x99t grapple another creature or use its slam attack . \n'b'\n'b' ABOUT \n'b' The gods of the dead send a bone reaper when a mortal cheats death through a raise dead spell or some other trick of fate. They seek out the offending person to return them to death. They slay any who get in their path. \n'b' Bone reapers are found in graveyards near shrines where the dead are raised. They often linger in the vicinity after slaying an offending mortal. They are drawn to battlefields and haunt dark city streets in cities that fail to give the gods of death proper homage. During the daytime, they slink into crypts, lightless abandoned buildings, and dark under-cities to hide from the light.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bone Reaper Reflection \n'b' Large construct , neutral \n'b' Armor Class 17 (natural armor) Hit Points 105 (10d10 + 50) Speed 0 ft., fly 40 ft\n'b' STATS STR: 22 (+6) DEX: 14 (+2) CON: 20 (+5) INT: 3 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities blinded , charmed , deafened, exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands Abyssal and Infernal but can\xe2\x80\x99t speak Challenge 10 (5,900 XP) \n'b' Special Traits \n'b'\n'b' Fire Absorption . Whenever the reflection is subjected to fire damage, it takes no damage and instead gains a number of hit points equal to the fire damage dealt. \n'b' Immutable Form . The bone reaper reflection is immune to any spell or effect that would alter its form. \n'b' Lightning Disruption . If the bone reaper reflection takes lightning damage, the bone reaper reflection is slowed until the end of its next turn. While slowed, the reflection can only move at half speed, cannot take reactions , and can only make one Claw attack on its turn. \n'b' Magic Resistance . The bone reaper reflection has advantage on saving throws against spells or other magical effects. \n'b' Magic Weapons . The bone reaper reflection\xe2\x80\x99s weapon attacks are magical. \n'b' Reflection . The bone reaper reflection is only visible through mirrors, and can only be directly attacked by viewing its reflection and striking blindly at where it would be from that view. Attack rolls against the bone reaper reflection have disadvantage. True seeing or see invisibility has no effect on the reflection\xe2\x80\x99s visibility. The reflection\xe2\x80\x99s anchor is the statue, of which the monster attacking is merely a reflection. Damage dealt to the statue is inflicted on the bone reaper reflection, and vice versa. If there are no reflective surfaces within 60 feet of a given target creature, or if the creature does not give off a reflection either naturally or magically, the bone reaper reflection cannot make attacks against that creature. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The bone reaper reflection makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 28 (4d10 + 6) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bone Ship \n'b'\n'b' Gargantuan undead , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 297 (17d20+119) Speed swim 60 ft.\n'b' STATS STR: 28 (+9) DEX: 16 (+3) CON: 24 (+7) INT: 11 (+0) WIS: 17 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +15, Con +13, Wis +9 Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed , exhausted, frightened , poisoned Senses darkvision 100 ft.; passive Perception 13 Languages Common (can\xe2\x80\x99t speak) Challenge 18 (20,000 XP) \n'b' Special Traits \n'b'\n'b' Blood Wake . The frothing, churning waters around a bone ship are stained crimson with blood. Creatures that begin theit turn within 40 feet of the bone ship must make DC 18 Constitution saves. Those that fail become frightened . Targets that are frightened cannot use reactions and can use either an action on their turn or a bonus action, not both. Creatures can attempt a new save at the start of each of their turns to resist this effect. Those that succeed at their saving throws are immune to the bone ship\xe2\x80\x99s aura for 24 hours. This works only when the bone ship is in the water. \n'b' Bound Souls . The souls of numerous sailors and sea creatures form the bone ship\xe2\x80\x99s collective consciousness and hull. A bone ship is immune to spells and effects affecting a specific number of creatures. Any creature attempting to communicate with a bone ship, such as through telepathy, hears only the anguished cries of the imprisoned souls and must succeed at a DC 18 Wisdom save or contract longterm madness. \n'b' Turn Resistance . The bone ship has advantage on saving throws against any effect that turns undead. \n'b' Unholy Repair . By spending 1 full day inactive, the bone ship can heal itself to full hit points by scavenging the bones of dead sea creatures within a 10-mile radius, pulling the bones up from the bottom of the ocean to join its hull. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The bone ship attacks four times with bone cannons. \n'b' Slam . Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 45 (8d8+9) bludgeoning damage, and the target must succeed at a DC 18 Constitution saving throw or take 10 (3d6) necrotic damage. \n'b' Bone Cannon . Ranged Weapon Attack : +15 to hit, range 100/400 ft., one target. Hit : 30 (6d6+9) bludgeoning damage. The cannons are considered to be part of the bone ship and not separate objects. \n'b' Ghostly Boarders (Recharge 6) . The bone ship disgorges the souls of the sailors bound within it. The ghostly boarders appear as spectral entities and slaughter all living creatures in a 60-foot sphere around the bone ship. Each creature in that area must make a DC 18 Constitution saving throw. A target takes 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. Creatures reduced to 0 hit points in this manner are killed, their souls dragged into the bone ship, and can be restored to life only by a wish spell, or if the bone ship is destroyed. \n'b' Spectral Energy Cannon (Recharge 4-6) . The bone ship can combine all four of its bone cannons into a spectral energy cannon, blasting a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 18 Dexterity saving throw. A creature takes 63 (18d6) necrotic damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' Predators of the oceans, the hulking undead monstrosities known as bone ships leave devastation in their bloody wakes. \n'b' Formed from the collective consciousnesses of dead sailors bound within the bleached bones of giant aquatic creatures, bone ships hunt the seas without mercy, destroying ships and slaying the living wherever they are encountered. Bone ships stalk their prey with tenacious intelligence and single-minded purpose. They often trail their quarry for days, relishing the terror their sudden appearance on the horizon causes, and have even been known to continue the chase on land, the many bones of their hulls pulling them over the ground. \n'b' Bone ships do not care for plunder, seeking only to add more victims to their unholy crews. \n'b' The creation of a bone ship can occur in many different ways. Some bone ships arise as servants of evil gods, pawns to their vile wills. Certain powerful necromantic rituals can also create bone ships. Such rituals typically require those performing them to sacrifice dozens of humanoid creatures and trap the victims\xe2\x80\x99 souls. Other bone ships result from ships being destroyed in horrific and catastrophic events. The souls of the sailors who died in such a disaster, unable to find peace, slowly form a bone ship on the ocean\xe2\x80\x99s bottom before rising to the surface to take vengeance on the living. No matter how they\xe2\x80\x99re created, bone ships retain jumbled memories of the previous lives of the souls bound to them-though all bone ships attack any creatures they encounter, each ship\xe2\x80\x99s unique origin and collection of souls burns a particular objective into its very nature. A bone ship created by an evil god might target ships bearing the flags of an opposing faith or enemy of that god, while a bone ship created in a ritual is ingrained with a specific purpose that forces it to enact its creator\xe2\x80\x99s will. \n'b' Certain bone ships viciously target ships from one or more nations, either those from the dead sailors\xe2\x80\x99 former nation if they seek revenge, or those from a rival nation the sailors hated in life. \n'b' Over time, legends and stories about a bone ship\xe2\x80\x99s capacity for destruction arise. A bone ship never takes a name for itself but living sailors may ascribe it an epithet based on its origin, purpose, unique characteristics, or notable attacks. Though all bone ships possess the same abilities, a particular bone ship can be identified by its hunting area and appearance. \n'b' Bone ships eventually display certain unique features such as glowing barnacles that cover its hull, a masthead featuring the skull of a particular sea creature, the bones of a unique and rare sea monster, or an unusual configuration of the musculature holding together its hull. Many of these changes are the result of a bone ship scavenging remains off the ocean floor to repair itself. \n'b' Lone Ships . No living crew-or even other undead creatures-have ever been seen sailing in a bone ship. \n'b' These undead ships operate independently, and don\xe2\x80\x99t form alliances even with others of their kind. Merely attempting to communicate with a bone ship is dangerous, as even such means as telepathy produce only the howling voices of the suffering, ghostly crew, spreading their insanity to those foolish enough to contact them. \n'b' Modular Shape . Though a bone ship is a single creature, the numerous souls it contains create a hive mind. A bone ship can reshape certain aspects of its hull by using its knotted muscle to move the bones within it. This transformative ability allows a bone ship to quickly sprout cannons from its hull that can attack in any direction, and each ship keeps a collection of bones and debris within its own body to use as ammunition. It can also tap into the unholy energy giving it unlife to fire a devastating beam of negative energy at its enemies, and those who close with a bone ship find that even its hull has the ability to drain away life force.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bone Spur \n'b' Medium aberration , lawful Evil \n'b' Armor Class : 18 (natural) Hit Points . 71 (9d8+27) Speed . 40 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 16 (+3) INT: 7 (-2) WIS: 9 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities . poison Condition Immunities . poisoned Damage Resistances . bludgeoning, piercing or slashing from non-magical or non-silvered weapons Senses . darkvision 120 ft., passive Perception 13 Skills . Perception +3 Languages . Abyssal, Common (understand but not speak) Challenge . 7 (2,900 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The bone spur makes two claw attacks. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5ft, one target. Hit : 9 (2d6+3) slashing damage. \n'b' Mirror walk . The bone spur can travel between reflective surfaces. This ability functions at will and is in all ways like the dimension door spell, except the bone spur must step into a reflective surface (mirror, polished shield , still pool, etc.) and emerge from another reflective surface within range. It can do this as part of its move action, with each mirror walk comprising 10 ft. of total movement.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bone Spur \n'b' Medium aberration , lawful evil \n'b' Armor Class 18 (natural) Hit Points 67 (9d8+27) Speed 40 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 16 (+3) INT: 7 (-2) WIS: 9 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Resistances bludgeoning, piercing, or slashing from nonmagical or non-silvered weapons Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 13 Languages Abyssal, Common (understands but can\xe2\x80\x99t speak) Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Mirror Walk . The bone spur can travel between reflective surfaces. This ability functions at will and is in all ways like the dimension door spell, except the bone spur must step into a reflective surface (mirror, polished shield, still pool, etc.) and emerge from another reflective surface within range. It can do this as part of its move action, with each mirror walk comprising 10 feet of total movement. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bone spur makes two claw attacks. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d6+2) slashing damage. The bone spur appears much like a shattered bone. Its long, dirty, white torso consists of multiple layers of thick bonelike skin. It crawls upon four thin legs that protrude from its body, much like an insect. These legs end in scythelike apertures that make for poor feet, giving the beast a stilted gait when it walks. Its true form, however, is very different, for it is little more than reflected stain possessed of an intelligence that allows it to hunt. For this reason, the bone spur is only found in a reflective surface, a mirror, a highly polished shield, within a jewel, a piece of silver, and so on. Their reflection has no particular size, so their lair may be any item of any description.\n'b'\n'b' Creatures of Malice . They bone spur is a creature of utter malice, dwelling in the filth of their own evil. They are semi-intelligent, following simple directions with ease. They desire direction in all their actions, seeking some affirmation in almost any task they undertake. For this reason, they are often used as guardians by magi, evil paladins, and the like. Once set in a role, they remain there until destroyed. \n'b'\n'b' ABOUT \n'b' The bone spur is an ancient creature, created as they were in the Void long ago. It is believed that the bone spur came to be when splinters of the All Father\xe2\x80\x99s tools caught the reflection of his manifest thought. Being a reflection, the image of the thought turned, and the bone spur knew no goodness, but only evil. But because they stood in the presence of the All Father, they longed for his direction, something he never gave. \n'b' So, the bone spurs came to dwell in the deeps of the Void, even at the beginning of time. They are summoned from time to time, hunted, captured, and traded by those who are skilled in crossing the Wall of Worlds and able to plunder the wealth of the Void. \n'b' As guardians, they are unmatched for their fearsomeness and ability to follow simple commands. \n'b' Mirror World Ravagers . In combat, the bone spur rises upon its hind legs and falls upon its victims with its fore legs, slashing with the jagged ends. If they are in danger of losing a fight, they will mirror walk from the material world into a reflective surface.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bone Swarm \n'b' Large swarm of tiny undead , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 198 (36d10) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 22 (+6) DEX: 18 (+4) CON: 10 (+0) INT: 9 (-1) WIS: 15 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Wis +6, Cha +9 Skills Acrobatics +8, Perception +6, Stealth +8 Damage Vulnerabilities bludgeoning Damage Resistances Piercing and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned , prone , restrained , stunned Senses Darkvision 60 ft., passive Perception 16 Languages Common, Void Speech Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Strength of Bone . A bone swarm can choose to deal bludgeoning, piercing, or slashing damage, and adds 1.5 \xc3\x97 its Strength bonus on swarm damage rolls as bits and pieces of broken skeletons claw, bite, stab, and slam at the victim. \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 human skull. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bone swarm can attack every hostile creature in its space with swirling bones. \n'b' Swirling Bones . Melee Weapon Attack : +10 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 31 (5d8 + 9) bludgeoning, piercing, or slashing damage (includes Strength of Bone special ability). \n'b' Death\xe2\x80\x99s Embrace (recharge 5-6) . Melee Weapon Attack : +10 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : the target is grappled (escape DC 16) and enveloped within the swarm\xe2\x80\x99s bones. The swarm can force the creature to move at its normal speed wherever the bone swarm wishes. Any non-area attack against the bone swarm has a 50% chance of hitting a creature grappled in Death\xe2\x80\x99s Embrace instead.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Alabroza, Bloodfiend \n'b' Family: Alabroza \n'b' Small fiend (shapechanger), neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 72 (16d6 + 16) Speed 10 ft., (30 ft. in humanoid form), fly 50 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 13 (+1) INT: 9 (\xe2\x80\x931) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +6, Perception +5, Stealth +4 Damage Resistances cold, fire, lightning, poison Condition Immunities charmed Senses darkvision 60 ft., passive Perception 15 Languages Abyssal, Common, Infernal Challenge 4 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Bloodthirsty . An alabroza must drink at least 1 pint of fresh blood or milk every 24 hours or it suffers one level of exhaustion . Each pint of blood or milk the alabroza drinks removes one level of exhaustion . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The alabroza makes three Broomstick attacks, two Talons attacks, or one Beak attack and one Talons attack . \n'b' Beak (Fiend Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 12 (2d8 + 3) piercing damage, and the alabroza attaches to the target. While attached, the alabroza doesn\xe2\x80\x99t attack . Instead, at the start of each of the alabroza\xe2\x80\x99s turns, the target loses 12 (2d8 + 3) hp due to blood loss. The alabroza can detach itself by spending 5 feet of its movement. It does so after the target is reduced to 0 hp . A creature, including the target, can take its action to detach the alabroza by succeeding on a DC 13 Strength check. \n'b' Talons (Fiend Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage. \n'b' Broomstick (Humanoid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. \n'b' Hypnotic Gaze . The alabroza fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 12 Wisdom saving throw or be charmed for 1 minute. While charmed , the creature is incapacitated , has a speed of 0, and refuses to remove an attached alabroza. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful, the creature is immune to the alabroza\xe2\x80\x99s gaze for the next 24 hours. \n'b' Spellcasting . The bloodfiend alabroza casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12):\n'b'\n'b'\n'b' At will : minor illusion \n'b' 3/day each : detect thoughts , suggestion \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Change Shape . The alabroza transforms into a Medium humanoid, a Small cloud of mist or back into its true bird-like fiend form. Other than its size and speed, its statistics are the same in each form, with a few exceptions while in mist form, as detailed below. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. While in mist form, the alabroza can\xe2\x80\x99t take any actions , speak, or manipulate objects, and it has resistance to nonmagical damage. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature\xe2\x80\x99s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can\xe2\x80\x99t pass through water. \n'b'\n'b' ABOUT \n'b' Black bat wings erupt from the back of this bird-like monstrosity. Covered in jet black feathers, it has a long, thin beak, perfect for stabbing, and wicked, razor-sharp talons. \n'b' Alabroza are bird-like monstrosities created by Alquam, Demon Lord of Night and let loose in the realms of mankind. \n'b' At night, these creatures drain the milk from sheep and goats or blood from horses in their stables. When the animals\xe2\x80\x99 owners take steps to protect their livestock, the alabroza turns its attention to the settlement\xe2\x80\x99s humanoid inhabitants instead, drinking their blood as they sleep. Alabroza need to consume fresh milk or blood each night, or they become weak and eventually die. Because of this, they prefer to live close to farms, villages, and towns, where food is plentiful and easy to obtain. \n'b' Dark Blessing . When an alabroza has drained thirteen intelligent humanoids dry of blood, it receives a dark blessing and is transformed into a bloodfiend alabroza. Now able to assume the form of a humanoid (typically a female human), the alabroza moves into a village or town and does its best to keep a low profile. In smaller communities, the arrival of a stranger often draws unwanted attention from the locals, and the bloodfiend may gain a reputation as a witch, forcing it to move on. \n'b' Night Terrors . A bloodfiend alabroza uses its ability to assume gaseous form to gain entrance to homes and sleeping chambers. Once inside, it sits on its victim\xe2\x80\x99s chest, hypnotizes the victim with its eyes, and digs in with its sharp talons as it pierces the poor soul\xe2\x80\x99s skin with its needle-sharp beak. As the blood starts to flow, the alabroza laps it up greedily with its long, forked tongue.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bone Swarm \n'b' Medium swarm of Tiny undead, neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 27 (6d6 + 6) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 13 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Vulnerabilities bludgeoning Damage Resistances piercing, slashing Damage Immunities poison Condition Immunities charmed , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Swarm . The bone 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 creature. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' Actions \n'b'\n'b' Shred . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 9 (2d6 + 2) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bone Swarm \n'b' Large swarm of Tiny undead , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 198 (36d10) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 22 (+6) DEX: 18 (+4) CON: 10 (+0) INT: 9 (-1) WIS: 15 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Wis +6, Cha +9 Skills Acrobatics +8, Perception +6, Stealth +8 Damage Vulnerabilities bludgeoning Damage Resistances piercing and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned Senses darkvision 60 ft., passive Perception 16 Languages Common, Void Speech Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' ACTIONS \n'b'\n'b' Multiattack . The bone swarm makes two Swirling Bones attacks. It can replace one Swirling Bones attack with one Death\xe2\x80\x99s Embrace attack , if available. \n'b' Swirling Bones . Melee Weapon Attack : +10 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 36 (8d8) bludgeoning, piercing, or slashing damage (the bone swarm\xe2\x80\x99s choice), or 18 (4d8) bludgeoning, piercing, or slashing damage (the bone swarm\xe2\x80\x99s choice) if the swarm has half of its hp or fewer. \n'b' Death\xe2\x80\x99s Embrace (Recharge 5\xe2\x80\x936) . Melee Weapon Attack : +10 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : The target is grappled (escape DC 16) if it is a Large or smaller creature. Until this grapple ends, the creature is restrained and any attack against the bone swarm has a 50 percent chance of hitting the grappled creature instead. The bone swarm can have only one creature grappled at a time. The grappled creature has advantage on ability checks made to escape the grapple when the bone swarm has half of its hp or fewer.\n'b'\n'b' ABOUT \n'b' Dank winds sweep up skeletons, both humanoid and animal. They blow forward, reaching out for living creatures like a clawed hand of bone. A scattering of bones rolls across the ground, then rises into the air, billowing like a sheet. \n'b' Swarms of Fallen . On rare occasions, the pugnacious spirits of fallen undead join together, bonded by a common craving: to feel alive again. They gather up their bones from life, as well as any other bones they come across, and form bone swarms. \n'b' Nomadic Undead . These swarms ravage the countryside wresting life from living creatures, grabbing livestock, humanoids, and even dragons, digging in their claws in an attempt to cling to life. Bone swarms with one or more sets of jaws wail constantly in their sorrow, interrupting their cries with snippets of rational, but scattered speech declaiming their woes and despair. \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 human skull. The swarm can\xe2\x80\x99t regain hp or gain temporary hp . \n'b' Undead Nature . The bone swarm doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Cliff and Pit Dwellers . Bone swarms gather near cliffs, crevasses, and pits in the hope of forcing a victim or an entire herd of animals to fall to its death, creating more shattered bones to add to their mass.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bone Trader \n'b' Medium fey , neutral evil \n'b' Armor Class 12 (15 with bone armor) Hit Points 22 (5d8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 11 (+0) INT: 14 (+2) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +2 Skills Perception +4, Animal Handling +4 Condition Immunities charmed Senses darkvision 60 ft., passive Perception 14 Languages Sylvan, two other languages Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Bone Armor (1/Day) . A bone trader in its lair can use a bonus action to summon a temporary suit of bone armor that lasts for ten minutes or until dismissed by the bone trader. While wearing its bone armor, a bone trader has advantage on Wisdom saving throws and Charisma ( Intimidation ) checks. \n'b' Speak with Beasts . The bone trader can communicate with beasts as if they shared a language. \n'b'\n'b' ACTIONS \n'b'\n'b' Bone Club . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 6 (1d8+2) bludgeoning damage. \n'b' Skelesuck . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) piercing damage. The target must succeed on a DC 10 Constitution saving throw or have one of its bones sucked out, resulting in the piercing damage becoming a reduction in maximum hit points until magical healing is applied. \n'b' Fey Charm . The bone trader targets one humanoid, goblinoid, fey, or beast it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed . The charmed creature regards the bone trader as a trusted friend to be heeded and protected. Although the target isn\xe2\x80\x99t under the bone trader\xe2\x80\x99s control, it takes the bone trader\xe2\x80\x99s requests or actions in the most favorable way . Each time the bone trader or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the bone trader dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target\xe2\x80\x99s saving throw is successful, the target is immune to the bone trader\xe2\x80\x99s fey charm for the next 24 hours. The bone trader can have no more than one humanoid charmed at a time, along with up to three beasts. \n'b'\n'b' ABOUT \n'b' Fey Barterers . Bone traders resemble well-dressed, shrunken pale elves. Their skulls appear a bit too small for their gaunt forms, like a toy with a mismatched head. \n'b' Hunger for Bones . Bone traders need a steady supply of bones to survive and for status. Most start as scavengers, acquiring the bones of small rodents or fish. As they grow in power, they seek more delicious sources of bone\xe2\x80\x94and once they gain a taste for humanoid bones, they inevitably seek a ready source. Villages targeted by bone traders become desperate to make deals with these fey predators, sometimes agreeing to offer animal sacrifices, or even the occasional humanoid sacrifice, to keep the bone trader at bay. Like most fey, it honors the terms of such deals\xe2\x80\x94and creates painful consequences for those who break them. \n'b' Intimidating Leader . Most bone traders create agents to hunt and gather more bones for their lairs. These gangs start with charmed animals but quickly grow to include easily intimidated humanoids like goblins, kobolds, or (their favorite minions) the faevlin. Bone trader lairs are twisted reflections of humanoid luxury, with sculptures, bas reliefs, and even flooring made entirely of bones. \n'b' Branded Minions . Bone traders \xe2\x80\x9cbrand\xe2\x80\x9d their minions by sucking out a specific bone or set of bones, usually the same set for their entire gang. For example, a delicate bone trader might consume the bones of each minion\xe2\x80\x99s left ear, their partial deafness a constant reminder of who is really in charge. A more brutal master might consume an armbone or part of a foot, being careful to not damage their minions\xe2\x80\x99 ability to carry out the bone trader\xe2\x80\x99s wishes. \n'b'\n'b' DC 10 Intelligence ( History ) : A bone trader is most dangerous in its lair, where it can use its collection of bones to defend itself. \n'b' DC 15 Intelligence ( Arcana ) : A bone trader can charm its opponents and is often defended by a small gang of intimidated or charmed creatures. \n'b' DC 20 Intelligence ( Nature ) : Like other fey, bone traders can be tantalized by a deal and may be willing to negotiate rather than fight, even if it seems to have the upper hand or is actively winning a battle'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cauchemange, Incorporeal \n'b' Family: Cauchemange \n'b' Medium aberration , neutral evil \n'b' Armor Class 13 Hit Points 77 (14d8 + 14) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 6 (\xe2\x80\x932) DEX: 16 (+3) CON: 12 (+1) INT: 13 (+1) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +6, Perception +5 Damage Immunities poison Damage Resistances acid, cold, fire, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , deafened , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 120 ft., passive Perception 15 Languages the languages of its host, telepathy 60 ft. Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Happiness Susceptibility . If a creature within 30 feet of the incorporeal cauchemange uses an action to make a DC 14 Charisma ( Performance ) check and succeeds, creating a presentation that inspires happiness or hope, the cauchemange has disadvantage on attack rolls until the end of the performing creature\xe2\x80\x99s next turn. \n'b' Implant Larva . If a humanoid dies due to damage the incorporeal cauchemange deals, a cauchemange larva emerges from the corpse 8 hours later. \n'b' Incorporeal Movement . The cauchemange 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' Nightmare Aura . Each creature of the incorporeal cauchemange\xe2\x80\x99s choice that starts its turn within 60 feet of the cauchemange must succeed on a DC 14 Wisdom saving throw or sense the cauchemange as something to be feared, becoming frightened until the start of the creature\xe2\x80\x99s next turn. On a successful saving throw, the creature is immune to the Nightmare Aura of all cauchemanges for 1 hour. \n'b' Psychic Teleport (Recharge 4\xe2\x80\x936) . As its movement, the cauchemange can teleport to an unoccupied space within 40 ft. of it, provided that the space is within 10 ft. a creature with an Intelligence score of 3 or higher. The cauchemange doesn\xe2\x80\x99t need to see the destination. \n'b' Thought Location . The incorporeal cauchemange can detect creatures within 60 feet that have an Intelligence of 2 or higher, provided they aren\xe2\x80\x99t constructs or undead. Effects that prevent divination from working on a creature thwart this sense. This sense penetrates barriers, but 2 ft. rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks it. The cauchemange can\xe2\x80\x99t be surprised by a creature it can sense. \n'b'\n'b' ACTIONS \n'b'\n'b' Touch . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 16 (3d8 + 3) psychic damage. The target must succeed on a DC 14 Charisma saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \n'b' Killing Nightmare (Recharges after a Short or Long Rest) . The incorporeal cauchemange releases a telepathic wave of amplified horror. Each frightened creature of the cauchemange\xe2\x80\x99s choice within 30 feet of the cauchemange must make a DC 14 Charisma saving throw. On a failure by 5 or more, a creature drops to 0 hit points . If the save fails, the creature takes 25 (4d10 + 3) psychic damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Derro \n'b' Family: Derro \n'b' Small humanoid , chaotic evil \n'b' Armor Class 15 (leather armor and buckler) Hit Points 14 (3d6+3) Speed 20 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 12 (+1) INT: 1 (\xe2\x80\x935) WIS: 9 (\xe2\x80\x931) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision \xc2\xa0120 ft., passive Perception 13 Languages none Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Sensitive Eyes . Derro have disadvantage on all attack rolls and perception checks while in sunlight or magical sunlight. \n'b'\n'b' ACTIONS \n'b'\n'b' Repeating Crossbow . The Derro makes two Crossbow bolt attacks. \n'b' Crossbow Bolt . Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target. Hit : 6 (d4+3 ) piercing damage. \n'b' Fauchard-Hook . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 11 (1d6) slashing damage. The target must succeed on a DC 13 Strength saving throw or be knocked prone . \n'b'\n'b' ABOUT \n'b' Sages believe the derro were bred as slaves, possibly by the dark elves or the kalas-toa, or some other unknown evil subterranean race. The ancestors of the derro escaped, multiplied, and built a civilization in the deep earth. Due to their history, the derro are fiercely independent and rarely maintain alliances for long. \n'b' Derro are short in statue, no taller than 4 feet tall and typically have muscular physiques. Their skin is pale white with a purple or bluish tint. Their eyes are round and broad, and they possess darkvision to 120 feet. \n'b' Derro hair tends to be white or gray. They venture to the surface only to capture slaves.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bone Warrior \n'b' Medium undead , neutral \n'b' Armor Class 18 (chain mail, shield) Hit Points 44 (8d8 + 8) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 13 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands all languages it knew in life but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Deathless . A slain bone warrior reforms and animates 1 hour after being slain. Only a disintegrate spell or equivalent destructive force can completely destroy a bone warrior. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The bone warrior makes two attacks: one with its longsword or battleaxe and one shield bash. \n'b' Longsword or Battleaxe . Melee Weapon Attack : +4 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' Shield Bash . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 Strength saving throw or be forced\xc2\xa0 prone .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bonecage Constrictor \n'b' Huge undead , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 175 (14d12 + 84) Speed 50 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 22 (+6) INT: 6 (\xe2\x80\x932) WIS: 8 (\xe2\x80\x931) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Dex +7 Damage Vulnerabilities bludgeoning, thunder Damage Immunities poison Condition Immunities poisoned , prone Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 9 Languages understands Common and Darakhul but can\xe2\x80\x99t speak Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Necrotic Prison . Creatures restrained by the bonecage constrictor\xe2\x80\x99s Encage automatically stabilize at 0 hp and take no further damage from Encage. If a creature takes damage from another source while restrained , it suffers a death saving throw failure, as normal, but immediately stabilizes if that isn\xe2\x80\x99t its final death saving throw. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bonecage constrictor makes two Bite attacks and one Encage attack . \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) piercing damage plus 7 (2d6) necrotic damage. \n'b' Encage . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be caged within the body of the bonecage constrictor. A caged creature is restrained , it has cover against attacks and other effects outside the constrictor, and it takes 10 (3d6) necrotic damage at the start of each of the constrictor\xe2\x80\x99s turns. While caged, a creature can see outside the bone constrictor, but it can\xe2\x80\x99t target those outside the constrictor with attacks or spells nor can it cast spells or use features that allow it to leave the constrictor\xe2\x80\x99s body. In addition, creatures caged within the constrictor can\xe2\x80\x99t make attack rolls against creatures outside the constrictor. The constrictor can have up to six Medium or smaller creatures restrained at a time. If the bonecage constrictor takes 20 damage or more on a single turn from any source, it must succeed on a DC 16 Constitution saving throw at the end of that turn or all caged creatures fall prone in a space within 10 feet of the constrictor. If any of the damage is thunder damage, the bone constrictor has disadvantage on the saving throw. If the constrictor dies, a caged creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone . \n'b' Crush . Each creature caged by the bonecage constrictor must succeed on a DC 16 Strength saving throw or take 11 (2d6 + 4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Necrotech creations are massive undead creatures made by a group of necromancers. In nations ruled by undead, these creations often act as siege weapons or powerful modes of transportation. Here, we present the necrotech bonecage constrictor, reaver, and thunderer. \n'b' This enormous, skeletal snake is crafted from innumerable humanoid skeletons, ribcage after ribcage linked together. Some figures struggle within the body of this monstrous creature, clasping at the bony cage. \n'b' Necromantic Amalgams . Rather than an army of skeletons, a powerful necromancer can instead assemble the bones of dozens of humanoids into something far more terrifying. Because of their mismatched parts, no two constrictors are exactly the same; however, they all resemble enormous serpents or centipedes: long stretches of rib cage supported by grasping hands or feet. Often, the head is made of several skulls, with the glittering lights of reanimation sparkling from dozens of eye sockets. \n'b' Traveling Prisons . The necromantic energy that suffuses a bonecage constrictor drains the life from any creatures trapped within it, but doesn\xe2\x80\x99t kill them. \n'b' Instead, it keeps the constrictor\xe2\x80\x99s victims on the brink of death, where they can be transported while docide and unlikely to fight back. While some ghouls and evil high priests use these constructs to bring back fresh corpses, more inspired necromancers have used them to carry hostages onto battlefields, bring back live prisoners for questioning, or even to carry reinforcements.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Boneshard Wraith \n'b' Medium undead , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 127 (15d8 + 60) Speed 15 ft., fly 60 ft. (hover)\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 18 (+4) INT: 13 (+1) WIS: 14 (+2) CHA: 8 (?2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +7 Damage Resistances acid, cold, fire, lightning, thunder; piercing, bludgeoning, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities necrotic, poison Condition Immunities charmed , exhausted, frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned , unconscious Senses darkvision 60 ft., passive Perception 16 Languages any languages it knew in life, Void Speech Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal Movement . The boneshard wraith can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Sunlight Sensitivity . While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The wraith makes two spectral claw attacks. If both attacks damage the same creature, the target must make a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Spectral Claw . Melee Weapon Attack : +7 to hit, reach 15 ft., one target. Hit : 21 (4d8 + 3) slashing damage, and the target must succeed on a DC 16 Constitution saving throw or suffer 1 level of exhaustion . A creature can suffer no more than 2 levels of exhaustion from the wraith\xe2\x80\x99s Spectral Claws. \n'b' Boneshard Cyclone (Recharge 5-6) . The wraith chooses a creature it can see within 60 feet of it. The target must make a DC 16 Strength saving throw. On a failure, a creature takes 20 (3d12) slashing damage and 27 (6d8) necrotic damage and is enveloped in a whirlwind of sharp bone fragments for 1 minute or until the wraith dies. On a success, a creature takes half the damage and isn\xe2\x80\x99t enveloped. While enveloped, a creature is blinded and deafened and takes 18 (4d8) necrotic damage at the start of each of its turns. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature dies while enveloped, it rises as a boneshard wraith on the next new moon unless it is restored to life or the bless spell is cast on the remains. \n'b'\n'b' ABOUT \n'b' A vaguely humanoid form appears, dim and hazy amid the constant swirl of wind-wracked grit and tainted dust of the magical wasteland. \n'b' Contorted and broken, the boneshard wraith is a ghostly horror, haphazardly assembled from mismatched bones and grave?scavenged shards. Shattered eye sockets burn with the black, icy glow of eternal madness and the spiteful hunger of the Void. \n'b' Undead Nature . A boneshard wraith doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bonespitter \n'b' Gargantuan monstrosity , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 217 (14d20 + 70) Speed 50 ft., burrow 30 ft.\n'b' STATS STR: 26 (+8) DEX: 7 (-2) CON: 21 (+5) INT: 3 (-4) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10 Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Bony Body . A creature that starts its turn or enters a space within 5 feet of the bonespitter must succeed on a DC 18 Dexterity saving throw or take 16 (3d10) piercing damage. \n'b' Actions \n'b' Multiattack . The bonespitter makes two attacks: one with its bite and one with its bone spike. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 21 (3d8 + 8) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the bonespitter. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the bonespitter, and it takes 17 (5d6) acid damage at the start of each of the bonespitter\xe2\x80\x99s turns. An undead creature made of mostly bones, such as a skeleton , is immune to this acid damage. If the bonespitter takes 30 damage or more on a single turn from a creature inside it, the bonespitter must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the bonespitter. If the bonespitter dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone . \n'b' Bone Spike . Ranged Weapon Attack : +13 to hit, range 30/120 ft., one target. Hit : 18 (3d6 + 8) piercing damage, and, if the target is a Large or smaller creature, it is knocked prone , pinned to the ground by the spike, and restrained . As an action, the restrained creature or a creature within 5 feet of it can make a DC 18 Strength check, removing the spike and ending the condition on a success. The spike can also be attacked and destroyed (AC 12; hp 15; vulnerability to bludgeoning damage; immunity to poison and psychic damage). \n'b' Shard Spray (Recharge 5-6) . The bonespitter exhales a 60-foot cone of bone shards. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) piercing damage on a failed save, or half as much on a successful one. If a Large or smaller creature fails this saving throw, it is also knocked prone , pinned to the ground by a shard, and restrained . As an action, the restrained creature or a creature within 5 feet of it can make a DC 18 Strength check, removing the shard and ending the condition on a success. The shard can also be attacked and destroyed (AC 12; hp 15; vulnerability to bludgeoning damage; immunity to poison and psychic damage). \n'b' About \n'b' A massive worm bursts through the ground, its body covered in bony protrusions. \n'b' Bonespitters are bone-covered predators that live in the soft soil of grassy plains. \n'b' Bones of Victims . Bonespitters have unique digestive systems. When a bonespitter consumes another creature, the acid in the worm\xe2\x80\x99s stomach dissolves all of the prey\xe2\x80\x99s tissue and leaves only bones behind. The bones become part of the bonespitter\xe2\x80\x99s defenses, poking through its skin like sharp hair follicles. Other bones are stored in muscular sacks in the bonespitter\xe2\x80\x99s mouth, waiting to be unleashed on unsuspecting prey.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bonesucker \n'b' Large aberration , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 102 (12d10 + 36) Speed 20 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 17 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +8, Perception +5, Stealth +3 Senses darkvision 90 ft., passive Perception 15 Languages Aklo Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' All Around Vision . A bonesucker sees in all directions at once. It cannot be flanked. \n'b' Liquefy Bones . If a target is grappled by the bonesucker at the start of the bonesucker\xe2\x80\x99s turn, as a bonus action, the target\xe2\x80\x99s Strength score is reduced by 1d4. The target dies if this reduces its Strength score to zero. Otherwise, the reduction lasts until the target finishes a long rest or lesser restoration or better is used on the target. \n'b' Magic Weapons . The bonesucker\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bonesucker makes four Tentacles attacks. \n'b' Tentacles . