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Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Brain of an Imprisoned Demon \n'b' Tiny fiend , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 103 (23d4 + 46) Speed 5 ft.\n'b' STATS STR: 5 (-3) DEX: 16 (+3) CON: 14 (+2) INT: 21 (+5) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +5, Intelligence +9, Wisdom +6 Skills Arcana +13, Deception +7, History +13, Persuasion +7 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses blindsight 90 ft. (blind beyond this radius), passive Perception 12 Languages all, telepathy 120 ft. Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Innate Spellcasting (psionics) . The brain\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no components. \n'b' At will : mage hand , levitate , prestidigitation , telekinesis \n'b' 3/day each : arcane eye , confusion \n'b' 1/day : dominate person \n'b' Shielded Mind . The brain is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. \n'b' Actions \n'b' Multiattack . The brain uses its Brain Lock and makes three Mental Blast attacks. \n'b' Mental Blast . Ranged Spell Attack : +9 to hit, range 90 ft., one target. Hit : 18 (4d8) psychic damage. \n'b' Brain Lock . The brain targets one creature it can see within 30 feet. That creature must succeed on a DC 17 Intelligence saving throw or its Intelligence score is reduced by 1d4. The target is incapacitated if this reduces its Intelligence to 0. Otherwise, the reduction lasts until the target finishes a short or long rest . \n'b' Concussion (recharge 5-6) . The brain chooses a point it can see within 90 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 45 (10d8) thunder damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it is also knocked prone .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bramble \n'b' Gargantuan plant , neutral evil \n'b' Armor Class 15 Hit Points 351 (18d20 + 162) Speed 0 ft.\n'b' STATS STR: 15 (+2) DEX: 21 (+5) CON: 28 (+9) INT: 6 (-2) WIS: 16 (+3) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +11, Con +15 Skills Perception +9 Damage Immunities psychic Condition Immunities charm, frightened , prone , stunned , unconscious Senses tremorsense 120 ft., passive Perception 19 Languages \xe2\x80\x93 Challenge 17 (18,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Addictive Berries . Brambles produce delicious fruit year-round. Every time a creature that would naturally eat berries eats a bramble berry, it must make a DC 19 Wisdom saving throw or irrationally crave another. Once a creature eats its Constitution score in berries, it is addicted, and can be cured only by magic such as remove curse , greater restoration , and the like. However, since the berries are delicious and carry no obvious ill effects, many creatures don\xe2\x80\x99t even notice that they are addicted. Any creature that naturally eats berries can survive on bramble berries exclusively, with no negative health effects. For Small or Medium creatures, 20 bramble berries is as satisfying as one goodberry and even heals a point of damage like a goodberry. Smaller or larger creatures need fewer or more berries, but never very many. Once an addicted creature has had enough to be satisfied, the irrational cravings stop until the next day, but if the creature chooses to eat more anyway (because the berries are tasty) there are no more ill effects than might occur from eating too many mundane berries. Baked or otherwise cooked or preserved berries are one-quarter as addictive, effective, and satisfying as fresh berries for the first week after preparation (it takes four berries to require a saving throw, rather than just one). After the first week of preservation, they lose potency and become mundane berries, safe to consume and highly nutritious. If forcibly deprived of bramble berries, within 1d4 hours of the first denied craving, the addicted creature becomes incapacitated with pain, only able to take actions that might lead to the acquisition of a bramble berry. The cravings subside 1d4 days later, but resurface immediately if exposed to the sight or scent of bramble berries. Only restorative magics or the death of the bramble can permanently cure the addiction.\n'b'\n'b' Those who succeed on a Wisdom save to avoid addiction or those cured of addiction through magic are immune to the addictive power of the berries for one hour. After that, they must save again if they eat more berries. Anything that does not eat food or that does not naturally eat berries cannot be affected by bramble berry addiction. \n'b' Observed using detect magic , the berries are magical, with an aura primarily from the transmutation school. With a successful DC 19 Wisdom ( Perception ) or Intelligence ( Arcana ) check, a second, very faint necromantic aura can be detected. \n'b'\n'b' Create Bramble Zombies . If a Medium creature addicted to bramble berries dies (for any reason), the target rises again within 1d4 rounds as a bramble zombie (see monster entry). Larger and smaller creatures do not rise but crumble to a soil-like dust instead. If the bramble dies, any of its bramble zombies also immediately die and crumble to dust. \n'b'\n'b' Improbable Growth . The bramble is always growing and always producing berries. When casually observed by sapient creatures, it seems to grow at a fast but natural speed for an invasive berry bush, not easily observed in action. However, though the movement is subtle, the bramble\xe2\x80\x99s vines and branches grow at an unnatural speed, producing new berries, laying down new roots, and quietly taking over surrounding vegetation. Once a bramble reaches Gargantuan size , it never runs out of berries faster than its addicted creatures can pick them, though the bramble may grow the berries in harder and harder to reach areas to slow down picking. If two brambles encounter one another in the same area, they merge into a single, larger bramble. Brambles do everything in their power to take over all vegetation in an area, including crops and trees. They also crawl over buildings, roads, and anything else they encounter. Left to its own devices, a bramble expands outward in all directions at a rate of two yards per day. \n'b' Inspire Loyalty . After each month of addiction to bramble berries, a creature must make a DC 19 Wisdom saving throw or become loyal to the bramble. Like a lesser version of charm, loyal creatures do not wish to see the bramble harmed and do not blame the bramble for doing things like destroying habitats or fields of crops. So long as the bramble continues to behave as a simple plant, they treat it as a desired and beneficial plant. Addicted wild animals adapt their habits to accommodate its takeover of the surrounding ecosystem. Addicted farmers stop trying to cultivate anything but the bramble, and instead turn their skills to bramble farming. Other addicted sapients modestly prune the bramble to protect their homes and roads, but otherwise welcome its presence all around them.\n'b'\n'b' Bramble loyalty does not extend to acting out of character, but anyone who harms the bramble is seen by bramble-loyal creatures with deep suspicion as a threat to home and livelihood. Bramble loyal creatures can tell the difference between the modest pruning of a bramble-loyal creature and attacks intended to harm the bramble. Helpful or harmless pruning is not viewed with suspicion. \n'b' Bramble loyal creatures are never greedy with bramble berries. They always have as many as they need and are always willing to share. \n'b' Bramble zombies never attack bramble-loyal creatures. The first time a bramble-loyal creature sees evidence that the bramble is able to move, fight, and kill people, as well as the first time a bramble-loyal creature sees a bramble zombie, the affected creature may make another Wisdom save to shake off the bramble\xe2\x80\x99s Inspire Loyalty ability. If this save fails, the bramble-loyal creature accepts the plant\xe2\x80\x99s movement as normal, and the zombies as natural and harmless, to be ignored. \n'b' Bramble loyalty can be removed with a remove curse spell. \n'b'\n'b' Magic Resistance . The bramble has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bramble makes six attacks. \n'b' Thorny Vine . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 18 (2d6 + 11) slashing damage, and the target must make a successful DC 19 Dexterity saving throw or be grappled (escape DC 19) \n'b' Crush . One target grappled by the bramble at the start of the bramble\xe2\x80\x99s turn takes 4 (1d4 + 2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' A bramble is much like any other plant. It absorbs sunlight, draws water and other nutrients from the soil, and wants only to live and reproduce. However, somewhere in the course of its magic-tainted evolution, the bramble became not just an aggressively invasive species but a community-destroying monster. Left to spread, it would not be impossible for the bramble to destroy and consume all other plant-life in the world. In communities where the bramble has already won, all clothing and goods are made of bramble leaves and fibers (though bramble does not make an excellent textile or building material), and even the wine is made from bramble juice. Brambles become vital to every profession in the region, because it is all people have. \n'b' Brambles instinctively avoid revealing that they are more than mere plants, so a threatened bramble leaves its own defense to its loyal addicts and to its bramble zombies for as long as it can before it begins to move. Once moving, a bramble is fast and strong. If any of those loyal to it switch sides once they see it move, the bramble kills those enemies first so that they (still addicted to the berries) can instead rise as bramble zombies. \n'b' A bramble is not particularly pretty, as plants go, though it is in no way notably horrible. It has green leaves, cherry-sized, dark red aggregate fruit, and pretty white flowers all year round, but this beauty is overshadowed by tangles of woody vines and stems, and by the dead vegetation and occasional garbage or abandoned dwellings visible in the depths of the ever-growing bramble \xe2\x80\x93 remains of all it has conquered. The bramble also sports inch-long, blood-red thorns. These thorns are a mere annoyance to those picking berries, but should the bramble ever spring into motion, they can be deadly.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Brass Man \n'b' Family: Brass Man \n'b' Variants \n'b' Large construct , neutral \n'b' Armor Class 16 (natural armor) Hit Points 136 (16d10 + 48) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 16 (+3) INT: 2 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities cold Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Fire Absorption . Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . The brass man makes two greatsword attack and one slam attack . \n'b' Greatsword . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 18 (4d6 + 5) slashing damage. \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage. \n'b' Molten Breath (Recharge 6) . The golem exhales molten brass in a 25-foot line. Each creature along that line must make a DC 13 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much on a successful one. \n'b' About \n'b' This creature resembles a humanoid constructed of brass. Its features are exquisite and delicate, and ancient runes and symbols adorn its body. \n'b' Brass men are humanoid-shaped constructs built by the powerful efreet of the City of Brass. They are created for the sole purpose of guarding some efreeti secret within the walls of the city. Some are created as battle allies and aid the efreet in battle against their enemies. They are rarely encountered elsewhere though on occasion one is sent to the Material Plane by its efreeti creator to retrieve an object or creature. \n'b' Brass men are very tough physical opponents and difficult to stop. \n'b' Typically, a brass man begins combat by spitting molten brass on the closest opponent before moving into melee where it attacks with its huge greatsword or its powerful fists.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Brass Man, Berserk \n'b' Family: Brass Man \n'b' Large construct , neutral \n'b' Armor Class 16 (natural armor) Hit Points 136 (16d10 + 48) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 16 (+3) INT: 2 (-4) WIS: 9 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities cold Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from attacks not made with adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 9 Languages Abyssal, Common. Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Brutal Critical . The golem can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack . \n'b' Fire Absorption . Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b' Reckless . At the start of its turn, the berserk brass man 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' Actions \n'b' Multiattack . The brass man makes two Greatsword attack and one Slam attack . \n'b' Greatsword . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 20 (4d6 + 6) slashing damage. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage. \n'b' Molten Breath (recharge 6). The brass man exhales molten brass in a 25-foot line. Each creature along that line must make a DC 13 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much on a successful one. \n'b' About \n'b' Brass men are humanoid-shaped constructs built by the powerful efreet of the City of Brass. They are created for the sole purpose of guarding some efreeti secret within the walls of the City. Some are created as battle allies and aid the efreet in battle against their enemies. They are rarely encountered elsewhere, though on occasion one is sent to the Material Plane by its efreet creator to retrieve an object or creature. \n'b' Brass men are very tough physical opponents and difficult to stop. Typically a brass man begins combat by spitting molten brass on the closest opponent before moving into melee where it attacks with its huge greatsword or its powerful fists.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Brazen Dragon Statue \n'b' Huge construct , neutral \n'b' Armor Class 18 (natural armor) Hit Points 276 (24d12 + 120) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 25 (+7) DEX: 10 (+0) CON: 20 (+5) INT: 2 (-4) WIS: 9 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities cold Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from attacks not made with adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 9 Languages Abyssal, Common. Challenge 15 (13,000 XP) \n'b' Special Traits \n'b' Fire Absorption . Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. \n'b' Heated Body . A creature that touches the dragon or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage \n'b' Immutable Form . The dragon is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The dragon has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The dragon\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . The dragon makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 18 (2d10 + 7) piercing damage plus 11 (2d10) fire damage. \n'b' Claw . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 14 (2d6 + 7) slashing damage plus 3(1d6) fire damage. \n'b' Antimagic Breath (recharge 5-6). The dragon exhales antimagic energy in a 50-foot cone. Each creature inside the cone must make a successful DC 18 Dexterity saving throw or be affected as if it were inside an antimagic field (as per the spell) for 1 minute.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Alchemical Skunk \n'b' Small monstrosity , unaligned \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 66 (12d6 + 24) \n'b' Speed 30 ft., burrow 10 ft.\n'b' STATS STR: 13 (+1) DEX: 17 (+3) CON: 14 (+2) INT: 2 (\xe2\x80\x934) 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 \n'b' Senses blindsight 10 ft., passive Perception 13 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The alchemical skunk has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Magic Resistance . The alchemical skunk has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The alchemical skunk uses its Alchemical Spray. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) piercing damage. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b'\n'b' Alchemical Spray . The alchemical skunk raises its tail and sprays an alchemical mixture. The skunk is immune to its own spray effects and to the spray effects of other alchemical skunks. Roll a d6 to determine the skunk\xe2\x80\x99s spray. \n'b'\n'b' Pleasant Mist . The skunk produces a rosy mist. Each creature within 10 feet of the skunk must succeed on a DC 13 Charisma saving throw or be charmed until the end of its next turn. \n'b' Shrinking Cloud . The skunk releases a yellow gas. Each creature in a 15-foot cone must succeed on a DC 13 Constitution saving throw or be reduced as if targeted by the enlarge/reduce spell 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' Laughing Gas . The skunk emits a sparkling orange cloud. Each creature in a 15-foot cone must succeed on a DC 13 Wisdom saving throw or become incapacitated as it laughs 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' Blinding Spray . The skunk shoots a stream of a green fluid. Each creature in a line that is 30 feet long and 5 feet wide must succeed on a DC 13 Dexterity saving throw or be blinded for 1 minute, or until the creature uses an action to wipe its eyes. \n'b' Sleeping Fog . The skunk sprays a sweet-smelling blue fog. Each creature within 10 feet of the skunk must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. \n'b' Poison Fog . The skunk excretes a foul-smelling purple fog around itself until the start of its next turn. Each creature that starts its turn within 20 feet of the skunk must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. \n'b'\n'b' ABOUT \n'b' The large skunk waddles forward, sniffing at a spilled potion. As a sound nearby startles it, the skunk raises its tail, and the stripes on its back change color. \n'b' Magical Prank . The unfortunate result of a magic school prank, alchemical skunks were created when an ordinary skunk was forced to drink a combination of potions. Despite their larger size , alchemical skunks still look and act like ordinary skunks, except for the ever-changing color of the stripes on their backs. Experienced foresters know that the colors on the alchemical skunk\xe2\x80\x99s back indicate which magical malady the creature is about to spray and do their best to avoid aggravating these dangerous creatures. \n'b' Laboratory Pests . Alchemical skunks forage the same as their nonmagical kin, but they are also regularly found scavenging the waste of alchemical laboratories. They enjoy feasting on potions and potion components, much to the dismay of alchemists and adventurers alike.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Derro Savant \n'b' Family: Derro \n'b' Small humanoid , chaotic evil \n'b' Armor Class 13 Hit Points 27 (5d6+10) Speed 20 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 16 (+3) 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 2 (450 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 : +6 to hit, range 30/120 ft., one target. Hit : 6 (d4+3) piercing damage. \n'b' Dagger . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (d4) piercing damage. \n'b' Spellcasting . The derro savant is a 5th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 To hit with spell attacks). The Derro Savant has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : acid splash , blade ward, mage hand , true strike \n'b' 1st level (4 slots) : burning hands , false life , fog cloud , magic missile \n'b' 2nd level (3 slots) : invisibility , mirror image \n'b' 3rd level (2 slots) : fireball , haste \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'Bread Automaton \n'b' Small construct , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 5 times your artisan level \xc2\xa0(the barrel gun has a number of Hit Dice [d6] equal to your artisan level) Speed 15 ft. (30 ft. when rolling, 60 ft. rolling downhill)\n'b' STATS STR: 10 (+0) DEX: 10 (+0) CON: 10 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +0 plus proficiency bonus, Con +0 plus proficiency bonus Skills Perception +0 plus proficiency bonus x 2 Damage Vulnerabilities bludgeoning Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 + (proficiency bonus x 2) Languages Understands the languages you speak Proficiency Bonus equals your bonus Challenge \xe2\x80\x93 \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The automaton doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Engine . When the arithmometer suffers a critical hit or dies, roll on the appropriate malfunction table for its engine. \n'b' Repairable . The arithmometer can be repaired using tinker\xe2\x80\x99s tools. See Chapter 3: Equipment (Repairing an Innovation). \n'b'\n'b' ACTIONS \n'b' (Require Your Bonus Action) \n'b'\n'b' Blinding Ray (Sun Engine Only) . The gun shoots radiant light in an adjacent 15-foot line that you designate. Each creature in that area must make a Dexterity saving throw against your artisan spell save DC, taking 9 (2d8) radiant damage on a failed save or half as much damage on a successful one. \n'b' Bullet Burst . The barrel gun sprays a 10-foot-cube area within 120 feet with shots. Each creature in the area must succeed on a Dexterity saving throw against your artisan spell save DC or take 9 (2d8) piercing damage. Clockwork engines inflicts 11 (2d10) piercing or slashing damage, your choice. \n'b' Cheirosiphon (Steam Engine Only) . The gun blasts fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your artisan spell save DC, taking 9 (2d8) fire damage on a failed save or half as much damage on a successful one. \n'b' Force Bolt (Vril Engine Only) . Make a ranged spell attack , originating from the gun, at one creature or object within 120 feet of it. On a hit, the target takes 9 (2d8) force damage. \n'b' Lightning Ray (Fulgur Engine Only) . The gun shoots lightning in an adjacent 15-foot line that you designate. Each creature in that area must make a Dexterity saving throw against your artisan spell save DC, taking 9 (2d8) lightning damage on a failed save or half as much damage on a successful one. \n'b' Necrotic Feedback (Soul engine Only) . Make a ranged spell attack , originating from the gun, at one creature within 120 feet of it. On a hit, the target takes 9 (2d8) necrotic damage. \n'b' Psychic Bolt (Orgone Engine Only) . Make a ranged spell attack , originating from the gun, at one creature within 120 feet of it. On a hit, the target takes 9 (2d8) psychic damage. \n'b' Sound Burst (Gaulau Engine Only) . The gun has a bell inside it that rings loudly. Every creature a 15-foot radius must make a Dexterity saving throw against your artisan spell save DC, taking 9 (2d8) thunder damage on a failed save or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' This massive pastry has arms, legs, and no head as it lumbers forward. \n'b' Bread automatons are manufactured by mad bakers, usually in secret, using leftover ingredients to create a tough, flaky interior. They are mindless, doing their owner\xe2\x80\x99s bidding, and can be even used as mounts by their masters if they\xe2\x80\x99re so inclined. \n'b' The secret weakness of bread automatons is in their creation; they are vulnerable to heat, which melts the butter required to make them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Breathless One \n'b' Medium undead , chaotic evil \n'b' Armor Class 19 (natural armor) \n'b' Hit Points 136 (16d8+64) \n'b' Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 17 (+3) CON: 18 (+4) INT: 7 (-2) WIS: 10 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +4 \n'b' Skills Perception +4, Stealth +7 \n'b' Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities cold, poison \n'b' Condition Immunities exhaustion , poisoned \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages The languages it knew in life \n'b' Challenge 11 (7,200 XP) \n'b' ACTIONS \n'b'\n'b' Death Grip . Melee Weapon Attack : +8 to hit, 15 ft. reach, one target. Hit : 22 (4d8 + 4) bludgeoning damage, plus 44 (8d10) necrotic damage and the target is grappled (escape DC 18). Until this grapple ends, the creature is restrained , and the breathless one can\xe2\x80\x99t use its death grip on another target. The breathless one regains hit points equal to the necrotic damage taken by the target. Creatures that do not need to breathe are immune to the necrotic damage. Kiss of Death. The breathless one chokes a grappled target. The breathless one may use its action each turn to continue choking a grappled target. A choking creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, a creature that is choking drops to 0 hit points and is dying, and it can\xe2\x80\x99t regain hit points or be stabilized until it can breathe again. Steal Air. The breathless one chooses one spell or effect within 30 feet that provides breathable air. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target or other effect, the breathless one makes a Charisma check. The DC equals 10 + the spell\xe2\x80\x99s level, or DC 10 for effects that have no effective spell level. On a successful check, the spell or effect ends. \n'b' Create Breathless Spawn . The breathless one targets a humanoid within 10 feet of it that has died of suffocation or its Death Grip attack . The target\xe2\x80\x99s body rises as a wight in the space of its corpse or in the nearest unoccupied space. The wightsrd is under the breathless one\xe2\x80\x99s control. The breathless one can have no more than eight wights under its control at one time. These wights have a reach of 15 feet with their Life Drain, which does not affect creatures that do not breathe. \n'b'\n'b' ABOUT \n'b' When humanoid creatures suffocate, the horror of slowly dying from lack of air drives them mad and they sometimes return as breathless ones. These vengeful undead seek to inflict the same horror on the living while filling their lungs with air as a brief respite from their eternal torment. Breathless ones weigh the same as they did in life, even though their caved-in chests give them the appearance of weighing less. \n'b' Since the most common places for death by suffocation are locations with thin or no atmosphere, such as the void of space, breathless ones most commonly appear there. They hide among asteroids or constructed places they can tether themselves, since they have no ability to fly through space. They prefer to attack from hiding, but they also enjoy the terror their visages induce in their victims. Breathless ones use their necrotic lung fibers to puncture their victims\xe2\x80\x99 lungs, latch onto them, and reel them in for their deadly embrace. They do this rather than attack from up close to soften up their victims, bolster themselves, and enjoy witnessing their victims\xe2\x80\x99 terror at the inexorable fate. They reserve the kill for their kiss of death, since that gives them the rush of air to alleviate their suffering, if only temporarily. \n'b' Void Prowlers . Groups of breathless ones on an inhabited asteroid sabotage or steal equipment necessary to provide air to the inhabitants. They are not subtle about it, however, so it is easy to see smashed helmets or air bladders. They often purposely make enough noise to rouse defenders and escape into an airless environment with their gains in full view of their victims, enticing their victims to chase them to recover vital equipment. With the speed at which breathless ones spawn, a handful can wipe out even a well-fortified installation.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Brewer Fairy \n'b' Small fey , chaotic neutral \n'b' Armor Class : 13 Hit Points 7 (2d6) Speed : 20 ft..\n'b' STATS STR: 10 (0) DEX: 13 (+2) CON: 10 (0) INT: 16 (+3) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Arcana +5, History +5, Investigation +5,\xc2\xa0 Medicine +4, Nature +5, Perception +4, Survival +4 Senses : darkvision 60 ft., passive Perception 14 Damage Immunities : poison Condition Immunities : charmed , poisoned Languages : Common, Gnomish, Sylvan, possibly others Challenge : 1 (200 xp) \n'b' Special Traits \n'b' Magical Brewing : Brewer fairies create many wonderful concoctions. The following are but a few of the possible brews. The brews are stored in casks, each holding a dozen mugs of the drink.\n'b'\n'b' Fey Mead/General -This thick, basic, strong amber-colored honey wine causes the drinker to suffer a -2 penalty to Dexterity , Wisdom , and Intelligence per mug, and a +2 bonus to Strength , Constitution , and Charisma for every three mugs (note that all three mugs, or multiples thereof, must be consumed to gain the bonus). After quaffing 6 mugs, however, the imbiber must succeed at a DC 15 constitution save or pass out, drunk. For purposes of this save, any bonuses to Constitution are treated as penalties. Thus, after the sixth mug drunk, a character would need to succeed at a DC 15 constitution save, treating his constitution as though it were 4 points lower instead of with a 4- point bonus. These bonuses and penalties fade at a rate of one point per hour once the drinking stops. In general, mead is the base for all brewer fairy draughts, so these effects are present in all of the following ales, unless otherwise stated. \n'b' Passionberry Cider -This lovely cider is fermented from rare passion berries, and it seems to augment the berry\xe2\x80\x99s amorous side effects. Anyone drinking the cider gains a +1 bonus to Charisma every for every mug instead of the standard +2 for three. They also suffer a -2 penalty per mug on any saving throws against enchantment magic, illusions, and on any Wisdom checks. If a drinker sees or speaks with any reasonably suitable mate (preferred sex and same race), he must also succeed at a Charisma save (CL 12) to avoid becoming infatuated with this newfound love Pond Scum Honey Oat Stout -Although no one cares to know what the brewer fairies put in this stout, no one seems to complain about its excellent, hearty flavor. The stout grants a +1 enhancement bonus to Strength for every mug imbibed, instead of the standard three. Anyone drinking it is also immune to fear effects for one hour per mug. \n'b' Silver Moon Braggot -A smooth draught that can go right to one\xe2\x80\x99s head. Anyone except dwarves, gnomes, and fey races who drink this ale must succeed at a Constitution save (CL 12) or immediately pass out. The difficulty class of the saving throw goes up by one with each successive cup imbibed. Anyone who passes out remains asleep for one year per mug imbibed unless they are physically woken up. Those who do not succumb to the ale\xe2\x80\x99s slumber find themselves in an abundantly cheery mood, and -if the moon is visible -they also gain the ability to fly (as a spell-like ability, caster level 12th, activated once per mug drunk). This affect lasts for one hour per mug. \n'b' Waterfall Pyment -This bubbly white honey wine brewed with specialty white grapes grants the ability to breathe underwater for one hour per drink. \n'b'\n'b' Innate Spellcasting : A brewer fairies innate spellcasting ability is Wisdom (spell save DC 12). They can innately cast the following spells, requiring no material components:\n'b'\n'b' Cantrips known : mending , produce flame , resistance . \n'b' 1st (4 slots) : Create or destroy water , detect poison or disease, faerie fire , purify food or drink \n'b' 2nd (3 slots) : barkskin , hold person , locate animals and plants. \n'b' In addition, they can cast invisibility as an innate ability twice, after which they must engage in a short rest before casting again. \n'b'\n'b' Actions \n'b' Belch . Breath Weapon Attack : 5-foot cone. The fairy quaffs its Silver Moon Ale and belches at an opponent directly in front of them. Victims caught in the area of effect must succeed at a Constitution save (DC 15) or become unconscious. The victim is not merely asleep, so rousing him requires several rounds of slapping and yelling in his ear or a blow which causes damage. Left alone, the victim wakes up in 1d4 hours. The belch attack counts as a poison attack. \n'b' Flame Breath . Breath Weapon Attack : 10- foot cone. The brewer fairy may quaff some of its highest proof brew and then breathe it on opponents while magically lighting it into a 10-foot cone of flame. Anyone within the cone takes 6 (2d6) points of fire damage. Characters that make a successful Dexterity save (DC 13) take only half damage. \n'b' About \n'b' Brewer fairies resemble small gnomes, standing approximately three feet high. They spend their lives journeying from one location to another, gathering strange and rare ingredients from which to make their legendary brews. Often they can be found in secluded locations, concocting their magical brews. \n'b' Brewer fairies barter with anyone who approaches them. Their prices seem to vary between the reasonable, the cheap, and the extreme. But their drinks have an \xe2\x80\x98unfortunate\xe2\x80\x99 tendency to wreak havoc just as often as they provide aid. \n'b' In their journeys, of course, the brewer fairies often find items and valuables they cannot use in their brews (gems, potions, and the like). These, too, they are willing to barter, but not in coin. \n'b' Instead, brewer faeries prefer magic items, rare pieces of art and most especially, exotic liquors from anywhere and everywhere.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Brigand Leader \n'b' Medium humanoid (any race), neutral evil \n'b' Armor Class 16 (studded leather, shield) Hit Points 71 (11d8 + 22) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 14 (+2) INT: 11 (+0) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Wisdom +4 Skills Deception +4, Intimidation +4, Perception +4, Stealth +4 Senses passive Perception 14 Languages Common, Goblin Challenge 2 (450 XP) \n'b' Special Traits \n'b' Pack Tactics . The brigand leader has advantage on attack rolls against a creature if at least one of the brigand leader\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Multiattack . A brigand leader makes three melee attacks : two with its rapier and one with its dagger. \n'b' Rapier . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Dagger . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Reactions \n'b' Parry . The brigand leader adds 3 to its AC against one melee attack that would hit it. To do so, the brigand leader must see the attacker and be wielding a melee weapon.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Brigand Sorcerer \n'b' Medium humanoid (any), neutral evil \n'b' Armor Class 12 (15 with mage armor ) Hit Points 84 (13d8 + 26) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 15 (+2) INT: 13 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +4, Wisdom +5 Skills Arcana +7, History +7 Senses passive Perception 12 Languages Common, Draconic, Goblin Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Verdant Bloodline . The brigand sorcerer can innately cast druidic magic. \n'b' Innate Spellcasting . The brigand sorcerer\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14, + 16 to hit with spell attacks). It can innately cast the following spells, requiring no components: \n'b' At will : guidance , produce flame \n'b' 3/day each : entangle , faerie fire , longstrider \n'b' 1/day each : barkskin , speak with plants \n'b' Spellcasting . The brigand sorcerer is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells: \n'b' Cantrips (at will) : dancing lights , mage hand , prestidigitation , ray of frost \n'b' 1st level (4 slots) : color spray , detect magic , mage armor , magic missile \n'b' 2nd level (3 slots) : barkskin , blindness/deafness , ray of enfeeblement \n'b' 3rd level (3 slots) : dispel magic , lightning bolt , slow \n'b' 4th level (3 slots) : dimension door , greater invisibility \n'b' 5th level (1 slots) : dominate person \n'b' Actions \n'b' Quarterstaff . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands. \n'b' Dagger . Melee or Ranged Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bright Bomber \n'b' Medium human , any alignment \n'b' Armor Class 15 \n'b' Hit Points 34 (4d8 +8) \n'b' Speed 30 ft., fly 50 ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 10 (+0) INT: 18 (+4) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities charmed \n'b' Skills Investigation +6, Insight +4, Persuasion +5, technology +6 \n'b' Damage Vulnerabilities lightning \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages Terran, Binary \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cunning Action . On each of its turns, the bright bomber can use a bonus action to take the Dash , Disengage , or Hide action. \n'b' Optical Camo . As an action you activate her optical camo belt. The bomber becomes invisible for up to 1 hour. Anything she is wearing or carrying is invisible as long as it is on their person. The power ends if they attack or use a power. This feature cannot be used again until the next dawn. \n'b'\n'b' ACTIONS \n'b'\n'b' Blaster . Ranged Weapon Attack : +4 to hit, range 60/120 ft., one target. Hit : 6 (2d4 +1) radiant damage. \n'b' Homing Missiles (Recharge 6) . The bright bomber releases a barrage of three small homing missiles. Each missile hits a creature of its choice that it can see within 120 feet. A missile deals 1d4+1 fire damage to its target. The missiles all strike simultaneously, and the bomber can direct them to hit one creature or several.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bright Mote \n'b' Small undead , neutral good \n'b' Armor Class 14 (radiant form) Hit Points 42 (12d6) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 14 (+2) CON: 10 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities necrotic \n'b' Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Immunities fire, poison, radiant Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive perception 12 Languages the languages it knew in life Challenge 2 (450 XP) \n'b' Special Traits \n'b' Incorporeal Movement . The bright mote 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' Radiant Form . The bright mote\xc2\x92s armor class is equal to 10 + its Dexterity modifier + its Charisma modifier (already included above). Additionally, it sheds bright light to a radius of 20 feet, and dim light for another 20 feet. \n'b' Redeeming Light . If a wraith or specter is slain by radiant damage dealt by the bright mote, the bright mote dies, and both the mote\xe2\x80\x99s and the slain creature\xe2\x80\x99s soul can pass on to the afterlife. \n'b' Actions \n'b' Searing Touch . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 18 (4d8) radiant damage. If the target is undead or a fiend , it must succeed on a DC 12 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest . The target dies if this effect reduces its hit point maximum to 0.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bright Wraith \n'b' Medium undead , neutral good \n'b' Armor Class 18 (radiant form) Hit Points 165 (22d8 + 66) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 6 (-2) DEX: 16 (+3) CON: 17 (+3) INT: 14 (+2) WIS: 19 (+4) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities necrotic \n'b' Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Immunities fire, poison, radiant Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive perception 14 Languages the languages it knew in life Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Incorporeal Movement . The bright 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' Radiant Form . The bright wraith\xc2\x92s armor class is equal to 10 + its Dexterity modifier + its Charisma modifier (already included above). Additionally, it sheds bright light to a radius of 30 feet, and dim light for another 30 feet. \n'b' Redeeming Light . If a wraith or specter is slain by radiant damage dealt by the bright wraith, it reconstitutes on its next turn as a Bright Mote under the bright wraith\xe2\x80\x99s control. The bright wraith can\xe2\x80\x99t have more than 14 bright motes under its control at a time. \n'b' Actions \n'b' Searing Touch . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 36 (8d8) radiant damage. If the target is undead or a fiend , it must succeed on a DC 16 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. \n'b' Radiant Burst (Recharge 5-6) . The bright wraith, emits a burst of radiant energy. Creatures within 30 feet of the bright wraith must make a DC 16 Constitution saving throw, becoming blinded for 1 minute and taking 45 (10d8) radiant damage on a failed save, or half as much damage on a successful one. A creature can repeat the saving throw at the end of each of its turns, removing its blindness on a success.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Brimstone Locusthound \n'b' Medium monstrosity , neutral \n'b' Armor Class 15 (natural armor) Hit Points 60 (8d8 + 24) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 17 (+3) INT: 3 (-4) WIS: 9 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 10 ft., darkvision 60 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Smoky Aura . The brimstone locusthound emits a dense, choking smoke within 10 feet of itself. Each non-brimstone locusthound creature that enters the smoke or starts its turn in the smoke must succeed on a DC 13 Constitution saving throw or be blinded until the end of its turn. On a successful saving throw, the creature is immune to the locusthound\xe2\x80\x99s Smoky Aura for 24 hours. At the start of each of its turns, the locusthound chooses whether this aura is active. The smoke is nonmagical and can be dispersed by a wind of moderate or greater speed (at least 10 miles per hour). \n'b' Smoky Haze . When the brimstone locusthound is targeted by a ranged weapon attack or a spell that requires a ranged attack roll, roll a d6. On a 4 or 5, the attacker has disadvantage on the attack roll. On a 6, the attack misses the locusthound, disappearing into the smoke surrounding it. \n'b' Actions \n'b' Multiattack . The brimstone locusthound makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 4) slashing damage. \n'b' Sticky Spittle . Ranged Weapon Attack : +4 to hit, range 20/60 ft., one target. Hit : 9 (2d6 + 2) acid damage, and the target must succeed on a DC 13 Dexterity saving throw or be restrained until the end of its next turn. \n'b' About \n'b' This creature is a disturbing combination of wolf and locust, and the smoke it exhales hovers thickly around it. Fur surrounds its locust head, and long, insectoid legs extend from its canine body. \n'b' Unnatural Origin . Brimstone locusthounds are the result of magical experimentation. Scholars are uncertain if the experiment went terribly wrong or if the creatures turned out as originally intended. The wizards who created them have been dead for thousands of years, allowing theories-and the wizards\xe2\x80\x99 creations-to run wild ever since. \n'b' Migrating Packs . Brimstone locusthounds build their nests below ground, in caves, or in buried ruins. They are migratory omnivores, and they prefer areas where fungi and small prey are plentiful. \n'b' Though less caring for each other than most canines, brimstone locusthounds often form packs to rear young and when food is plentiful. However, when food becomes scarce, a pack of locusthounds tears itself apart, cannibalizing its weakest members, and the survivors scatter to the wind.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Brittle Viper \n'b' Medium plant , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 59 (8d8 + 24) Speed 20 ft., climb 10 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 16 (+3) INT: 1 (-5) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, cold, piercing Damage Vulnerabilities fire, slashing Condition Immunities blinded , deafened , exhaustion , prone Senses blindsight 30 ft.; passive Perception 10 Languages \xe2\x80\x94 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Ambush Predator . The brittle viper has advantage on attacks in the first round of combat against any creatures that go after it in initiative . \n'b' False Appearance . While the brittle viper remains motionless, it is indistinguishable from a normal plant. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 12 (2d8 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw against being magically malformed. On a failed save, the creature becomes brittle. Its AC is reduced by 2, and it becomes vulnerable to bludgeoning, piercing, and slashing damage. The creature can reattempt the save every 24 hours. Creatures that die while under this effect are shattered.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angel, Guiding Light \n'b' Tiny celestial , neutral good \n'b' Armor Class 13 (natural armor) Hit Points 10 (4d4) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 12 (+1) CON: 10 (+0) INT: 6 (-2) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +3 Skills Perception +2 Damage Resistances acid, cold, electricity, fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded , charmed , deafened , demoralized, exhaustion , frightened , grappled , paralyzed , restrained Senses darkvision 60 ft.; passive Perception 12 Languages all Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ephemeral . The guiding light angel can\xe2\x80\x99t wear or carry anything. \n'b' Guiding Light . A guiding light is always exuding a light equivalent to a hooded lantern regardless of form. This light\xe2\x80\x99s color depends upon the patron of the guiding light. \n'b' Innate Spellcasting . The guiding light\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 11). The guiding light angel can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At Will : detect evil and good , heroism , light \n'b' 1/day : continual flame (lasts 24 hours) \n'b'\n'b' Magic Resistance . The guiding light angel has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Light Ray . Ranged Spell Attack : +3 to hit, range 60 ft., one target. Hit : (1d6+2) radiant damage. \n'b' Moving with Light . As a bonus action, the guiding light angel may teleport to any brightly lit spot within 60 feet, including within the light it creates. \n'b'\n'b' ABOUT \n'b' Shedding a warm and calming light, this creature appears as a fine lantern kept aloft by white bird-like wings. \n'b' A guiding light\xe2\x80\x99s true form is a winged lantern that lets out a light that fills one with warmth and hope. \n'b' The nature of the lantern, wings or light color varies based on the deity they are associated with. The most common variation serves Kalielpida, is a brass lantern with White wings and a soft golden-white glow. The guiding lights can assume other forms (that of commoners bearing lanterns, a songbird, or a kindly dog), they find it strange and rarely stay in that form for more than a few minutes. \n'b' Martyrs . Typically formed from those that gave their lives to help or defend others, they may also spontaneously arise from a greater angel that falls in such a circumstance. In many cases, the guiding light retains some memory of its previous life. Unfortunately, the memories are more of an encyclopedic remembrance than a true memory and as such do not retain feelings for those they knew in life aside from those in their angelic nature. \n'b' Messengers . Guiding lights are not used by powerful angels to deliver messages, instead they act as messengers to aid those who are downtrodden deliver messages of hope or to fulment a resistance against oppressors. \n'b' Immortal Nature . The guiding light angel doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Variant: Guiding Light Angel Familiar \n'b' Good-hearted spellcasters interested in extraplanar familiars find guiding light angels willing to aid them in their endeavors. \n'b' The guiding light plays the part of a moral guide. It follows the bidding of its master but pushes them to acts of mercy, charity and kindness. Such guiding light angels have the following trait. \n'b' Familiar . The guiding light can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the guiding light senses as long as they are within 1 mile of each other. While the guiding light is within 10 feet of its master, the master shares the guiding light\xe2\x80\x99s Magic Resistance trait. At any time, if the guiding light chooses to or deems it\xe2\x80\x99s master unworthy of its service, it may end its service as a familiar, ending the telepathic bond .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Aboleth Engulfer \n'b' Family: Aboleth \n'b'\n'b' Huge aberration , lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 184 (16d12+80) Speed 10 ft., swim 50ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 20 (+5) INT: 15 (+2) WIS: 17 (+3) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +9 Con +8 Wis +6 Skills Perception +6 Senses darkvision 60 ft., passive Perception 16 Languages Aquan, Deep Speech, Undercommon Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The engulfer can breathe air and water. \n'b' Engulf . The underside of an engulfer\xe2\x80\x99s ray-like wings are covered in thousands of cilia-like projections designed to hold captured prey. An engulfer may secure a creature grappled by its tentacles under its wings instead of attacking with that tentacle. The grappled creature may use its reaction to attempt to escape during the transfer. Otherwise, the creature retains the grappled condition and the escape DC increases to 18. An engulfer may hold up to 2 Large creatures, 4 Medium creatures, or 8 Small creatures in its wings. \n'b' Mucous Cloud . While underwater, the engulfer is surrounded by transformative mucus. A creature that touches the engulfer or that hits it with a melee attack while within 5 feet of it must make a DC 16 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. \n'b'\n'b' ABOUT \n'b' Even though many of the aboleth\xe2\x80\x99s creations can enslave small numbers of creatures to their will, engulfers are tasked with the capture of larger volumes of slaves to be returned to their masters\xe2\x80\x99 lairs. \n'b' Pods of engulfers lurk behind the main body of an aboleth army, capturing surviving sentient creatures until they can be properly conditioned. \n'b' Engulfer aboleth are responsible for the \xe2\x80\x9crecruitment\xe2\x80\x9d and delivery of slaves to and from aboleth cities. They enjoy their high status as providers, and tend to be vain. Many a sailor far out to sea has reported seeing massive \xe2\x80\x9crays\xe2\x80\x9d gliding under their ships, never knowing they were being sized up by an engulfer aboleth. \n'b' Engulfer aboleth rarely travel alone, preferring to venture forth with a contingent of slaves and tentacle crabs. They are careful not to lose captured victims when attempting to restrain newly grabbed ones, going into a fussy tantrum if a prospective victim escapes. While they fully understand the benefits of working with others of their kind, they always compete for the best captures. This aboleth has four insect-like limbs sprouting from its back. The limbs are armored, and have an unnatural number of joints. They end in dexterous four-fingered hands.