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 14 (4d4 + 4) bludgeoning damage. The target is grappled (escape DC 14) if the bonesucker isn\xe2\x80\x99t already grappling a creature, and the target is restrained until the grapple ends. \n'b'\n'b' ABOUT \n'b' A bonesucker resembles a fleshy, 10-foot-tall tree trunk. Atop its main body protrudes a mass of writhing tentacles that constantly ooze and drip a brownish-yellow fluid. A ring of black, unblinking eyes is near the top of its body. This bizarre creature stalks the darkness of wastelands and dank caves. The body is encased in a thick, rubbery sheath of flesh and muscle that makes the bonesucker highly resistant to injury. The bonesucker moves about using five thick tentacles at its base. \n'b' Bonesuckers consume only the bones of an opponent by grabbing it and piercing its flesh with its hollow tentacles. The tentacles inject digestive enzymes into the bones, which break down and are sucked up as a pasty meal for the bonesucker. Experienced adventurers always know when they are near the hunting grounds of a bonesucker as the creature leaves boneless carcasses of past meals lying about. \n'b' A bonesucker attacks with its tentacles. Initially, the tentacles appear to be only a foot or two in length, but the bonesucker can extend them to a length of approximately 10 feet. It can attack with up to four of its eight tentacles in a single round. A bonesucker\xe2\x80\x99s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Boojum Snark \n'b' Large fey , neutral \n'b' Armor Class 20 (natural armor) Hit Points 112 (15d10 + 30) Speed 20 ft., swim 50 ft.\n'b' STATS STR: 22 (+6) DEX: 15 (+2) CON: 18 (+4) INT: 2 (-4) WIS: 14 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Str +9, Dex +5, Con +7 Skills Athletics +9, Perception +8, Stealth +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities fire Damage Immunities lightning Condition Immunities prone Senses darkvision 60 ft., passive Perception 18 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The boojum snark can breathe air and water. \n'b' Charmed By Soap . A boojum snark has disadvantage on saving throws versus spells that inflict the charmed condition if the caster uses at least 1 pound of soap as an additional material component. Similarly, Charisma checks made against a boojum snark have advantage if at least 1 pound of soap is offered to it. \n'b' Elusive . As a full-round action while in water, a boojum snark can move up to 100 feet without leaving any trace of its passing (identical in effect to a pass without trace ). When it does so, an elusive boojum snark\xe2\x80\x99s Dexterity ( Stealth ) check is automatically considered to be a result boojum snark is considered to be under the effects of nondetection . Neither of these spell effects can be dispelled except with dispel magic cast with a 9th-level spell slot. If the caster of a divination effect wears thimbles during the casting, the boojum snark\xe2\x80\x99s saving throw has disadvantage. \n'b' Planar Acclimation . A boojum snark cannot be banished. \n'b' Shell . A boojum snark carries a giant empty seashell into which its whole body can retract for defense and camouflage. While in its shell, a boojum snark can only use its bite attack . A boojum snark\xe2\x80\x99s shell has an AC of 22, a damage threshold of 8, and 65 hit points . A boojum snark can move into or out of its shell with a bonus action. \n'b' Vanishing Gaze . The boojum snark can use its action to force an opponent to make a DC 16 Charisma saving throw or be banished to the fey realm. A creature that succeeds on this saving throw is immune to the boojum snark\xe2\x80\x99s Vanishing Gaze ability for 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The boojum snark makes two attacks: one with its bite, and one with its tentacle. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) slashing damage. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 10 (1d8 + 6) piercing damage. \n'b' Tentacle . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 11 (1d10 + 6) bludgeoning damage and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained , and the boojum snark cannot use its tentacle attack on another target. \n'b' Flame Breath (Recharge 5-6) . The boojum snark exhales a fiery blast in a 30-ft. cone. Each creature in the area must make a DC 16 Dexterity saving throw, taking 35 (10d6) fire on a failure, or half as much damage on a successful one. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The boojum snark 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 boojum snark regains spent legendary actions at the start of its turn. \n'b'\n'b' Claw . The boojum snark makes a claw attack . \n'b' Withdraw . The boojum snark uses moves up to its Speed away from an adjacent enemy. Its movement does not provoke opportunity attacks. \n'b' Dodge (costs 2 Actions) . The boojum uses a dodge action. \n'b'\n'b' ABOUT \n'b' A boojum snark\xe2\x80\x99s body has the general form of a large walrus or sea lion, with a thick, coarse hide covering rolls of blubber, yet with gills along its upper flanks. Surrounding its jaws, that are lined with large, sharp teeth, is a mass of stiff bristles that give the creature a whiskered appearance. Its front flippers are equipped with long claws, but instead of rear flippers, its body tapers to a long, powerful, prehensile tail akin to a suckered tentacle of a giant octopus. On the creature\xe2\x80\x99s chest, and from about midway along its body as it tapers toward the tail are feathers; dull and drab on some boojums\xe2\x80\x94easy mistaken as just a variation in the hue of its otherwise dark skin\xe2\x80\x94yet bright, colorful, and unmistakeable on others. \n'b' Like a bizarre hermit crab, the creature also carries a large empty seashell. On land, the boojum usually remains in its shell, using its strong and dexterous front flippers to drag itself around while its suckered tail grips the shell tightly from inside. In the water, it frequently emerges fully from the shell, but will not range far from it. \n'b' It swims using sinuous wholebody movements while using its tentacle to hold the tip of its shell, which it pulls along behind it. The body of a boojum is around 12 feet long, with its tail adding an additional 15 feet in total length. It weighs 4,000 lbs. \n'b' Aquatic Hermits . Snarks are very rare and highly elusive creatures, yet they can sometimes be found lairing in the shallows around isolated volcanic islands filled with chasms and crags in uncharted reaches of oceans. \n'b' Rarer still, are the boojums, mythic snarks who can cause those who meet their gazes to softly and suddenly vanish away, never be met with again. \n'b' Usually active only in the twilight hours of late evening, a snark spends most of its time sleeping in a salvaged seashell it carries and into which its whole body can retract\xe2\x80\x94either for defensive purposes, or to hide from a predator or from prey. \n'b' Most frequently, snarks use the shells of giant sea snails, although the shells of other giant sea creatures, and even hollow pieces of coral, wood, and stone are sometimes used. \n'b' Snarks are carnivorous and feed on a diverse variety of creatures for which they hunt or forage. Larger marine animals such as dolphins, seals, sea lions, sharks, and orcas are particularly relished though they will happily dredge through mud for mollusks and other bottom-dwellers. \n'b' Strangely, snarks are also particularly attracted to the taste of soap. \n'b' Least of the Tane . Snarks were once native to the primal world of the fey. As with other legendary creatures from this realm, such as the bandersnatch, jabberwock, and jubjub bird, snarks belong to a group of creatures known collectively as the \xe2\x80\x9cTane\xe2\x80\x9d of which it, and not the jubjub bird as previously thought, is the least powerful.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bookkeeper \n'b' Tiny construct , unaligned \n'b' Armor Class 12 Hit Points 5 (2d4) Speed 20 ft., fly 30 ft. (while within the book)\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 10 (+0) INT: 6 (-2) WIS: 8 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1, Stealth +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities either cold or fire (designated at the time of the bookkeeper\xe2\x80\x99s creation), poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 1/8 (25 XP) \n'b' Special Traits \n'b'\n'b' Between the Lines . As a bonus action while within 30 feet of its book, the bookkeeper can hop inside its book. While inside its book, the bookkeeper has a flying speed of 30 feet and is indistinguishable from ink on a page. \n'b' Book Bound . A bookkeeper makes all attacks, saving throws, and skill checks with advantage when its creator is within 60 feet of its book. The bookkeeper\xe2\x80\x99s hp maximum is reduced by 1 for every minute it is further than 60 feet from its book. When its hp maximum reaches 0, it dies. If its creator dies, the bookkeeper can be convinced to pass ownership of the book to a new creature if the creature succeeds on a DC 13 Charisma check. The new owner becomes the bookkeeper\xe2\x80\x99s new \xe2\x80\x9ccreator\xe2\x80\x9d and inherits the bookkeeper along with the book. \n'b' Disintegrate . When the bookkeeper dies, the book it is bound to is also destroyed. \n'b'\n'b' Actions \n'b'\n'b' Ink Splash . Ranged Weapon Attack : +4 to hit, range 20 ft., one target. Hit : 3 (1d6) poison damage and the target must succeed on a DC 13 Dexterity saving throw or be blinded until the end of its next turn. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1 piercing damage plus 1 poison damage. \n'b' Elusive Pages . While inside its book, the bookkeeper magically turns its book invisible until it attacks, or until its concentration ends (as if concentrating on a spell). The bookkeeper is also invisible while inside the invisible book. \n'b'\n'b' About \n'b' As the tome is opened, a blob of ink splashes toward the reader\xe2\x80\x99s eyes, followed by mischievous giggles. \n'b' For those wary of prying eyes, a tiny construct made of ink can keep private journals, records of magical runes, or discoveries safe. \n'b' Tiny Guards . Created by wizards fearful of having their research stolen, bookkeepers are ink constructs bound to a designated book. They provide protection not just from unwanted intrusion but also from physical damage. The bookkeeper can move on its own when needed, but it spends most of its time hiding within the book it is assigned to guard. \n'b' Alarm . As long as the creator is on the same plane as the book, it is mentally alerted if the book is opened by anyone other than it. The book also shrieks if handled by anyone other than the creator. The creator does not set off any wards or alarms when opening its own book. \n'b' Construct Nature . A bookkeeper doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Alternate Traits and Actions \n'b' Source ExpCod (Open Design) \n'b' The following changes allow GMs to alter a bookkeeper without modifying its challenge rating. \n'b'\n'b' Creator\xe2\x80\x99s Mark . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : The bookkeeper marks the target with an invisible rune, which it and its creator can see. The mark can be removed with a dispel magic or similar magic. The bookkeeper loses its bite attack. \n'b' Dual Binding . The bookkeeper is attuned to two books rather than a single tome. It can use its Between the Lines trait to jump between books provided they are within range of each other. Its hp maximum reduction from its Book Bound trait only applies if it is farther than 60 feet from both books. Both books the bookkeeper are bound to are destroyed when it dies. Stretching the bookkeeper\xe2\x80\x99s magic across two books gives it the Antimagic Susceptibility trait:\n'b'\n'b'\n'b' Antimagic Susceptibility . The bookkeeper is incapacitated while in an area of an antimagic field . If targeted by dispel magic , the bookkeeper must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b'\n'b' Nauseating Ink . Ranged Weapon Attack +4 to hit, range 20 ft., one target. Hit : 3 (1d6) poison damage, and the target must succeed on a DC 13 Constitution save or be poisoned until the end of its next turn. The bookkeeper loses its Ink Splash action. \n'b' Possess Reader (Recharges after a Long Rest) . The fiendish bookkeeper treats its book as a container for a magic jar spell. It can possess a humanoid per the magic jar spell (save DC 9) if the humanoid moves within 60 feet of it. The bookkeeper can only possess a target for 10 minutes before it must return to its book. A DC 13 Wisdom ( Perception ) check notices ink flowing through the whites of the possessed creature\xe2\x80\x99s eyes, and a DC 13 Intelligence ( Arcana ) check discovers the possession. The fiendish bookkeeper loses its X Marks the Spot trait. \n'b' Spell Attunement (Recharge 4-6) . The bookkeeper has access to a 1st-level spell within its book. Its spellcasting ability is Wisdom (spell save DC 9, +1 to hit with spell attacks). It can use an action to innately cast the spell, requiring no material components. The bookkeeper loses its Elusive Pages action. \n'b'\n'b' Variant: Fiendish Bookkeeper \n'b' Through an altered version of the bookkeeper\xe2\x80\x99s creation ritual, a creature can draw on the fiendish planes for its source of power. This altered ritual creates a more fiendish type of bookkeeper. Such bookkeepers are evil, are only loyal to their original creators, and have the following trait. \n'b'\n'b' X Marks the Spot . When the blood of a target is dropped into the bookkeeper\xe2\x80\x99s book, the bookkeeper presents the viewer with a map showing the target\xe2\x80\x99s general location. This map is accurate to within a 1-mile radius of the target. The creator of the bookkeeper must have had contact with the target for this ability to work.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Alazai \n'b' Large elemental , chaotic neutral \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 149 (13d10 + 78) \n'b' Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 15 (+2) CON: 22 (+6) INT: 10 (+0) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Wis +7 \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities fire, poison \n'b' Condition Immunities exhaustion , poisoned \n'b' Senses darkvision 120 ft., passive Perception 13 \n'b' Languages Ignan \n'b' Challenge 10 (5,900 XP) \n'b' Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Conditional Invisibility . The alazai is invisible in most situations. The following situations reveal the alazai\xe2\x80\x99s location and enough of its form that attack rolls against it don\xe2\x80\x99t have disadvantage while the situation lasts: \n'b'\n'b' In temperatures lower than 50 degrees Fahrenheit or for 1 round after it takes cold damage, the alazai\xe2\x80\x99s natural heat outlines it in steam. \n'b' In darkness, the alazai\xe2\x80\x99s burning eyes shine visibly, marking its location. \n'b'\n'b' Elemental Nature . The alazai doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Fire Form . The alazai can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the alazai or hits it with a melee attack while within 5 feet of it takes 4 (1d8) fire damage. \n'b' Iron Disruption . An alazai struck by a cold iron weapon (see page 6) becomes visible and can\xe2\x80\x99t use its Hurl Flame attack or its Scorching Aura until the start of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The alazai makes two Burning Slam attacks or three Hurl Flame attacks. \n'b' Burning Slam . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage plus 11 (2d10) fire damage. If the target is a creature or flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. \n'b' Hurl Flame . Ranged Spell Attack : +9 to hit, range 120 ft., one target. Hit : 19 (4d6 + 5) fire damage. \n'b' Scorching Aura (Recharge 6) . The alazai increases the power of its inner fire, causing metal weapons and armor to burn red-hot. Each creature within 30 feet of the alazai that is in physical contact with a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, takes 22 (5d8) fire damage and must succeed on a DC 16 Constitution saving throw or drop the object if it can. If it doesn\xe2\x80\x99t drop the object (or take off the armor), it has disadvantage on attack rolls and ability checks until the start of the alazai\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' The air shimmers, and a humanoid form appears like a heat wave, its burning eyes lingering for an instant before it disappears. \n'b' A cousin to the djinni and the efreeti, alazai wander in the wastes and badlands of the world, preferring hot climates. Alazai aren\xe2\x80\x99t nearly as social as other genies, and they are fiercely territorial, lashing out at anyone they feel has intruded upon their domain. \n'b' Veiled Foe . Alazai are made of fire but are naturally invisible . \n'b' A creature might hear the crackling of their flaming bodies or feel the heat radiating from them, but the genie remains invisible even when it attacks. Even creatures capable of seeing invisible creatures perceive only a vague suggestion of a humanoid form.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bookworm \n'b' Large monstrosity , typically unaligned \n'b' Armor Class 16 (natural armor) Hit Points 102 (12d10 + 36) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 17 (+3) INT: 8 (-1) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., detect magic 30 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Book Sense . Bookworms can sense the direction and distance to any spellbooks or other magical books within 1,000 feet. Creatures carrying such writings cannot be hidden from the bookworm. \n'b' Magic Resistance . The bookworm has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons : The bookworm\xe2\x80\x99s attacks count as magical weapons. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bookworm makes two attacks: one with its bite and one with its tail. It can\xe2\x80\x99t make both attacks against the same target. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 22 (3d12+3) piercing damage. If the target is a spellcaster, they lose a spell slot of the lowest level they currently have, or two such spell slots on a critical hit. \n'b' Tail . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 19 (3d10+3) bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Devour Magic . When a creature within 60 feet of the bookworm casts a spell, the bookworm can make a Constitution check with a DC equal to 10 + the spell\xe2\x80\x99s level. On a success, the spell has no effect and the bookworm regains 10 hit points . \n'b'\n'b' ABOUT \n'b' This white wiggly creature is mostly a bloated abdomen with six tiny legs. Despite the odd proportions it pulls itself along the ground at alarming speeds and snaps its mandibles at you. \n'b' Bookworms originated as normal insects, possibly beetle or termite larvae, that were mutated by feeding on magical books. They have now turned into their own species of magically misshapen monsters. They feed on magical writings, and lurk in the remains of ancient libraries and wizards\xe2\x80\x99 towers. \n'b' Wizards\xe2\x80\x99 Bane . Bookworms have little interest in most adventuring companies, and ignore a party of fighters, rogues, and clerics. They only attack if they sense their favorite food: magical books. If any character carries magical writings, including a wizard\xe2\x80\x99s spellbooks, a warlock\xe2\x80\x99s pact of the tome, spell scrolls, or other magic books, the bookworm attacks, focusing only on characters with such magical books. \n'b' Distracted by a Meal . Characters who do not want to fight a bookworm can distract it by tossing it some magical writings to eat, and many a wizard has escaped certain doom by tossing a spell scroll or even their spellbook to the beast and running away while it feasted. \n'b' Feeding and Overfeeding on Raw Magic. While bookworms prefer to eat magical books, they are capable of digesting raw magic, in the form of spells or spell slots. This does not taste as good to the bookworms, however, and is more dangerous, as they can easily overfeed, forcing them to rest bloated and immobile, or in the worst-case scenario, they eat so much magic they explode. \n'b' Book Worm Variants: Feeding and Overfeeding \n'b' Using this variant, you can track how much magic the bookworm has fed on. Every time the bookworm absorbs a spell slot with its bite or counters a spell with its Devour Magic ability, note the level of the slot or spell affected. \n'b'\n'b' If the bookworm reaches a total of seven spell levels consumed, its hunger is satiated, and it attempts to disengage . It only continues to fight if pressed. \n'b' If the bookworm reaches a total of ten spell levels consumed, it is gorged. Its speed is reduced to 0 and it falls unconscious . It awakens if it takes any damage, but its speed remains 0 until it finishes a long rest. \n'b' If the bookworm reaches twelve spell levels consumed, it is over-gorged. It explodes, dealing 33 (6d10) force damage to everybody within 30 feet, or half that if they succeed on a DC 14 Dexterity saving throw. The bookworm dies in the process.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Boomer \n'b' Medium plant , unaligned \n'b' Armor Class 7 (natural armor) \n'b' Hit Points 22 (4d8 + 4) \n'b' Speed 0 ft.\n'b' STATS STR: 1 (-5) DEX: 1 (-5) CON: 12 (+1) INT: 1 (-5) WIS: 3 (-4) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities thunder \n'b' Condition Immunities blinded, deafened, frightened \n'b' Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Deafening Boom . When a creature hits the boomer with a melee attack , the boomer releases a blast of sound. Each creature within 10 feet of the boomer that can hear it must make a DC 12 Constitution saving throw. On a failure, a creature takes 5 (2d4) thunder damage and is incapacitated until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t incapacitated . \n'b' Death Burst . When it dies, the boomer explodes in a cacophonous burst. Each creature within 30 feet of the boomer that can hear it must make a DC 12 Constitution saving throw. On a failure, a creature takes 7 (2d6) thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t deafened . \n'b' False Appearance . While the boomer remains motionless, it is indistinguishable from an ordinary fungus. \n'b'\n'b' REACTIONS \n'b'\n'b' Shriek . If bright light or a creature is within 30 feet of the boomer, it emits a shriek audible within 300 feet of it. The boomer continues to shriek until the disturbance moves out of range and for 1d4 of the boomer\xe2\x80\x99s turns afterward. \n'b'\n'b' ABOUT \n'b' An ear-piercing shriek echoes in the cavern. The sound comes from a human-sized mushroom whose stalk steadily swells with air as it shrieks. \n'b' Thunderous Shriek . Boomers are a subspecies of shrieker, nearly indistinguishable from their more innocuous cousins. When shrieking, however, the stalk of the boomer noticeably expands, swelling with air until it releases the air in a thunderous burst of noise. Like its more common relative, it is often deliberately cultivated by intelligent subterranean races as a defensive measure against intruders.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Derro Explorer \n'b' Family: Derro \n'b' Small humanoid (derro), any non -good alignment \n'b' Armor Class 15 (studded leather) Hit Points 44 (8d6 + 16) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +3, Perception +3, Stealth +5, Survival +5 Senses darkvision 120 ft., passive Perception 13 Languages Common, Dwarvish, Undercommon Challenge 2 (450 XP) \n'b' Special Traits \n'b' Cavern Traveler . Difficult terrain composed of stalagmites, tight spaces, and other rocky underground terrain doesn\xe2\x80\x99t cost it extra movement. In addition, the derro explorer has advantage on ability checks to climb rocky underground terrain. \n'b' Humanoid Hunter . When the derro explorer hits a humanoid with a weapon attack , the weapon deals an extra 1d6 damage of its type. \n'b' Insanity . The derro has advantage on saving throws against being charmed or frightened . \n'b' Actions \n'b' Scimitar . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage, and the target must make a DC 12 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Shortbow . Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 6 (1d6 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' The small humanoid sets its claw-toothed boots into the rock, steadying itself, then looses an arrow. Its lips curl into a cruel smile as a cry of surprise and shouts of alarm resound in the dark cavern. \n'b' Deep beneath the earth, the derro gather in clans and worship beings that dwell between the stars. Lifelong exposure to these beings damages the psyche of the mortal derro, leaving most reliant on the powers of their dark masters. \n'b' Assassins for Hire . Derro outposts can be found in the slums of many surface cities.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Boot Grabber \n'b' Small aberration , neutral \n'b' Armor Class 11 Hit Points 22 (4d6 + 8) Speed 20 ft.\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 14 (+2) INT: 4 (-3) WIS: 12 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +3 Damage Resistances acid Condition Immunities prone Senses blindsight 60 ft. (blind beyond this radius), tremorsense 60 ft., passive Perception 13 Languages understands Void Speech but can\xe2\x80\x99t speak Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Adhesive . The boot grabber adheres to anything that touches it. A Large or smaller creature adhered to the boot grabber is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage. \n'b' Amorphous . The boot grabber can move through a space as narrow as 1 inch wide without squeezing. \n'b' False Appearance . While the boot grabber remains motionless, it is indistinguishable from a dirty puddle of water. \n'b' Actions \n'b' Adhesive Hands . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) bludgeoning damage and the target is subjected to its Adhesive trait. Until this grapple ends, the target is restrained , and the boot grabber can\xe2\x80\x99t make adhesive hands attacks against other targets. \n'b' Unearthly Hum . The boot grabber targets one creature it can see within 60 feet of it. It emits a high frequency humming noise which can only be heard by the target. The target must succeed on a DC 11 Wisdom saving throw or move toward the boot grabber on its turn by the shortest and most direct route, ending its turn when it comes within 5 feet of the boot grabber. \n'b'\n'b' About \n'b' A pair of powerful hands made from a weird transparent substance springs forth from the puddle lying on the cavern floor. \n'b' Boot grabbers are ooze-like aberrant creatures that lie in wait for approaching prey on the floors of dank dungeons, overgrown ruins, and dark caverns. \n'b' Deadly Ambushers . Its transparent, amorphous body means a boot grabber is easily mistaken for a puddle or patch of wet rock, allowing the creature to strike with surprise and grab hold of its victim\xe2\x80\x99s legs or feet with its strong hand-shaped appendages. The boot grabber can lure a creature that is reluctant to approach by emitting an unearthly, high-frequency sound. Once it has seized its target, the boot grabber secretes a strong adhesive to stop the hapless creature from pulling free and continues to crush its foe\xe2\x80\x99s lower limbs. When the victim finally ceases struggling, the boot grabber flows over the helpless victim\xe2\x80\x99s body to start consuming it. \n'b' Creations of Warped Sorcery . Boot grabbers are believed to have been created centuries ago in twisted experiments conducted by deranged arcanists seeking new weapons to use against their rivals. Willing to wield fell sorceries that tapped into the alien power of the Void, these mages carried out all manner of blasphemous research. By melding alien protoplasm harvested from shoggoths with the dismembered bodies of human captives from a rival magocracy, the wizards created the boot grabber and other foul creatures, before ultimately spawning the first gibbering mouther . \n'b' Shadow Dwellers . Boot grabbers are usually encountered in underground locations on the Material Plane, but they also inhabit the Plane of Shadow, where they are sometimes used by shadow fey nobles as guardians in the tunnels beneath their castles. On both planes, boot grabbers can often be found working in tandem with the alien-looking darkmantles, hunting together and sharing the spoils. These partnerships prove very effective \xe2\x80\x93 the darkmantle\xe2\x80\x99s darkness aura conceals both creatures\xe2\x80\x99 presence, and a target held fast by the boot grabber can readily be engulfed by the darkmantle .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Boreal Wight \n'b' Medium undead , neutral evil \n'b' Armor Class 14 (natural) Hit Points 39 (6d8 + 12) Speed 30 ft., burrow 5 ft., climb 30 ft.\n'b' STATS STR: 12 (+1) DEX: 13 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 11 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., tremorsense 30 ft., passive Perception Languages Common Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Create Boreal Spawn . A humanoid killed by a boreal wight that is either restrained by its thornbind ability or buried in the earth rises as a boreal spawn after 1 minute. Corpses freed from the thornbind or removed from the earth before 1 minute are spared the transformation. Boreal spawn are under the control of the boreal wight that created them and have the same traits, though they take a 1d4 penalty to all attack rolls, ability checks, and saving throws. If their creator is destroyed, boreal spawn become independent and free boreal wights. A boreal wight may only have 4 boreal spawn under its control at a time. \n'b' Plant Traits . A boreal wight is susceptible to affects that target plant creatures, though it gains advantage on saving throws against such effects. \n'b' Rooting . As a bonus action the boreal wight may either root itself into the ground, or stop being rooted. While rooted, the boreal wight\xe2\x80\x99s speed is reduced to 0, gains advantage on checks to resist being shoved, and regains 3 Hit Points at the beginning of each of its rounds. \n'b' Thorny Hide . Any creature that grapples or deals damage to the boreal wight with an unarmed attack takes 2 (1d4) piercing damage and must make a DC 14 Constitution saving throw or contract boreal blight. \n'b' Thornbind . Whenever the boreal wight successfully hits a target with two claw attacks in the same round it may force the target to make a DC 14 Strength saving throw or become restrained . While restrained , the target takes 1d4 (2) piercing damage at the beginning of its turn. The target or an adjacent ally may use an action to attempt a Strength check (DC 14) to end the condition. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The boreal wight may make two claw attacks. \n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 8 (2d6 + 1) slashing damage, and the target must make a DC 14 Constitution saving throw or contract boreal blight. \n'b' Needlestorm (Recharge 5-6) . A boreal wight can release a flurry of needles, thorns, jagged stones, and detritus from the forest floor in either a 15-foot cone or 15-foot radius centered on the wight . Creatures in the area take 2d4 (5) piercing damage and must succeed on a DC 14 Dexterity saving throw or become blinded until the beginning of the boreal wight\xe2\x80\x99s next turn. \n'b' Boreal Blight . Boreal blight is an undead parasitic fungal infection that infects the bloodstream of its victims causing weakness, fatigue, and even death. Eight hours after contracting the disease, the creature\xe2\x80\x99s speed is halved and they make Strength and Constitution checks at disadvantage. Every 24 hours after the first effects take hold, the victim must succeed at another DC 14 Constitution saving throw or have their hit point maximum reduced by 5 (1d10). Boreal blight may be removed by lesser restoration , heal , or similar magic. Alternately, the disease can be cured by the use of a rare herb called corpse-lily that grows on the bodies of some undead creatures (including boreal wights). Once acquired, a character with proficiency in Intelligence ( Medicine ) and access to appropriate tools may take an hour to prepare packets of a curative tea. When drunk before a full rest, the tea grants advantage on saving throws against the disease. After three successful saving throws made with the assistance of corpse-lily, the effects of the disease are removed. \n'b'\n'b' ABOUT \n'b' Boreal wights are the restless dead left unburied in the evergreen forests of the north. Like common wights, they possess a twisted and malevolent countenance, still vaguely recognizable to those who knew them in life but with leathery and desiccated flesh and eyes that burn with hate for those who yet live. They seek to share their undying pain with any living humanoid creatures they meet, filling the forests with victims who like themselves. \n'b' Natural Embrace . Unlike common wights, the undead flesh of boreal wights bonds in a strange way with the needle-strewn forest floor where their unburied remains are left to rot and corrupt. The tattered and shriveled remnants of their flesh and garments alike are stained brown and deep green, with bits of earth, jagged stone fragments, gnarled roots, and fallen evergreen needles clinging to them and knitting together into razor-edged vines threaded around and through the wight\xe2\x80\x99s flesh. \n'b' Vengeance on the Living . While boreal wights remember few details of their time among the living, they faintly recall their former habits as well as those things they can no longer enjoy. Their great bitterness at being left to die alone in the wild, far from those comforts of home and family and companionship, drives them to fits of malicious hatred interspersed with long weeks of brooding in despair. These pained reveries are often interrupted only by the advent of new prey to be had, shaking them out of their doldrums and inciting a new rash of violence. Once a boreal wight has taken a victim, ideally having made it his undead slave-spawn, he tracks his target back from whence he came and unleash a reign of terror upon his spawn\xe2\x80\x99s former home. This serves in part to garner new spawn, but its greater importance to the boreal wight is to show his new spawn the depths of true suffering to match or exceed his own.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Boreas: God of the Winter Winds \n'b' Medium celestial (divinity), neutral \n'b' Armor Class 18 (natural armor) Hit Points 294 (28d8 + 168) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 20 (+5) DEX: 17 (+3) CON: 22 (+6) INT: 17 (+3) WIS: 21 (+5) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Con +12, Wis +11, Cha +13 Skills History +9, Insight +11, Intimidation +13, Nature +9, Religion +9 Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold Condition Immunities charmed , Deafened, exhaustion , frightened Senses passive Perception 15 Languages auran, Celestial, Common, Primordial Challenge 19 (22,000 XP) \n'b' Special Traits \n'b'\n'b' Legendary Resistance (3/day) . If Boreas fails a saving throw, he can choose to succeed instead. \n'b' Innate Spellcasting . Boreas\xe2\x80\x99 innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : absorb elements, armor of agathys (4th level), warding wind \n'b' 3/day each : cone of cold , ice storm \n'b'\n'b' Magic Resistance . Boreas has advantage on saving throws against spells and other magical effects. \n'b' Everlasting Ice Weapons . Boreas\xe2\x80\x99 attacks are magical. In addition, when a creature takes damage from the Ice Javelin attack , its movement speed is lowered by 10 feet until the end of the creature\xe2\x80\x99s next turn. \n'b'\n'b' Actions \n'b'\n'b' Winter Anemoi (Recharge 5-6) . Boreas summons a primordial blizzard around him for a short instant, each creature within 60 feet must succeed on a DC 21 Constitution saving throw or take 54 (12d8) cold damage (halved on a success). If a creature misses the saving throw by 10 or more, it becomes frozen and incapacitated for 1 minute. An incapacitated creature can make a DC 20 Strength saving throw at the end of each of its turns, breaking out of the ice on a success. \n'b' Multiattack . Boreas makes 2 Ice Javelin attacks or 3 War Axe attacks. \n'b' War Axe . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 20 (2d12 + 7) slashing damage and 5 (1d8) cold damage \n'b' Ice Javelin . Ranged Weapon Attack : +11 to hit, range 30/120 ft., one target. Hit : 15 (3d6 + 5) piercing damage and 3 (1d6) cold damage \n'b'\n'b' Legendary Actions \n'b' Boreas 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. Boreas regains spent legendary actions at the start of his turn. \n'b'\n'b' Attack . Boreas makes a War Axe attack or an Ice Javelin attack. \n'b' Move . Boreas moves up to his movement speed. \n'b' Spellcasting (Costs 2 Actions) . Boreas casts armor of agathys or warding wind. \n'b' Freezing Glare (Costs 3 Actions) . Boreas glares at a creature he can see within 30 feet, forcing it to succeed on a DC 20 Constitution saving throw or be turned into an ice statue. While in this form, the creature is considered petrified and takes 16 (3d10) cold damage at the start of each of its turns. The condition ends if the creature takes 10 or more fire damage in a single round. \n'b'\n'b' About \n'b' Boreas is the purple-winged god of the north wind, one of the four seasonal Anemoi (wind gods). He is also the god of winter who sweeps down from the cold mountains of Thrake, chilling the air with his icy breath. Beyond his mountain home lies Hyperborea, a land of eternal spring untouched by the god\xe2\x80\x99s winds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Boreas\xe2\x80\x99 Chosen \n'b' Medium humanoid (any race), chaotic evil \n'b' Armor Class 15 (leather armor, shield) Hit Points 102 (12d8 + 48) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 19 (+4) INT: 8 (-1) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Intimidation +3, Survival +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold Condition Immunities charmed , exhaustion , frightened Senses passive Perception 12 Languages Common, Giant Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Frozen Blood . A creature that hits the chosen with a melee attack while within 5 feet of it takes 4 (1d8) cold damage. \n'b' Ice Runes . The chosen\xe2\x80\x99s weapon attacks are magical. When the chosen hits with any weapon, the weapon deals an extra 2d8 cold damage (included in the attack ). \n'b' Ice Walk . The chosen 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'\n'b' Actions \n'b'\n'b' Multiattack . Boreas\xe2\x80\x99 chosen makes two ice spear attacks. \n'b' Spear . Melee or Ranged Weapon Attack : +6 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 , plus 9 (2d8) cold damage. \n'b' Breath of the North Wind. (Recharge 5-6) . Boreas\xe2\x80\x99 chosen exhales freezing breath in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, a creature takes 28 (8d6) cold damage and its speed is reduced by 10 feet until the end of its next turn. On a success, a creature takes half the damage and its speed isn\xe2\x80\x99t reduced. A creature that fails the saving throw by 5 or more is petrified in ice until the end of its next turn instead. \n'b'\n'b' About \n'b' The humanoid\xe2\x80\x99s piercing blue eyes lock on their target as it charges forward with bloodlust. Bloodcurdling battle cries and flying spears follow the berserker\xe2\x80\x99s charge. \n'b' Regardless of what type of prior life they led, any humanoid can become one of Boreas\xe2\x80\x99 chosen. Some humanoids are born with runic symbols designating them as creatures blessed by the North Wind, but most must undergo several trials before the first wintry rune scrawls itself into their flesh. The trials include surviving the highest mountain peaks in the dead of winter, defeating a frost giant in single combat, and crafting a spear out of the fang or claw of an icy beast. Even then, Boreas may deny his favor. \n'b' Blood and Weapons of Ice . A humanoid chosen by Boreas goes through a transformation to become more like its patron. Its blood freezes into ice, and its weapons become forever rimed. \n'b' Blessed and Loyal . Humanoids chosen by Boreas further his goals, protect his holy sites, spread winter wherever they walk, and honor the North Wind with every fallen foe.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bouda \n'b' Medium fiend (shapechanger), neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 93 (11d8 + 44) Speed 30 ft. (50 ft. in hyena form)\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 10 (+0) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +7, Wis +4, Cha +5 Skills Athletics +7, Deception +5, Intimidation +5, Perception +4, Stealth +5 Damage Resistances acid, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities fire, poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 120 ft., passive Perception 14 Languages Common, Celestial, Infernal, telepathy 100 ft. Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Sense Consecrated . The bouda can pinpoint, by scent, the location of celestials, consecrated places or objects, and creatures wielding divine or celestial power, such as clerics, paladins, or aasimars, within 60 feet of it. \n'b' Sense Magic . The bouda senses magic within 30 feet of it at will. This trait otherwise works like the detect magic spell but isn\xe2\x80\x99t itself magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bouda makes one Bite attack and one Mephitic Claw attack . \n'b' Fly-Bedecked Shapechangers . Bouda lurk on society\xe2\x80\x99s fringes, shapechanging to blend in with mortals. They seek out happy families, consuming the most vulnerable members in the night and leaving gruesome trophies behind. They may mark a victim nights before attacking to terrify the helpless family. \n'b' Gluttons . Bouda have a weakness: they are incorrigible gluttons. When presented with a fresh corpse, even in combat, they attempt to gorge on it or at least defile it for later consumption. Bouda are vindictive, seeking revenge on anything that drives them from a kill. \n'b' Bite (Giant Hyena or Hybrid Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage plus 10 (3d6) poison damage. \n'b' Mephitic Claw (Giant Hyena or Hybrid Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn. \n'b' Ravenous Gorge . The bouda consumes the organs of a corpse within 5 feet of it that is less than 7 days old. It gains temporary hp equal to twice the dead creature\xe2\x80\x99s CR for 1 hour. The bouda can\xe2\x80\x99t use Ravenous Gorge on a corpse if it or another bouda has already use Ravenous Gorge on the corpse. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Change Shape . The bouda transforms into a human , a hyena , or back into its true form, which is a hyena \xe2\x80\x93 human hybrid. Its statistics, other than its speed, 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, then crumbles to dust moments later. \n'b' Defiling Smear (1/Day) . The bouda secretes a disgusting whitishyellow substance with the viscosity of tar and smears the substance on an object, unoccupied space, or creature within 5 feet of it. An unwilling creature must succeed on a DC 15 Dexterity saving throw to avoid the smear. Each creature, other than a bouda or hyena , that starts its turn within 30 feet of the smeared target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to that source of Defiling Smear for the next 24 hours. The stench of a smear remains potent for 7 days or until removed by the greater restoration spell or similar magic. \n'b'\n'b' ABOUT \n'b' A hulking, hyena-faced humanoid with a heavily scarred, oversized muzzle steps forward, clouds of gnats and fleas roiling around it. \n'b' Glowing Eyes and Teeth. Bouda are peopleeaters and despoilers of purity and family. Resembling oversized gnolls, the web of scars along their muzzles provides evidence of their gluttonous eating habits. \n'b' Forever leering, their teeth glow as yellow as their eyes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bounty Hunter \n'b' Medium humanoid (any race), any alignment \n'b' Armor Class 18 (hunter plate) Hit Points 82 (11d8 + 33) Speed 30 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Dex +6 Skills Acrobatics +6, Athletics +7, Insight +4, Perception +4, Stealth +6 Senses darkvision 60 ft., passive Perception 14 Languages Common and one other Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Inscrutable . The bounty hunter is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom ( Insight ) checks made to ascertain the bounty hunter\xe2\x80\x99s intentions or sincerity have disadvantage. \n'b' Magic Resistance . The bounty hunter has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The bounty hunter makes two attacks. \n'b' Quarterstaff of the Hunter . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) bludgeoning damage. The metal quarterstaff can also cast firebolt or shocking grasp 3/day (+4 to hit with these spell attacks). \n'b' Light Crossbow . Ranged Weapon Attack : +6 to hit, range 80/320 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' About \n'b' One of the most expensive warriors for hire is the bounty hunter. These skilled fighters are trained to hunt down their prey and bring them back. They usually succeed on their missions and local citizens know to stay out of the way. Most people in the city have never even heard of a bounty hunter losing a fight before. \n'b' Warrior for Hire . They are focused on making as much gold as they can. Evil bounty hunters can be paid to do almost anything. \n'b' Wondrous Weapon . A bounty hunter\xe2\x80\x99s magical quarterstaff is always at their side. Not only is it a melee weapon, it also has several magical qualities. These features usually surprise their opponents. \n'b' Heavy Metal . Bounty hunters wear a magical suit of armor called hunter plate. The armor covers every inch of the bounty hunter except their eyes. Hunter plate is plate armor infused with darkvision and magical resistance.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Boxfolk \n'b' Medium humanoid (boxfolk), neutral \n'b' Armor Class 14 (box armor) Hit Points 11 (2d8 + 2) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 13 (+1) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Vulnerabilities fire Damage Resistances necrotic, poison Damage Immunities petrified , poisoned Senses passive Perception 12 Languages Common Challenge 1/4 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Box Defense . Boxfolk have advantage against being blinded , deafened , knocked unconscious , and gaze attacks while wearing their boxes. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The boxfolk makes two fist attacks or two box attacks. \n'b' Fist . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) bludgeoning damage. \n'b' Box . Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 10/30 ft., one target. Hit : 3 (1d4 + 1) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This cuboid-being is covered entirely in box-like armor from head-to-toe. \n'b' Boxfolk live in Box Wood, a forest covered by an enormous wooden box that shuts out the sky and gives everything an artificial and unreal look. The forest consists of boxwood trees, which generate everything boxfolk could possibly need: only in their case, the boxes are more valuable. They live in square box-like dwellings set at regular intervals under the spreading boxwood trees. \n'b' The Beauty of Boxes . Boxfolk are deeply afraid of spoiling and wear their boxes to protect themselves from the elements. They insist on boxing outsiders, whom they consider alternately dangerous and at risk of spoiling. But they are most enraged by anyone admitting they don\xe2\x80\x99t actually keep boxes, which they consider sacred (subsequently throwing out what\xe2\x80\x99s in the boxes, a common occurrence in Box Wood). They will immediately try to box in anyone who enters, using their ubiquitous box trees to find a box that fits right. \n'b' Boxes All the Way Down . Of particular interest is what\xe2\x80\x99s under the boxes. Boxfolk seem to be quite boxy themselves, such that it\xe2\x80\x99s difficult to determine where the boxfolk begins and the boxes end. Their peculiar, flexible limbs rules out most humanoid, marking boxfolk as a unique species. Their similarity to woozies provides a possible origin for that creature. Given the flammability of boxfolk dwellings, a woozy\xe2\x80\x99s blazing eyes may be the reason they are particularly unwelcome in boxfolk communities. \n'b' Boxfolk occasionally end up boxing a humanoid who is bigger and larger than the rest. These become chiefs, who are tasked with boxing creatures that are more powerful than any one boxfolk could manage alone. Although they seem kinder and more benevolent at first, mention of throwing away empty boxes can set them off in a rage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Boxfolk Chief \n'b' Large humanoid (boxfolk), neutral \n'b' Armor Class 14 (box armor) Hit Points 71 (11d10 + 11) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 12 (+1) INT: 12 (+1) WIS: 14 (+2) CHA: 13 (1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Vulnerabilities fire Damage Resistances necrotic, poison Damage Immunities petrified , poisoned Senses passive Perception 14 Languages Common Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Box Defense . Boxfolk have advantage against being blinded , deafened , knocked unconscious , and gaze attacks while wearing their boxes. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The boxfolk makes two fist attacks or two box attacks. \n'b' Fist . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage. \n'b' Box . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 10/30 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage. \n'b' Battle Cry (1/Day) . Each creature of the boxfolk chief\xe2\x80\x99s choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the boxfolk chief\xe2\x80\x99s next turn. The boxfolk chief can then make one attack as a bonus action. \n'b' Toxify (Recharge 5-6) . Ranged Weapon Attack : +5 to hit, range 10/30 ft., one Huge or smaller creature. Hit : The target is restrained by a box. As an action, the restrained target can make a DC 14 Strength check, bursting the box on a success. The box can also be attacked and destroyed (AC 15; hp 10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). \n'b'\n'b' ABOUT \n'b' This cuboid-being is covered entirely in box-like armor from head-to-toe. \n'b' Boxfolk live in Box Wood, a forest covered by an enormous wooden box that shuts out the sky and gives everything an artificial and unreal look. The forest consists of boxwood trees, which generate everything boxfolk could possibly need: only in their case, the boxes are more valuable. They live in square box-like dwellings set at regular intervals under the spreading boxwood trees. \n'b' The Beauty of Boxes. Boxfolk are deeply afraid of spoiling and wear their boxes to protect themselves from the elements. They insist on boxing outsiders, whom they consider alternately dangerous and at risk of spoiling. But they are most enraged by anyone admitting they don\xe2\x80\x99t actually keep boxes, which they consider sacred (subsequently throwing out what\xe2\x80\x99s in the boxes, a common occurrence in Box Wood). They will immediately try to box in anyone who enters, using their ubiquitous box trees to find a box that fits right. \n'b' Boxes All the Way Down. Of particular interest is what\xe2\x80\x99s under the boxes. Boxfolk seem to be quite boxy themselves, such that it\xe2\x80\x99s difficult to determine where the boxfolk begins and the boxes end. Their peculiar, flexible limbs rules out most humanoid, marking boxfolk as a unique species. Their similarity to woozies provides a possible origin for that creature. Given the flammability of boxfolk dwellings, a woozy\xe2\x80\x99s blazing eyes may be the reason they are particularly unwelcome in boxfolk communities. \n'b' Boxfolk occasionally end up boxing a humanoid who is bigger and larger than the rest. These become chiefs, who are tasked with boxing creatures that are more powerful than any one boxfolk could manage alone. Although they seem kinder and more benevolent at first, mention of throwing away empty boxes can set them off in a rage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Alchemical Laboratory Assistant \n'b' Tiny construct , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 14 (4d4+4) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 6 (-2) DEX: 15 (+2) CON: 13 (+1) INT: 14 (+2) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4, Perception +4 Tools Alchemist\xe2\x80\x99s Supplies +4 Damage Resistances Acid, fire Damage Immunities poison Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x94 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spider Climb . The construct 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' Injection . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 1 piercing damage, and the target must make any saving throw the injected substance requires. \n'b'\n'b' ABOUT \n'b' This monster is a spider-like construct that has been designed to function as a helper to an Alchemist, support the various tasks they need to perform, and accomplish any number of chores on its own. A mechanical creature of this sort has a bronze body upon which is mounted a fluid-filled glass tank that has a single eye floating in it and is equipped with an articulated arm that has a syringe mounted on the end. It also has within its body four small vial-sized reservoirs that can be filled with potions or alchemical substances. \n'b' Earnest and Useful. If an alchemical laboratory assistant is helping someone using alchemical supplies then that person will make all related ability checks at advantage. If it is not supervised it can follow standing instructions to do things like monitor experiments, keep an area clean and organized, eliminate vermin, and even perform simple processes (e.g., distilling). \n'b' A construct of this sort is not aggressive and will only attack to defend itself or if it is directed to or someone violates orders it has been given (e.g., to prevent theft of materials from a lab). In melee it will attack with its syringe, injecting poison by default but possibly something loaded into one of its four reservoirs. \n'b' An alchemical laboratory assistant can also be instructed to inject beneficial potions into willing recipients. If it does so, its needle inflicts no damage, variable effects are maximized, and it can give partial doses that are divided up either by duration or the dice associated with them (e.g., one-sixth of a potion of gaseous form that lasts 10 minutes instead of an hour, half of a potion of greater healing that cures 10 (2d4+2) rather than 14 (4d4+4) hit points ). \n'b' An alchemical laboratory assistant\xe2\x80\x99s eye once belonged to the spellcaster that created it, who then established a link with it and controlled it using a magical crystalline eye that he placed in his own socket (this magical sphere is now in one of the sepulchers in the crypt near the Earth Door). \n'b' If someone places this eye in their own empty socket and attunes to it, they will be able to see through the Alchemical Laboratory Assistant\xe2\x80\x99s eye and control the construct. If someone casts any divination spell on the eye, however, they will become temporarily attuned to it and enjoy its benefits for an hour per level of the spell used without needing to insert it into their socket.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Boxfolk Swarm \n'b' Large swarm of Medium humanoids (boxfolk), neutral \n'b' Armor Class 14 (box armor) Hit Points 44 (8d8 + 8) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 13 (+1) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Vulnerabilities fire Damage Resistances bludgeoning, necrotic, piercing, poison, slashing Damage Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone , restrained , stunned Senses passive Perception 12 Languages Common Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Box Defense . Boxfolk have advantage against being blinded , deafened , knocked unconscious , and gaze attacks while wearing their boxes. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Medium humanoid. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Fists . Melee Weapon Attack : +3 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 10 (2d8 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if the swarm has half of its hit points or fewer. \n'b'\n'b' ABOUT \n'b' This cuboid-being is covered entirely in box-like armor from head-to-toe. \n'b' Boxfolk live in Box Wood, a forest covered by an enormous wooden box that shuts out the sky and gives everything an artificial and unreal look. The forest consists of boxwood trees, which generate everything boxfolk could possibly need: only in their case, the boxes are more valuable. They live in square box-like dwellings set at regular intervals under the spreading boxwood trees. \n'b' The Beauty of Boxes . Boxfolk are deeply afraid of spoiling and wear their boxes to protect themselves from the elements. They insist on boxing outsiders, whom they consider alternately dangerous and at risk of spoiling. But they are most enraged by anyone admitting they don\xe2\x80\x99t actually keep boxes, which they consider sacred (subsequently throwing out what\xe2\x80\x99s in the boxes, a common occurrence in Box Wood). They will immediately try to box in anyone who enters, using their ubiquitous box trees to find a box that fits right. \n'b' Boxes All the Way Down . Of particular interest is what\xe2\x80\x99s under the boxes. Boxfolk seem to be quite boxy themselves, such that it\xe2\x80\x99s difficult to determine where the boxfolk begins and the boxes end. Their peculiar, flexible limbs rules out most humanoid, marking boxfolk as a unique species. Their similarity to woozies provides a possible origin for that creature. Given the flammability of boxfolk dwellings, a woozy\xe2\x80\x99s blazing eyes may be the reason they are particularly unwelcome in boxfolk communities. \n'b' Boxfolk occasionally end up boxing a humanoid who is bigger and larger than the rest. These become chiefs, who are tasked with boxing creatures that are more powerful than any one boxfolk could manage alone. Although they seem kinder and more benevolent at first, mention of throwing away empty boxes can set them off in a rage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Derro Guard \n'b' Family: Derro \n'b' Small humanoid (derro), any non -good alignment \n'b' Armor Class 13 (leather armor) Hit Points 18 (4d6 + 4) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 12 (+1) INT: 11 (+0) WIS: 5 (-3) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Senses darkvision 120 ft., passive Perception 7 Languages Common, Dwarvish, Undercommon Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Aklys Thrower . If the derro hits a target within 30 feet of it with a ranged attack with its aklys, it can use its bonus action to retrieve the aklys and make another attack against the same target. \n'b' Magic Resistance . The derro has advantage on saving throws against spells and other magical effects. \n'b' Sunlight Sensitivity . While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Actions \n'b' Aklys . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 10/30 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Light Crossbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' About \n'b' The small humanoid sets its claw-toothed boots into the rock, steadying itself, then looses an arrow. Its lips curl into a cruel smile as a cry of surprise and shouts of alarm resound in the dark cavern. \n'b' Deep beneath the earth, the derro gather in clans and worship beings that dwell between the stars. Lifelong exposure to these beings damages the psyche of the mortal derro, leaving most reliant on the powers of their dark masters. \n'b' Assassins for Hire . Derro outposts can be found in the slums of many surface cities.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Braerog \n'b' Small fey , chaotic neutral \n'b' Armor Class 13 Hit Points 18 (4d6 + 4) Speed 30 ft., burrow 10 ft., climb 30 ft.