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Alchemical Spider \n'b' Medium monstrosity , unaligned \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 76 (9d10 + 27) \n'b' Speed 30 ft., climb 30 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 16 (+3) INT: 6 (-2) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +9 \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Alchemical Blood . Whenever the spider takes more than 10 slashing or piercing damage from a single attack , roll on the Alchemical Effects table. The spider and all creatures within 5 feet of it are targeted by that effect. \n'b' Spider Climb . The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Web Walker . The spider ignores movement restrictions caused by webbing. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 4) piercing damage, plus 9 (2d8) poison damage, and the target suffers an effect from the Alchemical Effects table.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Broken Maggot \n'b' Medium fiend , neutral evil \n'b' Armor Class 12 (natural armor) \n'b' Hit Points 38 (7d8 + 7) \n'b' Speed 25 ft.\n'b' STATS STR: 13 (+1) DEX: 8 (\xe2\x80\x931) CON: 12 (+1) INT: 5 (\xe2\x80\x933) WIS: 8 (\xe2\x80\x931) CHA: 6 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities exhaustion \n'b' Senses darkvision 60 ft., passive Perception 9 \n'b' Languages Abyssal, Common, Infernal \n'b' Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Surge Forward . When it reduces a creature to 0 hit points with a melee attack on its turn, the maggot can use a bonus action to take the Dash action. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This shambling, distorted humanoid wears only tatters. Its scarred limbs are twisted and disjointed, yet it stumbles forward with grim determination. \n'b' Souls that are nearly extinguished when being forged into void maggots make meager servants, yet the fiends have use for even these wretches. Although their limbs are disjointed and often broken, these maggots retain the stubborn will to serve that presses them forward. Broken maggots are often grouped into shambling hordes, winning only through superior numbers. Fiends consider broken maggots to be even more expendable than other types, and most fiends are surprised when a broken maggot survives a simple or straightforward assault. Broken maggots know little other than how to surge ahead and smash things apart with their fists.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bronze Minotaur \n'b' Large construct , neutral \n'b' Armor Class 17 (natural armor) Hit Points 110 (13d10 + 39) Speed 20 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 3 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons that aren\xe2\x80\x99t adamantine Damage Immunities fire, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Fire Absorption . Whenever the bronze minotaur is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. \n'b' Immutable Form . The bronze minotaur is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The bronze minotaur has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapon . The bronze minotaur\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . The bronze minotaur makes two greataxe attacks. \n'b' Greataxe . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 23 (3d12 + 4) slashing damage. \n'b' Breathe Fire (Recharge 5-6) . The bronze minotaur releases a 30-foot cone of flame. Creatures in the area must make a DC 16 Dexterity saving throw, taking 52 (15d6) fire damage on a failed saving throw, or half as much damage on a successful one. \n'b' About \n'b' This massive bronze figure is shaped as a common minotaur although its sheer bulk and slow movements bely it is an automaton of some kind. \n'b' Tall, dark, and powerfully built, the bronze minotaur is an intimidating sight. Standing over 8 feet tall and weighing nearly 4,000 pounds, it is a massive, impressive guardian. Bronze minotaurs can understand simple commands from their creators. They follow these orders unswervingly.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bronzeback Armadillo \n'b' Medium construct , unaligned \n'b' Armor Class 16 (natural armor, shield ) Hit Points 22 (3d8 + 9) Speed 10 ft. (40 ft. in sphere form)\n'b' STATS STR: 15 (+2) DEX: 11 (+0) CON: 16 (+3) INT: 5 (-3) WIS: 11 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Transform . A creature attuned to the bronzeback armadillo can speak its command word to cause the armadillo to transform into a small sphere or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying other than its shield is not transformed. The bronzeback armadillo\xe2\x80\x99s shield is part of its shell and cannot be dropped or doffed. While in sphere form, the bronzeback armadillo can\xe2\x80\x99t take any actions or manipulate objects, it has advantage on Dexterity and Constitution saving throws, and it has resistance to all nonmagical damage. \n'b' Charge (sphere Form Only) . If the bronzeback armadillo moves at least 20 feet straight toward a Medium or smaller target, it can attempt to push the target. If the target is not a creature, the target is pushed 5 feet. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be pushed 5 feet and knocked prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Claws (true Form Only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b'\n'b' ABOUT \n'b' Also called sphere guardians, these obedient machines were crafted by ancient dwarven and gnomish artificers to defend their deep workshops and treasure vaults. On the move, a sphere guardian takes the form of a segmented brass orb that rolls along the ground with a distinctive metallic clicking. \n'b' In combat the sphere unfurls into a bronze armadillo-like construct with long bladed claws and a shield drawn from its own thick metal carapace. \n'b' Though the secret to creating these eternal guardians is considered lost to the ages, they can still be found patrolling the halls of forgotten underground vaults, defending the ancient treasures of long-absent masters. \n'b' Eternal Service . Sphere guardians are designed for the purpose of protecting their master and safeguarding their treasures. They are unfailingly obedient and tireless, obeying their master\xe2\x80\x99s directives with precision for as long as they are able.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bronzeforge Elite Guard \n'b' Medium humanoid (dwarf), lawful neutral \n'b' Armor Class 20 (plate + shield) Hit Points 112 (15d8 + 45) Speed 25 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 17 (+3) INT: 10 (+0) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Con +6 Skills Athletics +7, Intimidation +3, Perception +5 Damage Resistances poison Senses darkvision 60 ft., passive Perception 15 Languages Common, Dwarvish Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Dwarven Resilience . The guard has advantage on saving throws against poison and resistance against poison damage. \n'b' Indomitable (1/Day) . When the guard fails a saving throw, it can choose to reroll it. It must use the new roll. \n'b' Tactical Strikes . Once per turn, when the guard hits with a weapon attack , the target must succeed on a DC 15 Strength saving throw or suffer one of the following effects:\n'b'\n'b'\n'b' The target drops one item it\xe2\x80\x99s holding (guard\xe2\x80\x99s choice). \n'b' The target is forced prone if it\xe2\x80\x99s Large or smaller. \n'b' The target is forced back 10 feet in a straight line. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The guard makes three attacks. \n'b' Battlehammer +2 . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 10 (1d8 + 6) bludgeoning damage. \n'b' Javelin +2 . Ranged Weapon Attack : +9 to hit, ranged 30/120 ft., one target. Hit : 9 (1d6 + 6) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Second Wind (1/Day) . The guard regains 15 hit points .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Broodiken \n'b' Tiny construct , unaligned \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 44 (8d4 + 24) \n'b' Speed 20 ft., climb 20 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 16 (+3) INT: 2 (-4) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +6 \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities poison, psychic \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1 (200 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The broodiken doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Immutable Form . The broodiken is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The broodiken has advantage on saving throws against spells and other magical effects. \n'b' Shared Rage . The broodiken can\xe2\x80\x99t speak with its creator telepathically, but it can magically receive simple ideas, emotions, and images telepathically from its creator while within 100 feet of its creator. The creator can send the broodiken an image of a creature and emotion or simple idea tied to it, such as anger or retrieval, and the broodiken will seek the creature to carry out the emotion or desire. As long as the broodiken is following such an order, it can be more than 100 feet away from its master without wailing. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage, and the broodiken attaches to the target. While attached, the broodiken can\xe2\x80\x99t attack , and at the start of each of the broodiken\xe2\x80\x99s turns, the target takes 9 (2d6 + 2) piercing damage. The attached broodiken moves with the target whenever the target moves, requiring none of the broodiken\xe2\x80\x99s movement. It can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the broodiken by succeeding on a DC 9 Strength check. \n'b'\n'b' ABOUT \n'b' Tiny and built like a caricature of a person, this creature\xe2\x80\x99s enlarged head is filled with pointed teeth. \n'b' Bodily Children . Broodikens are crude servants created by humanoid spellcasters willing to grow the creatures within their own bodies. Broodikens resemble their creators in the most obvious ways, with the same number of limbs and basic features, but all broodikens stand one foot tall with overly large heads and heavily fanged mouths. Those born to humanoids with wings or horns have ineffective, decorative versions that do not help the creature fly or fight. \n'b' Emotional Echoes . Broodikens have little personality of their own and respond to their creators\xe2\x80\x99 emotions, growling when their creators feel anger and babbling happily when their creators feel joy. When their creators are more than 100 feet away, they cry loudly with a sound that resembles children of the creator\xe2\x80\x99s own species. If discovered crying by anyone other than their creator, they attack . When their creators focus their anger on specific individuals, the broodikens attack as a group, using stealth to get close and overwhelm single opponents. \n'b' Born With Daggers . Broodikens are created by eating the heart of a dead broodiken . Once this \xe2\x80\x9cseed\xe2\x80\x9d is consumed, 2d4 broodikens grow inside of the \xe2\x80\x9cmother\xe2\x80\x9d or creator. Nurturing the growing brood requires consuming specific muds, ashes, and plants, which cost 50 gp per day for each incubating broodiken . The incubation period requires one month and takes a toll on the creator\xe2\x80\x99s health. During this time, the creator becomes fatigued after four hours without eight hours\xe2\x80\x99 rest. If the creator is not a spellcaster, a spellcaster must supervise the incubation and birth. Most spellcasters birth the broodiken using a dagger before the broodiken tears its way out. A \xe2\x80\x9cmother\xe2\x80\x9d can control only one brood of broodiken at a time. Incubating a second brood makes the first brood furiously jealous, and they turn on their own creator.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Broodmother of Leng \n'b' Huge aberration , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 161 (17d12 + 51) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 16 (+3) INT: 17 (+3) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +9, Int +7 Skills Intimidation +4, Perception +4, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , poisoned , unconscious Senses darkvision 240 ft., passive Perception 14 Languages Common, Void Speech Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Brood Leader . Spiders of Leng and swarms of spiderlings have advantage on attack rolls against creatures within 30 feet of the broodmother who have attacked or damaged the broodmother within the last minute. \n'b' Eldritch Understanding . A broodmother of Leng can read and use any scroll. \n'b' Poisonous Blood . A creature that hits the broodmother with a melee attack while within 5 feet of her takes 7 (2d6) poison damage. The creature must succeed a DC 15 Dexterity saving throw or also be poisoned until the end of its next turn. \n'b' Innate Spellcasting . The broodmother of Leng\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : charm person , chill touch , comprehend languages , detect magic \n'b' 3/day each : hold person , suggestion , thunderwave \n'b' 1/day each : dream , legend lore , mislead , scrying \n'b'\n'b' Actions \n'b' Multiattack . The broodmother of Leng makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 20 (3d10 + 4) slashing damage plus 9 (2d8) poison damage. \n'b' Spit Venom . Ranged Weapon Attack : +6 to hit, range 60 ft., one target. Hit : 20 (4d8 + 2) poison damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned and blinded until the end of its next turn. \n'b' Call Brood (1/Day) . The broodmother spawns 2d4 swarms of spiderlings (treat as swarm of spiders). Alternatively, the broodmother can magically call 3d6 young spiders of Leng (treat as giant wolf spider) instead. The creatures arrive in 1d4 rounds, acting as allies of the broodmother and obeying her spoken commands. The creatures remain for 1 hour, until the broodmother dies, or until the broodmother dismisses them as a bonus action. \n'b' Reactions \n'b' Protect the Future . When a creature the broodmother can see attacks her, she can call on a spider of Leng within 5 feet of her to protect her. The spider of Leng becomes the target of the attack instead. \n'b' About \n'b' A bloated purple spider the size of a castle gate, covered in gold, jewels, and its chittering young, lumbers forward. \n'b' Deep in the bowels of the cursed land of Leng, the spiders of Leng vie for the gaze of the rare broodmothers. \n'b' War Upon the World . All spiders that reside in Leng hate humanoids with seething passion. Each broodmother looks upon her brood not as children, but as a personal army that shall one day wipe all humanoids from the face of the Material Plane. \n'b' Champion Suitors . Spiders of Leng often bring treasures or captives back to the broodmother\xe2\x80\x99s cavern to prove their worth as a mate and help grow the broodmother\xe2\x80\x99s army. If a spider\xe2\x80\x99s campaign is deemed worthy, the spider is eaten, its life force and magical talents passing on to the next generation germinating within the broodmother. If a spider is unworthy, it is killed and dropped into the depths of the broodmother\xe2\x80\x99s caverns. \n'b' Dangerous, Sparkling Caverns . The caverns of the broodmothers hold generations of treasures brought by their many suitors. Though broodmothers love their hoards, their love for themselves and their brood outweighs their ancient greed. Broodmothers often have a great many spiders of Leng protecting their caverns, usually offspring still too young to join the broodmother\xe2\x80\x99s armies or suitors serving as guardians until the broodmother is ready to hatch another brood.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Brown Mold \n'b' Small plant , unaligned \n'b' Armor Class 5 Hit Points 5 (1d6 + 2) Speed 0 ft.\n'b' STATS STR: 1 (-5) DEX: 1 (-5) CON: 15 (+2) INT: 1 (-5) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities cold, bludgeoning Damage Immunities fire, poison; piercing from nonmagical weapons Condition Immunities charmed , frightened , poisoned , stunned Senses passive Perception 10 Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Fire Friend . A brown mold does not take damage from fire. Instead, it heals that amount. If the available healing is greater than the brown mold\xe2\x80\x99s maximum number of hit points , its maximum hit points increases by that amount. \n'b' Cold Sensitive . Magical cold damage instantly and automatically kills a brown mold. \n'b'\n'b' Actions \n'b'\n'b' Spore Burst . The brown mold releases spores that burst out in a cloud that fills a 15-foot cube centered on it, and the cloud lingers for 1 minute. Any creature that ends its turn in the cloud must make a DC 13 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. Additionally, the target\xe2\x80\x99s 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'\n'b' About \n'b' Found in dark caverns and remote subterranean passages, the brown mold waits patiently for victims to pass by. Less than an inch thick but spreading over a five foot patch of stone or wood, the tan to dark-brown mold seeks warmth to help it grow. Small bumps along its surface store thousands of spores waiting to be released into the air. \n'b' Any living creature that passes within 5 feet of the mold will be attacked by a burst cloud of millions of spores. Any caught within the 15-foot cloud may be overcome by the spores, dying within moments. The spores grow within their new host and crawl back to the main body of the mold, reattaching and adding needed nutrients. Each new victim adds another five feet to the mold\xe2\x80\x99s size. \n'b' The brown mold craves warmth and heat; attacking it with fire heals damage and doubles its size. Cold spells will kill the brown mold for good.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Brownie \n'b' Small fey , chaotic good \n'b' Armor Class 14 (leather armor) Hit Points 9 (2d6 + 2) Speed 25 ft.\n'b' STATS STR: 7 (-2) DEX: 16 (+3) CON: 12 (+1) INT: 10 (+0) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Senses darkvision 60 ft., passive Perception 10 Languages Sylvan, Common Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Fey Ancestry . The brownie has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put it to sleep. \n'b' Innate Spellcasting . The brownie\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 13). The brownie can innately cast the following spells, requiring no components.\n'b'\n'b'\n'b' At will : druidcraft, goodberry \n'b' 1/day : dancing lights \n'b'\n'b' Actions \n'b'\n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Mimic Death . The brownie can collapse to the ground and appear to be dead. A DC 13 Intelligence ( Investigation ) check will reveal they are still alive. \n'b'\n'b' About \n'b' Brownies are small, peaceful, friendly creatures. Honest to a fault, brownies will go out of their way to take responsibility for their actions. The brownie will usually stay out of combat unless they are defending themselves or others. Playing dead is always an option for this small fey. In this state, it isn\xe2\x80\x99t that easy to tell if the brownie is actually dead or not. Typical dwellings include hollow trees and burrows. They make excellent guides, as they know their territory like the backs of their small hands.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Derro Shadowseeker \n'b' Family: Derro \n'b' Small humanoid (derro), chaotic evil \n'b' Armor Class 17 (studded leather) Hit Points 112 (15d6 + 60) Speed 30 ft.\n'b' STATS STR: 9 (-1) DEX: 20 (+5) CON: 18 (+4) INT: 13 (+1) WIS: 7 (-2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +5 Skills Acrobatics +8, Perception +1, Sleight of Hand +8, Stealth +8 Senses darkvision 120 ft., passive Perception 11 Languages Common, Dwarvish, Undercommon Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Erratic Movement . The shadowseeker can take the Disengage or Hide action as a bonus action on each of its turns. In addition, opportunity attacks against the shadowseeker are made with disadvantage. \n'b' Evasion . If the shadowseeker is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the shadowseeker instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Magic Resistance . The shadowseeker has advantage on saving throws against spells and other magical effects. \n'b' Sneak Attack (1/Turn) . The shadowseeker deals an extra 14 (4d6) 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 shadowseeker that isn\xe2\x80\x99t incapacitated and the shadowseeker doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Sunlight Sensitivity . While in sunlight, the shadowseeker has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Actions \n'b' Multiattack . The derro shadowseeker makes three melee attacks . \n'b' Dagger . Melee or Ranged Weapon Attack : +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d4 + 5) piercing damage. \n'b' Light Crossbow . Ranged Weapon Attack : +8 to hit, range 80/320 ft., one target. Hit : 9 (1d8 + 5) piercing damage. \n'b' Maddening Convulsions (Recharge 5-6) . The shadowseeker\xe2\x80\x99s body contorts and spasms in bizarre ways, confounding other creatures. Each non-derro creature within 5 feet of the shadowseeker that can see it must succeed on a DC 15 Wisdom saving throw or be affected as if by a confusion spell 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 shadowseeker\xe2\x80\x99s Maddening Convulsions for the next 24 hours. \n'b' About \n'b' This blue-skinned creature wears leather armor smeared with blood and filth, though the dagger it wields is immaculate. Its milky eyes complement equally white hair, which sprouts chaotically from its head. Its movements are twitchy and unpredictable. \n'b' Erratic Combatants . Derro shadowseekers manifest their insanity in their physicality. They seem to have a continual series of muscle spasms that control their movements. Their apparent randomness is distracting to their foes, which enables them to better land killing blows. The bafflement they cause in combat also allows them to move about the battlefield without heed for their safety, as practiced blows fail to land on them. \n'b' Unreliable Allies . Shadowseekers are aware they are more effective when allying with other creatures, but they detest working with others. If a situation forces shadowseekers to work with allies, they often mock their ostensible partners and work to maneuver their allies into unfavorable positions. A squabbling group of shadowseekers invokes a bewildering array of threats and ridicule that often throws off their foes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Brownie \n'b' Tiny fey , lawful good \n'b' Armor Class 15 (natural armor) Hit Points 7 (2d4 + 2) Speed 25 ft.\n'b' STATS STR: 7 (-2) DEX: 18 (+4) CON: 12 (+1) INT: 14 (+2) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Stealth +6 Senses passive Perception 12 Languages Common, Halfling, Sylvan Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Magic Resistance . The brownie has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The brownie\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, without using any spell components:\n'b'\n'b'\n'b' At will : druidcraft, minor illusion , prestidigitation , thaumaturgy \n'b' 3/day each : color spray , dancing lights , hideous laughter , silent image \n'b' 1/day each : dimension door \n'b'\n'b' Actions \n'b'\n'b' Shortsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b'\n'b' About \n'b' This tiny creature resembles an elf with greenish skin. Its hair is light and it is dressed in bright clothing. \n'b' A brownie is a timid, quiet fey creature that prefers to live only among its own kind. Most brownies dwell in pastoral areas untouched by civilization, such as deep forests and wild lands far from other creatures. \n'b' Brownies are rarely over 18 inches tall. Their hair is always earth-toned such as brown, gray, or tawny. Most brownies prefer green or otherwise brightly colored clothing. They may be distant relatives of pixies and halflings, but this has never been proven. \n'b' Brownies avoid combat unless forced. If unable to employ any spells, brownies attack with tiny longswords. \n'b' Brownie Traits \n'b' Your brownie character has the following racial traits. \n'b'\n'b' Ability Score Increase . Your Dexterity score increases by 2 and your Charisma increases by 1. \n'b' Age . A brownie grows to adulthood before the age of 10 and lives for around 200 years before old age sets in. \n'b' Alignment . Unlike most fey, brownies are fairly lawful in alignment, and rarely, if ever, evil. \n'b' Size . Brownies are one of the smallest of the fey races. Your size is Small. \n'b' Speed . Your base walking speed is 25 feet. \n'b' Faeriefolk . You cannot be put to sleep or aged by magic. \n'b' Slight . Your small size gives you a +1 bonus to your Armor Class, and you have proficiency in Stealth . \n'b' Fey Magic . You know the druidcraft cantrip. Once you reach 3rd level, you can cast the entangle spell once per day. Once you reach 5th level, you can also cast the spike growth spell once per day. Charisma is your spellcasting ability for these spells. \n'b' Languages . You can speak, read, and write Common and Sylvan.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Brownie \n'b' Tiny fey , neutral good \n'b' Armor Class 15 Hit Points 28 (8d4 + 8) Speed 30 ft.\n'b' STATS STR: 4 (\xe2\x80\x933) DEX: 20 (+5) CON: 12 (+1) INT: 10 (+0) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +3 Skills Nature +2, Perception +4, Stealth +7 Senses passive Perception 14 Languages Common, Sylvan Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The brownie has advantage on saving throws against spells and other magical effects. \n'b' Speak with Beasts . The brownie can communicate with Beasts as if they shared a language. \n'b'\n'b' ACTIONS \n'b'\n'b' Branch Spear . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 10 (2d4 + 5) piercing damage. \n'b' Domestic Magic . The brownie can cast the mending and prestidigitation cantrips at will, requiring no material components and using Wisdom as the spellcasting ability. \n'b' Invisibility . The brownie magically turns invisible until it attacks or uses Domestic Magic, or until its concentration ends (as if concentrating on a spell). Any equipment the brownie wears or carries is invisible with it. \n'b'\n'b' ABOUT \n'b' A tiny humanoid with pointed ears darts from the cover of the underbrush. A helmet made from an acorn protects its head, and it wields a sharpened branch as a spear. \n'b' Brownies look like miniature humans with slightly elven features, sporting acorn helms, and clothed in leaves, mosses, animal skins, or even occasionally doll clothing. \n'b' Brownies tend to fear hags and alas, who find the tiny brownies to be a prized delicacy. When an ala or hag is in an area, brownies will band together to chase off the creature (or ask a mortal adventurer to do it). Brownies are tricksy and love a good prank; however, they never allow a prank to do permanent harm, unless the target of their shenanigans responds with violence. They can appreciate when a mortal attempts to outwit them, respecting such attempts. \n'b' Hidden Wonders . Brownie mystics are elders who have defeated great creatures and secured their forests from marauding ogres, rapacious drakes, or similarly dangerous foes. These brownies discovered old fey magics and gained the respect of not only other brownies, but dryads, satyrs, and pixies. They\xe2\x80\x99re more likely to be invited to serve at a fey court, but they rarely accept the invitations, preferring to protect their homes and their kin. They work toward improving relations with mortal communities, growing the brownie population, and keeping the land free of cruel and bloodthirsty beasts. \n'b' Bucolic Fey . Brownies are the wee folk of the forest and its remote, secluded villages. They always carry spears made from fallen branches, but some have acquired blades, either by earning them as boons or stealing them when found unattended. Rarely, they serve fey courts, though most noble fey find them to be too rustic for palace intrigues, or too uncultured to join their retinues. Brownies, if associated with fey nobles, often serve as gamekeepers, hunters, or keepers of the hounds. They don\xe2\x80\x99t fear iron, unlike many other fey, and are all too happy to steal from mortals who irritate them. In mortal communities, they regularly become the source of wild rumors of haunted locations or structures. In truth, such places have usually simply gained a brownie or two as residents. \n'b' Helpful Pranksters . Brownies strongly dislike alps and morkos, thinking them both to be outsized louts and miserable killjoys. With proper bribes or very effective verbal manipulation, brownies can be lured into communities suffering from these fey and attempt to drive them out. Such conflicts can escalate quickly, however, as neither side really considers the collateral damage to the homes and property of the mortals they\xe2\x80\x99re fighting among. \n'b' Household Benefactor . Occasionally, a brownie adopts a residence and its people, living among the rafters, beneath the stairs, or even in a cozy crawlspace. The brownie coexists with the family while performing small tasks, like cleaning or repairing objects in exchange for gifts of bread, milk, honey, or even small trinkets or handkerchiefs. Brownies dislike braggarts, however, and any mortal who boasts about having a brownie living in their home soon finds they\xe2\x80\x99ve been abandoned. \n'b' Woodland Guardian . Brownie beastriders serve as champions among the brownies in the area, leading warbands as the vanguard against creatures they wish to drive away. Their ability to rally local wildlife to their cause and summon up fey reinforcements makes them an asset to the brownie communities they call home. More than other brownies, they\xc2\xa0enjoy beer and mead and can be more easily persuaded to a cause when a steady supply is promised.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Algoid \n'b' Medium plant , neutral \n'b' Armor Class 14 Hit Points 52 (7d8 + 21) Speed 20 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 4 (-3) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5 Skills Stealth +4 Damage Resistances slashing and piercing damage from nonmagical attacks Damage Immunities lightning, fire damage Condition Immunities prone Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 10 Languages Common (understands but can\xe2\x80\x99t speak) Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Animate Trees . An algoid can innately cast the animate objects spell at will, requiring no components. Each casting animates two trees, which are all the algoid can control at a time. A newly animated tree takes one full round to uproot itself. Once free, trees act on the algoid\xe2\x80\x99s turn. \n'b' Vulnerability to Water Magic . Control water and create/destroy water spells deal 3d6 piercing damage to an algoid. \n'b' Water Camouflage . An algoid has advantage on Dexterity ( Stealth ) checks when it has any type of standing water to blend into. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The algoid makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 8 (1d8 + 4) bludgeoning damage. If an algoid scores a critical hit with this attack , the target must make a successful DC 14 Con saving throw or be stunned . The stunned creature can repeat the saving throw at the end of each of its turns; the condition ends on a successful save. \n'b' Mind Blast . Each creature in a 60-foot cone must make a successful DC 13 Intelligence saving throw or be stunned for 3d4 rounds. \n'b'\n'b' ABOUT \n'b' Algoids often resemble green humanoids, though they can just as easily take the appearance of a mound of green sludge or even spread out to blend into a scum-covered pool. The creature is not one being; it is an intelligent colony of algae awakened through some means. Usually this is through a magical accident, though some scholars believe an overuse of magic in fragile natural settings can cause an algoid to form. Others say the algoid is a natural magical expression tied to marshes and swamps, and the ability of the algoid to \xe2\x80\x9cawaken\xe2\x80\x9d trees to join in the defense of its home lends some credence to this theory. \n'b' The \xe2\x80\x9cskin\xe2\x80\x9d of an algoid is coarse and rough with a leafy texture. In its natural surroundings, it is nearly invisible until it attacks. Algoids use this natural camouflage when prey is nearby. The algoid lies in wait, submerged in water or a bog, as it watches its prey. When a potential victim passes nearby, the algoid springs to attack. It is roughly humanoid in shape and resembles a green humanoid. Algoids make their lairs in marshes and swamps. They are often encountered with other marsh-dwelling sentient plants; though never with shambling mounds (they hate them and usually attack them on sight). \n'b' The algoid is 7 feet tall and weighs about 300 pounds. In its natural surroundings, it is nearly invisible until it attacks and uses this to its advantage when prey is nearby. The \xe2\x80\x9cskin\xe2\x80\x9d of an algoid is coarse and rough with a leafy texture. The algoid often lies in wait, partially submerged in water or a bog, until its prey passes nearby. It springs to attack with its powerful fists when its opponents come within range.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Brownie \n'b' Tiny fey , neutral \n'b' Armor Class 14 (natural armor) Hit Points 21 (6d4+6) Speed 20 ft.