\n'b' STATS STR: 8 (\xe2\x80\x931) DEX: 17 (+3) CON: 13 (+1) INT: 6 (\xe2\x80\x932) WIS: 12 (+1) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Damage Vulnerabilities fire Senses darkvision 60 ft., passive Perception 13 Languages understands Sylvan but can\xe2\x80\x99t speak Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Fey Ancestry . The braerog has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put it to sleep. \n'b' Tree Stride (1/Round) . The braerog can use 10 feet of its movement to magically step into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of the first, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Medium or larger. \n'b'\n'b' ACTIONS \n'b'\n'b' Beak . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage. \n'b' Briar Patch (Recharge 6) . Thorny vines sprout from the ground in a 20-foot square starting from a point within 5 feet of the braerog. The briar patch is difficult terrain and lasts for 1 minute, until the braerog creates another patch, until the braerog uses a bonus action to dismiss the patch, or until the braerog becomes incapacitated or dies. The braerog can designate creatures immune to the vines when creating the patch. Any other creature that enters the area or starts its turn there must succeed on a DC 11 Strength saving throw or be grappled by the thorny vines (escape DC 11) and restrained while grappled in this way. \n'b'\n'b' ABOUT \n'b' Thorny Traps . Lurking in the deepest reaches of forests, braerogs represent some of the last glimmers of the world before shadow descended upon the world. These creatures fiercely protect the vestiges of woodlands unsullied by evil. \n'b' Tree Travelers . Braerogs are one with the forests that surround them and magically move through trees. This mode of travel allows them to disappear and reappear over short distances. \n'b' Mischievous Minions . Braerogs have a penchant for mischief. A braerog sighting was once a sure sign that a more powerful guardian of the forest was nearby. Without the oversight of such a master, braerogs act unchecked. \n'b'\n'b' DC 10 Intelligence ( Nature ) : Braerogs are fey with a plantlike nature that makes them vulnerable to fire. \n'b' DC 15 Intelligence ( Arcana ) : A braerog is hard to render charmed , and magic can\xe2\x80\x99t put it to sleep. \n'b' DC 20 Intelligence ( Nature ) : A braerog can teleport between trees within 60 feet of each other. It can also create areas of grasping thorny plants.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Brain Coral \n'b' Huge aberration , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 119 (14d12 + 28) Speed 0 ft., swim 120 ft.\n'b' STATS STR: 16 (+3) DEX: 6 (\xe2\x80\x932) CON: 14 (+2) INT: 18 (+4) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +5 Skills Perception +5 Damage Immunities psychic Condition Immunities blinded , charmed , deafened , frightened , poisoned , prone Senses blindsight 120 ft. (blind beyond this radius), passive Perception 15 Languages Common, Deep Speech, telepathy 120 ft. Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Colony Cluster . The brain coral consists of a Huge central spire and three Small clusters. Each cluster acts on the brain coral\xe2\x80\x99s turn and shares its movement, allowing the central spire and the clusters to swim a total of 120 feet on the brain coral\xe2\x80\x99s turn. A cluster can\xe2\x80\x99t move further than 120 feet away from the central spire. A cluster more than 120 feet away from its central spire for more than 24 hours enters a dormant state, becoming a new brain coral after 30 days. A brain coral and its clusters share hp , and damage dealt to a cluster or the central spire reduces that shared total. If more than one section of the brain coral is included in a damaging spell or effect, such as a Dragon\xe2\x80\x99s breath weapon or the lightning bolt spell, the brain coral makes one saving throw and takes damage as if only one of its sections was affected. Whenever the brain coral takes 15 damage or more in a single turn, one of its clusters is destroyed. At the end of its turn, if the brain coral took damage on the previous turn, it can expel one new cluster from the central spire for every 15 damage it took. The brain coral can\xe2\x80\x99t have more than five clusters active at one time. \n'b' Water Breathing . The brain coral can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The brain coral makes one Pseudopod attack from its central spire and one additional Pseudopod attack for each cluster it has. These additional Pseudopod attacks can originate from the central spire or from any cluster, provided the target is within reach of the attack\xe2\x80\x99s origin. \n'b' Pseudopod . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. \n'b' Reef Poison Spray (Recharge 5\xe2\x80\x936) . The brain coral expels a cloud of poison. Each creature within 15 feet of the brain coral\xe2\x80\x99s central spire must make a DC 15 Intelligence saving throw. On a failure, a creature takes 21 (6d6) poison damage and is incapacitated until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t incapacitated . \n'b' Beasts of the Sea (1/Day) . The brain coral magically calls 2d4 giant crabs, 2 giant sea horses or reef sharks, or 1 swarm of quippers, provided the brain coral is underwater. The called creatures arrive in 1d4 rounds, acting as allies of the brain coral and obeying its telepathic commands. The Beasts remain for 1 hour, until the brain coral dies, or until the brain coral dismisses them as a bonus action. \n'b'\n'b' ABOUT \n'b' This towering spire of pink coral is textured like the ridges of a brain and hums with strange power. \n'b' Once this water-dwelling organism finds purchase in a reef or rocky shore, it multiplies rapidly, forming a tower-like spire of thousands of clustered beings that share a single, potent consciousness known as a brain coral. \n'b' Divide and Conquer . Brain coral is a conglomerate of thousands of psychically linked organisms. This unique structure allows groups of organizations to break off from the larger whole to defend the central spire, patrol the surrounding area, or leave to establish a new colony. \n'b' Mind Tyrant . While the brain coral can expel pieces of the colony to defend against intruders, it prefers to dominate the minds of those around it to enact its will. Frequently, brain coral grows along coral reefs because they are home to aquatic creatures readily brought under the brain coral\xe2\x80\x99s control.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Brain Gorger \n'b' Medium aberration , lawful evil \n'b' Armor Class 16 (breastplate) Hit Points 84 (13d8 + 26) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 15 (+2) INT: 20 (+5) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +9, Wis +8, Cha +7 Skills Arcana +9, Deception +7, Insight +8, Perception +8, Persuasion +7, Stealth +7, Survival +8 Senses darkvision 180 ft., passive Perception 18 Languages Deep Speech, Undercommon, telepathy 120 ft. Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The brain gorger has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting (Psionics) . The brain gorger\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : detect thoughts , levitate , hypnotic pattern \n'b' 1/day each : dominate monster , dominate person , plane shift (self only) \n'b'\n'b' Spellcasting . The brain gorger is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9 to hit with spell attacks). The brain gorger has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : blade ward, dancing lights , mage hand , shocking grasp \n'b' 1st level (4 slots) : detect magic , disguise self , shield , sleep \n'b' 2nd level (3 slots) : blur , invisibility , ray of enfeeblement \n'b' 3rd level (3 slots) : clairvoyance , lightning bolt , sending \n'b' 4th level (3 slots) : confusion , dimension door \n'b' 5th level (2 slots) : telekinesis , wall of force \n'b'\n'b' ACTIONS \n'b'\n'b' Tentacles . Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 16 (2d10 + 5) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 17) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends. \n'b' Brain Gorge . Melee Weapon Attack : +9 to hit, reach 5 ft., one incapacitated humanoid grappled by the brain gorger. Hit : 60 (10d10 + 5) piercing damage. If this damage reduces the target to 0 hit points , the brain gorger kills the target by opening up its skull and feasting on the target\xe2\x80\x99s brain. \n'b' Stunning Pulse . The brain gorger emits a wave of mind-rending magical power in a 60-foot cone. Each creature in the area must succeed on a DC 17 Intelligence saving throw or take 23 (4d8 + 5) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Enslave (1/Day) . The brain gorger targets one creature it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or be magically charmed by the brain gorger until the brain gorger dies, it voluntarily releases the target, or until it is on a different plane of existence from the target. The charmed target is under the brain gorger\xe2\x80\x99s control and cannot take reactions . The brain gorger 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 brain gorger. \n'b'\n'b' TACTICS \n'b'\n'b' Initial Round \xe2\x80\x93 They lead all confrontations with their stunning pulse and by commanding their slaves to defend them. \n'b' Defensive Round -Should things be going unfavorably for the brain gorger, they will attempt to use their enslave ability upon any powerful warrior, turning them against their allies and on the following round becoming invisible . \n'b' Victorious Round -On a victorious round, often when the brain gorger\xe2\x80\x99s opponents are unconscious ; they use their tentacles to grapple an unresisting opponent and then gorge on their brain. \n'b'\n'b' ABOUT \n'b' Brain gorgers are among the most feared denizens of the deep dark. Like their lesser cousin flayers, they are ruthlessly amoral and live to feed on other sentient beings\xe2\x80\x99 psychic energy and brains. \n'b' Brain Gorgers are relatively few in number and depend on enslavement to further their goals. They have no real form of government or structure, being primarily ruled by those with the greatest mental powers. They will, of course, adopt forms of control required to maintain order in those they have enslaved. \n'b' While brain gorgers will work together to protect a colony or a city, they are most commonly encountered alone. They do occasionally interact with other psionic or psychic feeding creatures. Much like their kin, they regard all other sentient races as food sources suitable only for dominating and consuming. \n'b' Brain gorgers are not much for physical combat, vastly preferring to order their minions to attack while using their devastating psionic and spell abilities at a distance. \n'b' Few know that the brain gorgers are the true power behind their lesser cousins, the Flayers-Who-May-Not-Be-Named. Extradimensional, despicable beings of truly malignant, alien evil. They use their paramount psychic powers to dominate the flayers, the brain gorger spawn, and subjugate all other races to their will, forcing them into servitude as minions in their ever-growing machinations. \n'b'\n'b' d6 \n'b' Brain Gorger Treasures \n'b'\n'b' 1 \n'b' A platinum orb covered in alien runes (worth 100 platinum pieces). \n'b'\n'b' 2 \n'b' Five tentacle rings, each worth 1d4 x 100 silver pieces. \n'b'\n'b' 3 \n'b' A manual filled with alien writings, bound in a leather-like covering that appears all-too- familiar (worth 250 gold pieces). \n'b'\n'b' 4 \n'b' A potion of greater healing (worth 100 gold pieces). \n'b'\n'b' 5 \n'b' Five white onyx carved in the shape of brains (worth 50 gp each). \n'b'\n'b' 6 \n'b' 2400 gold coins of differing ages from a wide array of civilizations.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Brain Hood \n'b' Tiny aberration , neutral evil \n'b' Armor Class 13 Hit Points 22 (5d4 + 10) Speed 20 ft., fly 40 ft. (hover)\n'b' STATS STR: 4 (-3) DEX: 16 (+3) CON: 14 (+2) INT: 17 (+3) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5 Damage Resistances bludgeoning Condition Immunities prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12 Languages Common, telepathy 60 ft. Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Merge with Beast . If the brain hood successfully hits a beast with an Intelligence of 3 or lower with its Slam attack , it latches onto the beast\xe2\x80\x99s head and attempts to take control of the creature. The target must succeed on a DC 14 Intelligence saving throw or become bonded with the brain hood, losing all control of its body to the brain hood. While bonded in this way, the brain hood\xe2\x80\x99s statistics are replaced by the statistics of the beast, including the beast\xe2\x80\x99s hit points and Hit Dice, but the brain hood retains its alignment, personality, Intelligence , Wisdom , and Charisma scores, along with its Speak with Beasts trait. In addition, the brain hood retains its ability to cast spells. The brain hood can\xe2\x80\x99t be targeted specifically while bonded with a creature. It can detach itself from the creature and end the bond by spending 5 feet of its movement. If the bonded creature is reduced to 0 hit points , the brain hood is ejected from it and appears in an unoccupied space within 5 feet of the creature. \n'b' Speak with Beasts . While merged with a beast, the brain hood can communicate with beasts of the same type as if they shared a language. \n'b' Innate Spellcasting (Psionics) . The brain hood\xe2\x80\x99s spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The brain hood can innately cast the following spells, requiring no components:\n'b'\n'b' At will : acid splash , chill touch , fire bolt , ray of frost , shocking grasp \n'b' 3/day each : detect magic , magic missile , sleep \n'b' 1/day each : blur , burning hands , hold person \n'b'\n'b' Actions \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage. If the target is a beast, the brain hood can attempt to take control of it (see the Merge with Beast trait). \n'b' About \n'b' A bear with the top of its head covered in a strange, slick, black substance looks around with purpose. \n'b' Parasitic . Brain hoods are parasites that are rarely encountered without host animals. In fact, outside of its host, a brain hood poses little danger to intelligent creatures or creatures who are not beasts. Brain hoods prefer to bond with larger creatures, such as bears or dire wolves, due to the beasts\xe2\x80\x99 impressive physical prowess. They use the animals as powerful physical vessels, helping the host creature find food but otherwise subjugating the dim intelligence within it. \n'b' Calculating . The brain hood is inherently evil and despises all living things that possess bodies of their own. They delight in using their beast forms to attack and kill humanoids, particularly if the humanoids are smaller or less powerful than their bonded beast. \n'b' Druidic Enemies . Given the unique nature of a brain hood\xe2\x80\x99s existence, some people mistake them for druids in beast form. \n'b' Brain hoods often encourage this belief, sowing mistrust and discord between villagers and a local circle of druids. This practice, coupled with the brain hood\xe2\x80\x99s abominable treatment of beasts, drives druids to hunt down and destroy brain hoods. \n'b' Traveling druids listen for stories of sudden, uncommonly aggressive animal attacks, knowing the cause could be a sign that a brain hood is in the area.'}