\n'b' STATS STR: 7 (-2) DEX: 18 (+4) CON: 12 (+1) INT: 14 (+2) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 Senses darkvision 60 ft., passive Perception 12 Languages Common, Elven, Gnome, Sylvan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The brownie\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : mending , prestidigitation \n'b' 1/day each : confusion (1 target only), dimension door , minor illusion , mirror image \n'b'\n'b' ACTIONS \n'b'\n'b' Blade . Melee Weapon Attack : +6 to hit, 5 ft. reach, 1 target. Hit : 6 (1d4 + 4) slashing damage. \n'b'\n'b' ABOUT \n'b' Brownies make their homes in the trunks of hollow trees, small earthy burrows, and even under porches and within the crawlspaces of farmhouses. Often attired in clothes that appear to be made of plants or leaves, brownies wear belts lined with pouches and tools. Whatever language they choose to speak is often is riddled with odd pronunciations and colloquialisms. Brownies stand barely 2 feet tall and weigh 20 pounds. \n'b' Reluctant Fighters . When facing danger, brownies rarely engage in combat, preferring instead to confound and confuse their attackers in order to buy enough time for escape. Content with honest toil and the love of their kin, brownies maintain a pacifist nature, only harassing creatures to run them off or punish them for an insult. Despite this nature, all brownies carry a blade. They refer to their swords with a hint of disgust, and jokingly call their blades the \xe2\x80\x9cfinal trick,\xe2\x80\x9d using them only in the direst of consequences. \n'b' Earnest Helpers . Honest to a fault, brownies take freely, but always repay their debt through work or leave something behind as an offering. They may eat an apple from a farmer\xe2\x80\x99s orchard but will harvest the entire tree as repayment. A brownie might eat an entire pie left on a windowsill, only to straighten up the kitchen or wash the dishes. A brownie can share a home with a family for years and years while avoiding detection. A family that is aware of a brownie usually finds this a beneficial relationship and leaves dishes of milk, pieces of fruit, trinkets, and sometimes even wine as gifts. In exchange, the brownie keeps the home clean, mends clothes, repairs tools, and shoos away vermin and small predators. \n'b' Bragging about having a brownie in the house is the best way to lose one. Brownies distrust foxes and fear wolves and tend to avoid farms with dogs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Brownie Beastrider \n'b' Family: Brownie \n'b' Tiny fey , neutral good \n'b' Armor Class 15 Hit Points 54 (12d4 + 24) Speed 30 ft.\n'b' STATS STR: 4 (\xe2\x80\x933) DEX: 20 (+5) CON: 14 (+2) INT: 10 (+0) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +3 Skills Nature +2, Perception +4, Stealth +7 Senses passive Perception 14 Languages Common, Sylvan Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The brownie has advantage on saving throws against spells and other magical effects. \n'b' Mounted Warrior . While mounted, the brownie\xe2\x80\x99s mount can\xe2\x80\x99t be charmed or frightened . \n'b' Speak with Beasts . The brownie can communicate with Beasts as if they shared a language. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The brownie makes two Branch Spear attacks, or it makes one Branch Spear attack and its mount makes one melee weapon attack . \n'b' Branch Spear . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 10 (2d4 + 5) piercing damage. \n'b' Domestic Magic . The brownie can cast the mending and prestidigitation cantrips at will, requiring no material components and using Wisdom as the spellcasting ability. \n'b' Invisibility . The brownie magically turns invisible until it attacks, uses Domestic Magic, or Beasts of the Forest, or until its concentration ends (as if concentrating on a spell). Any equipment the brownie wears or carries is invisible with it. \n'b' Beasts of the Forest (1/Day) . The brownie magically calls 2d4 hawks or ravens, or it calls 1 black bear or wolf. The called creatures arrive in 1d4 rounds, acting as allies of the brownie and obeying its spoken commands. The Beasts remain for 1 hour, until the brownie dies, or until the brownie dismisses them as a bonus action. \n'b'\n'b' ABOUT \n'b' Hidden Wonders . Brownie mystics are elders who have defeated great creatures and secured their forests from marauding ogres, rapacious drakes, or similarly dangerous foes. These brownies discovered old fey magics and gained the respect of not only other brownies, but dryads, satyrs, and pixies. They\xe2\x80\x99re more likely to be invited to serve at a fey court, but they rarely accept the invitations, preferring to protect their homes and their kin. They work toward improving relations with mortal communities, growing the brownie population, and keeping the land free of cruel and bloodthirsty beasts. \n'b' A tiny humanoid with pointed ears darts from the cover of the underbrush. A helmet made from an acorn protects its head, and it wields a sharpened branch as a spear. \n'b' Brownies look like miniature humans with slightly elven features, sporting acorn helms, and clothed in leaves, mosses, animal skins, or even occasionally doll clothing. \n'b' Bucolic Fey . Brownies are the wee folk of the forest and its remote, secluded villages. They always carry spears made from fallen branches, but some have acquired blades, either by earning them as boons or stealing them when found unattended. Rarely, they serve fey courts, though most noble fey find them to be too rustic for palace intrigues, or too uncultured to join their retinues. Brownies, if associated with fey nobles, often serve as gamekeepers, hunters, or keepers of the hounds. They don\xe2\x80\x99t fear iron, unlike many other fey, and are all too happy to steal from mortals who irritate them. In mortal communities, they regularly become the source of wild rumors of haunted locations or structures. In truth, such places have usually simply gained a brownie or two as residents. \n'b' Helpful Pranksters . Brownies strongly dislike alps and morkos, thinking them both to be outsized louts and miserable killjoys. With proper bribes or very effective verbal manipulation, brownies can be lured into communities suffering from these fey and attempt to drive them out. Such conflicts can escalate quickly, however, as neither side really considers the collateral damage to the homes and property of the mortals they\xe2\x80\x99re fighting among. \n'b' Brownies tend to fear hags and alas, who find the tiny brownies to be a prized delicacy. When an ala or hag is in an area, brownies will band together to chase off the creature (or ask a mortal adventurer to do it). Brownies are tricksy and love a good prank; however, they never allow a prank to do permanent harm, unless the target of their shenanigans responds with violence. They can appreciate when a mortal attempts to outwit them, respecting such attempts. \n'b' Household Benefactor . Occasionally, a brownie adopts a residence and its people, living among the rafters, beneath the stairs, or even in a cozy crawlspace. The brownie coexists with the family while performing small tasks, like cleaning or repairing objects in exchange for gifts of bread, milk, honey, or even small trinkets or handkerchiefs. Brownies dislike braggarts, however, and any mortal who boasts about having a brownie living in their home soon finds they\xe2\x80\x99ve been abandoned. \n'b' Woodland Guardian . Brownie beastriders serve as champions among the brownies in the area, leading warbands as the vanguard against creatures they wish to drive away. Their ability to rally local wildlife to their cause and summon up fey reinforcements makes them an asset to the brownie communities they call home.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Brownie Mystic \n'b' Family: Brownie \n'b' Tiny fey , neutral good \n'b' Armor Class 15 Hit Points 82 (15d4 + 45) Speed 30 ft.\n'b' STATS STR: 4 (\xe2\x80\x933) DEX: 20 (+5) CON: 16 (+3) INT: 10 (+0) WIS: 17 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +3, Cha +4 Skills Medicine +6, Nature +6, Perception +6, Stealth +8 Senses passive Perception 16 Languages Common, Sylvan Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The brownie has advantage on saving throws against spells and other magical effects. \n'b' Speak with Beasts . The brownie can communicate with Beasts as if they shared a language. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The brownie mystic makes three Mystic Staff or Magical Blast attacks. The mystic can replace one of the attacks with a use of Spellcasting. \n'b' Mystic Staff . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d4 + 5) bludgeoning damage plus 3 (1d6) psychic damage. \n'b' Mystic Blast . Ranged Spell Attack : +6 to hit, ranged 60 ft., one target. Hit : 10 (2d6 + 3) psychic damage. \n'b' Invisibility . The brownie magically turns invisible until it attacks or uses Spellcasting, or until its concentration ends (as if concentrating on a spell). Any equipment the brownie wears or carries is invisible with it. \n'b' Spellcasting . The brownie casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 13):\n'b'\n'b'\n'b' At will : mending , minor illusion , prestidigitation \n'b' 3/day each : entangle , mirror image \n'b' 1/day each : confusion , conjure animals , dimension door \n'b'\n'b' ABOUT \n'b' Hidden Wonders . Brownie mystics are elders who have defeated great creatures and secured their forests from marauding ogres, rapacious drakes, or similarly dangerous foes. These brownies discovered old fey magics and gained the respect of not only other brownies, but dryads, satyrs, and pixies. They\xe2\x80\x99re more likely to be invited to serve at a fey court, but they rarely accept the invitations, preferring to protect their homes and their kin. They work toward improving relations with mortal communities, growing the brownie population, and keeping the land free of cruel and bloodthirsty beasts. \n'b' A tiny humanoid with pointed ears darts from the cover of the underbrush. A helmet made from an acorn protects its head, and it wields a sharpened branch as a spear. \n'b' Brownies look like miniature humans with slightly elven features, sporting acorn helms, and clothed in leaves, mosses, animal skins, or even occasionally doll clothing. \n'b' Bucolic Fey . Brownies are the wee folk of the forest and its remote, secluded villages. They always carry spears made from fallen branches, but some have acquired blades, either by earning them as boons or stealing them when found unattended. Rarely, they serve fey courts, though most noble fey find them to be too rustic for palace intrigues, or too uncultured to join their retinues. Brownies, if associated with fey nobles, often serve as gamekeepers, hunters, or keepers of the hounds. They don\xe2\x80\x99t fear iron, unlike many other fey, and are all too happy to steal from mortals who irritate them. In mortal communities, they regularly become the source of wild rumors of haunted locations or structures. In truth, such places have usually simply gained a brownie or two as residents. \n'b' Helpful Pranksters . Brownies strongly dislike alps and morkos, thinking them both to be outsized louts and miserable killjoys. With proper bribes or very effective verbal manipulation, brownies can be lured into communities suffering from these fey and attempt to drive them out. Such conflicts can escalate quickly, however, as neither side really considers the collateral damage to the homes and property of the mortals they\xe2\x80\x99re fighting among. \n'b' Brownies tend to fear hags and alas, who find the tiny brownies to be a prized delicacy. When an ala or hag is in an area, brownies will band together to chase off the creature (or ask a mortal adventurer to do it). Brownies are tricksy and love a good prank; however, they never allow a prank to do permanent harm, unless the target of their shenanigans responds with violence. They can appreciate when a mortal attempts to outwit them, respecting such attempts. \n'b' Household Benefactor . Occasionally, a brownie adopts a residence and its people, living among the rafters, beneath the stairs, or even in a cozy crawlspace. The brownie coexists with the family while performing small tasks, like cleaning or repairing objects in exchange for gifts of bread, milk, honey, or even small trinkets or handkerchiefs. Brownies dislike braggarts, however, and any mortal who boasts about having a brownie living in their home soon finds they\xe2\x80\x99ve been abandoned. \n'b' Woodland Guardian . Brownie beastriders serve as champions among the brownies in the area, leading warbands as the vanguard against creatures they wish to drive away. Their ability to rally local wildlife to their cause and summon up fey reinforcements makes them an asset to the brownie communities they call home.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Brumalek \n'b' Small beast , unaligned \n'b' Armor Class 13 Hit Points 40 (9d6 + 9) Speed 30 ft., burrow 20 ft, climb 20 ft.\n'b' STATS STR: 5 (\xe2\x80\x933) DEX: 16 (+3) CON: 12 (+1) INT: 4 (\xe2\x80\x933) WIS: 13 (+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 Resistances cold Damage Immunities thunder Condition Immunities deafened Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x94 Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Pack Tactics . A brumalek has advantage on attack rolls against a creature if at least one of the brumalek\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Snow Stride . A brumalek can burrow through nonmagical snow and earth. While doing so, it doesn\xe2\x80\x99t disturb the material it moves through. In addition, difficult terrain composed of snow doesn\xe2\x80\x99t cost it extra movement. \n'b'\n'b' ACTIONS \n'b'\n'b' Headbutt . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage. \n'b' Reverberating Howl . The brumalek releases an ear-shattering howl in a 30-foot cone that is audible 300 feet away. Each creature in that cone must make a DC 13 Dexterity saving throw. On a failure, a creature takes 5 (2d4) thunder damage and is deafened for 1 minute. On a success, the creature takes half the damage and isn\xe2\x80\x99t deafened . A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Skittish . The brumalek can take the Dash or Disengage action. \n'b'\n'b' ABOUT \n'b' This white-furred, weasel-like creature stands balanced on its hind legs and broad tail. Beneath a wide skull, intelligent eyes peer intently as a frog-like sac at its throat contracts and expands. \n'b' A small and unassuming creature, the brumalek has caught many travelers among the snow-capped peaks unawares with its ramming skull and ear-splitting howl. \n'b' Avalanche Caller . The skittish brumalek can inflate its vocal sac and emit painful sounds, but it uses this primarily as a defense mechanism. The force of its cry is enough to throw up swirls of mountain snow, obscuring them and helping them escape predators. Large groups of brumalek can coordinate this effect, triggering avalanches on those approaching their nests. \n'b' Mountain Children . Brumalek broods have deep attachments to the mountains where they were born, keeping their nests hidden close to the summit. \n'b' Working together when a true danger threatens their home, the hit and run tactics of brumalek in these times overrules their otherwise skittish nature. When a threat is deemed great, they even howl warnings to nests on other, nearby mountaintops. \n'b' Captive Watchdogs . The small size, disarming appearance, and volume of a brumalek has led to some unscrupulous groups to kidnap the creatures for use as guards. Training a brumalek for this role is no easy task, but if one succeeds, they will have earned themselves a dangerous if morose guardian with an alarm loud enough to hear across the valleys.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Brunnmigi \n'b' Large monstrosity , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 32 (5d10 + 5) Speed 60 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 13 (+1) INT: 4 (-3) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +3 Skills Perception +4, Stealth +5, Survival +4 Damage Immunities poison Condition Immunities poisoned Senses darkvision \xc2\xa060 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Corrupt Water . At the start of each of the brunnmigi\xe2\x80\x99s turns, exposed water within 30 feet of it is befouled. Underwater, this effect lightly obscures the area until a current clears it away. Water in containers remains corrupted until it evaporates. A creature that consumes this foul water or swims in it must make a DC 11 Constitution saving throw. On a successful save, the creature is immune to the foul water for 24 hours. On a failed save, the creature takes 14 (4d6) poison damage and is poisoned for 1 minute. At the end of this time, the poisoned creature must repeat the saving throw. On a failure, the creature takes 18 (4d8) poison damage and is poisoned until it finishes a long rest . \n'b' Keen Hearing and Smell . The brunnmigi has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Pack Tactics . The brunnmigi has advantage on an attack roll against a creature if at least one of the brunnmigi\xe2\x80\x99s allies is within 5 feet. of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Pounce . If the brunnmigi moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone . If the target is prone , the brunnmigi can make one bite attack against it as a bonus action. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' About \n'b' This fox is the size of a horse and has a peculiar smell of urine about it. \n'b' Brunnmigi look like foxes but have an irritating tendency to pollute any water near them. They are fond of living near springs and streams that gush out of mountains. They mark strategically elevated objects, like rocks, stumps, or vegetation cresting through snow, or even the intersection of two trails. Both genders leave marks and when looking for food, can mark once every minute in an hour. \n'b' Curse of Jotunheim . Brunnmigi are wild, irritating creatures that hail from Jotunheim, but those that sneak their way into Midgard are known for souring water supplies and even streams so that they taste metallic and undrinkable.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Brute \n'b' Large humanoid , any alignment \n'b' Armor Class 13 \n'b' Hit Points 39 (6d10 +6) \n'b' Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 11 (+0) CON: 12 (+1) INT: 10 (+0) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +3 \n'b' Skills Intimidation +4 \n'b' Senses passive Perception 11 \n'b' Languages Common \n'b' Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Indomitable Defense . The brute has advantage on Strength checks and Strength saving throws. When it makes an attack , it gains a +2 bonus to damage roll. Additionally, the brute has resistance to bludgeoning, piercing, and slashing damage. The brute can\xe2\x80\x99t use this feature again until it finishes a short or long rest. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 +3) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). The brute has advantage on attack rolls against the grappled creature. \n'b' Debris Toss (Recharge 6) . The brute throws a random piece of nearby debris in a line that is 30 feet long and 5 feet wide, provided it has no creature grappled . Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) bludgeoning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Counter Grapple . When the brute takes damage from a creature within its reach, it can use its reaction to attempt to grapple the creature.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Brute, Strong \n'b' Large humanoid , any alignment \n'b' Armor Class 17 \n'b' Hit Points 126 (11d12 +55) \n'b' Speed 40 ft.\n'b' STATS STR: 23 (+6) DEX: 14 (+2) CON: 20 (+5) INT: 11 (+0) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +8, Wis +4 \n'b' Skills Athletics +12, Perception +4 \n'b' Senses passive Perception 14 \n'b' Languages Terran \n'b' Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Indomitable Defense . As a bonus action, the brute can activate its indomitable defense. The brute has advantage on Strength checks and Strength saving throws. When it makes an attack , it gains a +4 bonus to damage roll. Additionally, the brute has resistance to bludgeoning, piercing, and slashing damage. The brute can\xe2\x80\x99t use this feature again until it finishes a short or long rest. \n'b' Legendary Resistance (2/day) . If the brute fails a saving throw, it can choose to succeed instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The brute makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 19 (3d8 +6) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). The brute has advantage on attack rolls against the grappled creature. \n'b' Debris Toss (Recharge 5-6) . The brute throws a random piece of nearby debris in a line that is 60 feet long and 5 feet wide, provided it has no creature grappled . Each creature in that line must make a DC 17 Dexterity saving throw, taking 28 (4d10) bludgeoning damage, and being knocked prone on a failed save, or half as much damage on a successful one and aren\xe2\x80\x99t knocked prone . \n'b'\n'b' REACTIONS \n'b'\n'b' Counter Grapple . When the brute takes damage from a creature within its reach, it can use its reaction to attempt to grapple the creature.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Derro Witch Queen \n'b' Family: Derro \n'b' The unfocused dark eyes and twisted smile of the small, dwarf-like creature at first make her seem insane, yet harmless. Then the magic that pours from her proves that assumption terribly wrong. \n'b' Small humanoid (derro), chaotic evil \n'b' Armor Class 15 (studded leather armor) Hit Points 77 (14d6 + 28) Speed 30 ft.\n'b' STATS STR: 9 (-1) DEX: 16 (+3) CON: 14 (+2) INT: 11 (+0) WIS: 9 (-1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +3, Stealth +6 Senses darkvision 120 ft., passive Perception 9 Languages Common, Dwarvish, Undercommon Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Heightened Spell (3/day) . As a bonus action , a target of the witch queen\xe2\x80\x99s choice within 60 feet of her has disadvantage on its saving throw against her next spell. \n'b' Magic Resistance . The witch queen has advantage on saving throws against spells and other magical effects. \n'b' Sunlight Sensitivity . While in sunlight, the witch queen has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Spellcasting . The witch queen is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She has the following wizard spells prepared:\n'b'\n'b' Cantrips (at will) : acid splash , mage hand , message , ray of frost \n'b' 1st level (4 slots) : burning hands , magic missile , sleep \n'b' 2nd level (3 slots) : invisibility , spider climb , suggestion \n'b' 3rd level (3 slots) : blink , fear , lightning bolt \n'b' 4th level (2 slots) : blight , confusion \n'b'\n'b' Actions \n'b' Maddening Scimitar . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. If the target is a creature, it must succeed on a DC 14 Charisma saving throw or use its reaction to move up to its speed and make a melee attack against the nearest enemy of the witch queen. \n'b' About \n'b' Cold, Calculating Insanity . The derro witch queen sits at the center of an entire clan of derro, turning the mad dreams and odd behaviors of each individual into action. Like the rest of her clan, the inscrutable thoughts and actions of the derro witch queen may seem random and chaotic, but at their core the derro find themselves moving toward a common goal. \n'b' Ruler and Servant . The witch queen looks different from other derro. Her pale skin and dark raven hair set her apart, as do her cold, black-pupiled eyes. These changes come over the witch queen upon the death of the previous witch queen, when the mad soul of the witch queen transfers from one host to the next. While outsiders may think the witch queen rules her clan, the opposite is true. The witch queen responds to the unfocused, rambling thoughts of each member of her clan. Her synchronicity with every member of the clan informs all her actions and decisions, making her the maddest of the mad.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bubble Sea Horse \n'b' Tiny beast , unaligned \n'b' Armor Class 11 \n'b' Hit Points 1 (1d4 \xe2\x80\x93 1) \n'b' Speed 0 ft., swim 20 ft.\n'b' STATS STR: 1 (-5) DEX: 12 (+1) CON: 8 (-1) INT: 1 (-5) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 0 (0 or 10 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Water Breathing . The bubble sea horse can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Bubble Burn . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 1 acid damage. \n'b' Breathing Bubble . The bubble sea horse can create a sphere of water around itself. This sphere lasts for 1 hour or until the bubble sea horse dies. The bubble sea horse gains a flying speed of 30 feet, and it can hover for the duration. \n'b'\n'b' ABOUT \n'b' A bubble sea horse is a docile creature that spends most of its time with its herd, but it is curious about other sea life. \n'b' Occasionally, a bubble sea horse gets an exploratory urge and uses its bubble of water to float over land. Bubble sea horses are a popular pet for those who spend a great deal of time above and below the water. Although generally peaceful, a bubble sea horse quickly defends itself if threatened.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bucca \n'b' Tiny fey , neutral evil \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 27 (5d4 + 15) \n'b' Speed 20 ft., fly 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 17 (+3) INT: 13 (+1) WIS: 9 (-1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1, Sleight of Hand +7, Stealth +7 \n'b' Senses darkvision 60 ft., passive Perception 11 \n'b' Languages Darakhul, Dwarvish \n'b' Challenge 1/2 (100 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Flyby . The bucca doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Sunlight Hypersensitivity . The bucca takes 1 radiant damage each minute it is exposed to sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. \n'b' Treasure Sense . The bucca can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Invisibility . The bucca magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the bucca wears or carries is invisible with it. \n'b'\n'b' ABOUT \n'b' These tiny, obsidian-skinned, bat -winged fey have a hungry look. \n'b' Leering with razor-sharp fangs bared, they licking their leathery faces with their forked, purple tongues. \n'b'\n'b' Hidden in Crevices . Buccas are tiny, underground faeries who are also known as \xe2\x80\x9csnatchers,\xe2\x80\x9d because they love to steal from miners and hoard precious minerals and gems in tiny, trap-filled crevices. Their small size makes them easy to overlook. \n'b' Treasure Finders . Buccas are often enslaved by derro as treasure seekers and can be summoned by some derro shamans. Buccas are the bane of the dwarves of many mountains and hilly cantons, serving as spies and scouts for evil humanoids. \n'b' Bat Friends . Buccas often train bats as mounts, messengers, and guard animals. On occasion, they sell trained bats to goblins and kobolds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Buckawn \n'b' Family: Buckawn \n'b' Small fey , true neutral \n'b' Armor Class 15 (studded leather) Hit Points 54 (12d6+12) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 12 (+1) INT: 12 (+1) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from weapons that aren\xe2\x80\x99t silvered Senses passive Perception 11 Languages Common, Sylvan Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The buckawn\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : disguise self , druidcraft, invisibility (self only) \n'b' 1/day each : entangle , pass without trace , insect plague (2d10 damage only) \n'b'\n'b' Pack Tactics . The buckawn has advantage on an attack roll against a creature if at least one of the buckawn\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' Dagger . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage and 5 (2d4) poison damage. \n'b' Shortbow . Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 80/320 ft., one target. Hit : 6 (1d6 + 3) piercing damage and 5 (2d4) poison damage. \n'b'\n'b' ABOUT \n'b' Buckawns are somehow related to brownies, but they are nowhere near as kind-hearted and playful. Buckawns are extremely reclusive and rarely have dealings with outside races. \n'b' Trade of any kind between a buckawn tribe and another race is virtually unheard of. Characters who journey into a buckawn\xe2\x80\x99s realm are usually left alone, providing they themselves leave the buckawn\xe2\x80\x99s realm alone. Trespassers, evil-doers, and those that disturb the natural beauty of a buckawn domain are dealt with quickly\xe2\x80\x93and permanently if necessary. Buckawns favor daggers and darts in combat. They readily use poisoned blades when confronted with a tough opponent, when outnumbered, or when battling opponents for whom they have great disdain. \n'b' A buckawn stands about 2 feet tall and weighs about 30 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Algorith \n'b' Medium construct , lawful neutral \n'b' Armor Class 18 (natural armor) Hit Points 153 (18d8 + 72) Speed 40 ft., fly 40 ft.\n'b' STATS STR: 21 (+5) DEX: 14 (+2) CON: 19 (+4) INT: 13 (+1) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +8, Wis +7, Cha +8 Skills Athletics +9, Insight +7, Investigation +5, Perception +7 Damage Resistances acid, cold, lightning Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 17 Languages Common, Celestial, Draconic, Infernal Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The algorith doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Immutable Form . The algorith is immune to any spell or effect that would alter its form. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The algorith makes three Logic Razor attacks, or it makes two Logic Razor attacks and uses Spellcasting. \n'b' Logic Razor . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 21 (3d10 + 5) force damage. \n'b' Cone of Negation (Recharge 5\xe2\x80\x936) . The algorith projects null energy in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 33 (6d10) force damage and any spell of 4th level or lower on the creature ends, as if it had been the target of a dispel magic spell. On a success, a creature takes half the damage and spells on it don\xe2\x80\x99t end. \n'b' Reality Bomb (5/Day) . The algorith summons and throws a tiny rune of law at a point it can see within 100 feet. The rune explodes on impact. Each creature within 30 feet of where the rune landed must make a DC 16 Dexterity saving throw. On a failure, a creature takes 27 (5d10) force damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t stunned . \n'b' Spellcasting . The algorith casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):\n'b'\n'b'\n'b' At will : bless , detect magic , dimension door , dispel magic \n'b' 1/day each : commune (as an action), wall of force \n'b'\n'b' ABOUT \n'b' Sometimes called folding angels, algoriths are lawful beings made from sheer force, pure math, and universal physical laws. \n'b' Creatures of Pure Reason . Algoriths are the border guards of the Conceptual Realms, warding subjective beings from the Realms of the Absolute. Eternal, remorseless, and unceasingly vigilant, they guard against the monstrosities that lurk in the multiverse\xe2\x80\x99s most obscure dimensions. They seek out and eliminate chaos even from the abodes of the gods. \n'b' Foes of Chaos . They visit mortal realms when chaos threatens to unravel a location or when the skeins of fate are tangled. On some occasions, an algorith will serve a god of Law or answer the summons of a skein witch . Algoriths fight with conjured blades of force. They can also summon universal energy that deconstructs randomness, weakening enemies or reducing them to finely ordered crystalline dust. \n'b' Social but Mysterious . In groups, algoriths move and fight in silent coordination. Only tiny variations in the formulas etched into their skins identify one algorith from another. Five is a number of extreme importance to all algoriths, but few are willing (or able) to explain why to anyone who isn\xe2\x80\x99t an algorith.\xc2\xa0Algoriths may have castes, ranks, or commanders, but no mortal has decoded the mathematical blazons adorning their flesh. The algoriths themselves refuse to discuss these formulas with those who do not comprehend them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Buckawn Gang Leader \n'b' Family: Buckawn \n'b' Small fey , true neutral \n'b' Armor Class 16 (studded leather & natural armor) Hit Points 80 (16d6+24) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 14 (+2) INT: 14 (+2) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from weapons that aren\xe2\x80\x99t silvered Senses passive Perception 12 Languages Common, Sylvan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The leader\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : disguise self , druidcraft, invisibility (self only) \n'b' 1/day each : entangle ,\xc2\xa0 insect plague (2d10 damage only),\xc2\xa0\xc2\xa0 pass without trace ,\xc2\xa0 protection from energy \n'b'\n'b' Pack Tactics . The leader has advantage on an attack roll against a creature if at least one of the buckawn\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 gang leader makes two attacks with his shortsword or two attacks with his shortbow, or one attack with his shortsword or shortbow and uses Bark Command. \n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage and 5 (2d4) poison damage. \n'b' Shortbow . Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 6 (1d6 + 3) piercing damage and 5 (2d4) poison damage. \n'b' Bark Command (Recharge 6) . One creature the gang leader can see within 30 feet of him can use its reaction to make a melee attack if it can hear them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bug-Bear \n'b' Large aberration , neutral evil \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 93 (11d10 + 33) \n'b' Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 17 (+3) INT: 9 (-1) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +3 \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages Common \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The bug-bear has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bug-bear makes two attacks: one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 10 (1d10 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage. \n'b'\n'b' ABOUT \n'b' Large as a brown bear, this creature is half-insect and half-bear, with faceted eyes and antennae that wave in the air in pursuit of prey. \n'b' Bug-bears are native to Red Top Mountain, where they roam the forests seeking prey. They are ambush predators that will seek out any prey they can catch, particularly wandering folk who get lost in the woods. \n'b' Bug-bears are less interest in attacking creatures who put up a good fight, and the natural enemies of red stags, who do not tolerate intrusions on their territory. \n'b' Where bug-bears come from is anyone\xe2\x80\x99s guess. It\xe2\x80\x99s possible they are a wizard\xe2\x80\x99s experiment. \n'b' If that\xe2\x80\x99s the case, their origin likely came from the Isle of Phreex\xe2\x80\x99s incubation machines. It\xe2\x80\x99s equally likely that some beetlefolk grew tired of being bullied by larger beings and decided to make an unholy pact that crossed them with bears. Whatever the case, they are now recognized by neither bears nor beetles as their own, but something wholly unnatural. \n'b' Bug-bears roam in groups, claiming a forest as their hunting grounds. Once bug-bears move in, few creatures stay in the area, which only makes the predators more ferocious as it becomes increasingly difficult to catch prey. This causes bug-bears to investigate any disturbance in their forests, and also rallies forest guardians against them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bugbear Ambusher \n'b' Family: Bugbear \n'b' Medium humanoid (goblinoid), chaotic evil \n'b' Armor Class 15 (studded leather) Hit Points 55 (10d8 + 10) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 12 (+1) INT: 15 (+2) WIS: 18 (+4) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +7, Survival +6 Senses darkvision 60 ft., passive Perception 16 Languages Common, Goblin Challenge 3 (700 XP) \n'b' Special Traits \n'b' Padded Feet . The bugbear ambusher has advantage on Dexterity ( Stealth ) checks to move silently. \n'b' Surprise Attack . If the bugbear ambusher 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' Actions \n'b' Multiattack . The bugbear ambusher makes three attacks. \n'b' Spear . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft., or range 20/60 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Hand Axe . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' About \n'b' Ambushers are equally well equipped for bursting from hiding to bring down small to mid-sized game as they are for taking on intruders with a variety of throwing weapons, and adaptable enough to be just as deadly in close quarters.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bugbear Archer \n'b' Family: Bugbear \n'b' Medium humanoid (goblinoid), chaotic evil \n'b' Armor Class 14 (leather armor) Hit Points 22 (5d8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 10 (+0) INT: 12 (+1) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +7, Survival +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Goblin Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Padded Feet . The bugbear archer has advantage on Dexterity ( Stealth ) checks to move silently. \n'b' Precise Aim . If the bugbear archer does not move during its turn, it adds 1d4 to its attack roll with its longbow. \n'b' Actions \n'b' Longbow . Range Weapon Attack : +5 to hit, range 150/600, one target. Hit : 7 (1d8 +3) piercing damage. \n'b' Dagger . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' About \n'b' Bugbears usually prefer close combat, but are intelligent enough to see the value of archers, especially to provide support while facing particularly tough foes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bugbear Brute \n'b' Family: Bugbear \n'b' Medium humanoid (goblinoid), chaotic evil \n'b' Armor Class 14 (leather armor) Hit Points 22 (5d8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 10 (+0) INT: 12 (+1) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +7, Survival +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Goblin Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Padded Feet . The bugbear archer has advantage on Dexterity ( Stealth ) checks to move silently. \n'b' Precise Aim . If the bugbear archer does not move during its turn, it adds 1d4 to its attack roll with its longbow. \n'b'\n'b' Actions \n'b'\n'b' Longbow . Range Weapon Attack : +5 to hit, range 150/600, one target. Hit : 7 (1d8 +3) piercing damage. \n'b' Dagger . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b'\n'b' Gear \n'b'\n'b' 2 daggers, longbow, quiver with 20 arrows, leather armor, and roll a d12: \n'b'\n'b' d12 \n'b' Item(s) \n'b'\n'b' 1-6 \n'b' 1d4 days\xe2\x80\x99 dried meat rations \n'b'\n'b' 7-9 \n'b' A trinket \n'b'\n'b' 10-11 \n'b' A tattered leather coin purse containing 14 (4d6) cp \n'b'\n'b' 12 \n'b' A quiver containing 2 (1d4) +1 arrows \n'b'\n'b' Bugbears usually prefer close combat, but are intelligent enough to see the value of archers, especially to provide support while facing particularly tough foes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bugbear Cutthroat \n'b' Family: Bugbear \n'b' Medium humanoid (goblinoid), chaotic evil \n'b' Armor Class 14 (studded leather) Hit Points 22 (4d8 + 4) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 12 (+1) INT: 13 (+1) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +6, Survival +5 Senses darkvision 60 ft., passive Perception 15 Languages Common, Goblin Challenge 1 (200 XP) \n'b' Special Traits \n'b' Padded Feet . The bugbear cutthroat has advantage on Dexterity ( Stealth ) checks to move silently. \n'b' Surprise Attack . If the bugbear cutthroat 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' Actions \n'b' Multiattack . The bugbear cutthroat makes two attacks. \n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' About \n'b' Bugbears who find themselves in civilized society often find a niche for themselves as affordable assassins. These cutthroats are typically able to afford better quality gear after a job or two, and most quickly discard their tribal garb.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Derro, Fetal Savant \n'b' Family: Derro \n'b' Subpages \n'b' Tiny humanoid , chaotic evil \n'b' Armor Class 11 Hit Points 32 (13d4) Speed 10 ft.\n'b' STATS STR: 5 (-3) DEX: 12 (+1) CON: 10 (+0) INT: 8 (-1) WIS: 12 (+1) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +3, Cha +7 Skills Perception +3 Damage Immunities psychic Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 13 Languages Dwarvish, telepathy 60 ft. Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Enchanted Cage . The savant is immune to damage and can\xe2\x80\x99t be the target of spells or effects as long as its cage exists. The cage has a flying speed of 30 feet while the savant is inside of it, moving at the mental command of the savant. When the cage is destroyed, the savant floats gently to the ground. The cage has AC 19, 75 hp , and is immune to piercing, poison, and psychic damage. A nonderro that touches the cage or hits it with a melee weapon attack while within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 7 (2d6) psychic damage and be frightened until the end of its next turn. The cage disintegrates if exposed to sunlight for 1 hour. \n'b' Maddening Babble . The savant constantly babbles eldritch nonsense while it can see any non-derro creatures and isn\xe2\x80\x99t incapacitated . Each non-derro creature that starts its turn within 20 feet of the savant and can hear the babbling must succeed on a DC 15 Wisdom saving throw or be incapacitated until the start of its next turn. \n'b' Sunlight Hypersensitivity . The savant takes 20 radiant damage when it starts its turn outside the cage and in sunlight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fetal savant makes two Psychic Burst attacks. \n'b' Psychic Burst . Melee or Ranged Spell Attack : +7 to hit, reach 5 ft. or range 60 ft., one target. Hit : 14 (2d8 + 5) psychic damage. \n'b' Soul Exchange (Recharge 6) . The savant exchanges its soul with one Humanoid it can see within 20 feet of it. Its body becomes paralyzed , the target\xe2\x80\x99s soul inhabits the savant\xe2\x80\x99s paralyzed body, and the savant inhabits the target\xe2\x80\x99s body, taking full control of it. The savant retains its alignment, its Intelligence , Wisdom , and Charisma scores, its Psychic Burst action, and its immunity to being charmed and frightened . It otherwise uses the target\xe2\x80\x99s statistics, but doesn\xe2\x80\x99t gain access to the target\xe2\x80\x99s knowledge, class features, or proficiencies. The exchange lasts until the target\xe2\x80\x99s body or the savant\xe2\x80\x99s body is reduced to 0 hp , the savant ends it as a bonus action, or the savant is forced out by an effect like the dispel evil and good spell. When the exchange ends, the target returns to its body, regaining control, and the savant\xe2\x80\x99s soul returns to its body, which is no longer paralyzed . The target is immune to this savant\xe2\x80\x99s Soul Exchange for 24 hours after succeeding on the saving throw or after the exchange ends. \n'b'\n'b' ABOUT \n'b' This creature resembles a blue-skinned dwarven infant, no older than a year. Its limbs flail, its head lolls with an obvious lack of coordination, and it screams incessantly. \n'b' Of the madness and insanity that resonates so strongly in derro society, perhaps none is as twisted as the derro fetal savant , born insane by the blessing of their eldritch masters and destined to lead their people further into madness. \n'b' Soul Swapping . Only the rarest of derro are born with the ability to exchange souls with other creatures, and the babbling infants are treated with maddened reverence. Oddly, this unique power causes an extreme sensitivity to bright light. \n'b' Carried into Battle . Placed in small, pillowed cages and borne aloft on hooked staves, the wild-eyed, magically gifted newborns are used to sow confusion among enemy ranks. \n'b' Though typically carried into battle, fetal savants can make their cages float, freeing their carriers to better defend them when necessary.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bugbear Elder \n'b' Family: Bugbear \n'b' Medium humanoid (goblinoid), chaotic evil \n'b' Armor Class 11 Hit Points 45 (13d8 ? 13) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 8 (-1) INT: 16 (+3) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +5, Medicine +6, Religion +5, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Languages Common, Goblin Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Padded Feet . The bugbear elder has advantage on Dexterity ( Stealth ) checks to move silently. \n'b' Spellcasting . The bugbear elder is a 13th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following cleric spells prepared: \n'b' Cantrips (at will) : mending , sacred flame , spare the dying 1st level (4 slots): cure wounds , healing word \n'b' 2nd level (3 slots) : prayer of healing 3rd level (3 slots): animate dead , mass healing word \n'b' 4th level (3 slots) : death ward \n'b' 5th level (2 slots) : mass cure wounds \n'b' 6th level (1 slot) : heal \n'b' 7th level (1 slot) : regenerate \n'b' Actions \n'b' Sickle . Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 3 (1d4 + 1) slashing damage. \n'b' About \n'b' While the headman makes the day-to-day decisions and rules the tribe\xe2\x80\x99s affairs in the physical realm, the tribe\xe2\x80\x99s elders dictate the long term and the spiritual. Only a foolish headman ignores the words of the elders, and it is not unknown for the tribe to rise up against one who does so.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bugbear Headman \n'b' Family: Bugbear \n'b' Medium humanoid (goblinoid), chaotic evil \n'b' Armor Class 17 (chain shirt, shield) Hit Points 153 (18d8 + 72) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 18 (+4) INT: 10 (+0) WIS: 10 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +6, Stealth +9, Survival +3 Senses darkvision 60 ft., passive Perception 10 Languages Common, Goblin Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Padded Feet . The bugbear headman has advantage on Dexterity ( Stealth ) checks to move silently. \n'b' Brute . A melee weapon deals one extra die of its damage when the bugbear headman hits with it (included in the attack ). \n'b' Actions \n'b' Blade Club . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) slashing damage. \n'b' About \n'b' While still rather brutish, the rule of a bugbear headman is far more pleasant than that of a common goblin chief. So long as they provide their underlings with food and treasures, they remain reasonably secure, though coups are not unheard of.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bugbear Hunter \n'b' Family: Bugbear \n'b' Medium humanoid (goblinoid), chaotic evil \n'b' Armor Class 16 (studded leather) Hit Points 38 (7d8 + 7) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 12 (+1) INT: 14 (+2) WIS: 17 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +8, Survival +5 Senses darkvision 60 ft., passive Perception 15 Languages Common, Goblin Challenge 2 (450 XP) \n'b' Special Traits \n'b' Padded Feet . The bugbear hunter has advantage on Dexterity ( Stealth ) checks to move silently. \n'b' Surprise Attack . If the bugbear hunter surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 3 (1d6) damage from the attack . \n'b' Actions \n'b' Multiattack . The bugbear hunter makes two attacks. \n'b' Roped Harpoon . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., on target. Hit : 7 (1d6 + 4) piercing damage. If thrown, the target becomes grappled . As an action, the target can attempt to remove the harpoon with a DC 13 Strength ( Athletics ) check, taking 1d6 damage per attempt. Alternatively, the target can grasp the harpoon rope and make an opposing Strength ( Athletics ) check with disadvantage against the bugbear hunter to pull the rope from its hands. \n'b' Shortsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Dagger . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d4 + 4) piercing damage. \n'b' About \n'b' Hunters specialize in large, dangerous game, with some sufficiently skilled to take down trolls as part of a small team using barbed and tethered harpoons.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bugbear Shaman \n'b' Family: Bugbear \n'b' Medium humanoid (goblinoid), chaotic evil \n'b' Armor Class 11 Hit Points 45 (10d8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 10 (+0) INT: 15 (+2) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +7, Medicine +7, Nature +5, Religion +5, Survival +7 Senses darkvision 60 ft., passive Perception 14 Languages Common, Goblin Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Padded Feet . The bugbear shaman has advantage on Dexterity ( Stealth ) checks to move silently. \n'b' Spellcasting . The bugbear shaman is a 10th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following druid spells prepared: \n'b' Cantrips (at will) : mage hand , mending , shocking grasp , thorn whip \n'b' 1st level (4 slots) : guiding bolt , inflict wounds , thunderwave \n'b' 2nd level (3 slots) : hold person , spike growth , spiritual weapon \n'b' 3rd level (3 slots) : call lightning , spirit guardians \n'b' 4th level (3 slots) : conjure minor elementals \n'b' 5th level (2 slots) : conjure elemental , insect plague \n'b' Actions \n'b' Dagger . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' Poison Vial . Ranged Weapon Attack : +4 to hit, reach 50/100 ft., 20 ft. sphere. Each creature in a 20 ft. sphere centered on the landing point of the vial must make a DC 18 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. The poison cloud spreads around corners, and lasts for up to one minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. \n'b' About \n'b' Shamans provide healing rituals and blessings, as well as guidance on affairs deemed too unimportant to bother elders with. Some have access to more direct, offensive forms of magic. \n'b' It is common practice amongst their seers to open a \xe2\x80\x98third eye\xe2\x80\x99, that is, one which can glimpse the future.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Alicanto \n'b' Small elemental (earth), unaligned \n'b' Armor Class 12 Hit Points 12 (5d4) Speed 30 ft.\n'b' STATS STR: 5 (-3) DEX: 14 (+2) CON: 10 (+0) INT: 2 (-4) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 Damage Vulnerabilities thunder Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Sight . The alicanto has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. \n'b' Metallic Illumination . The alicanto sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The alicanto can alter the radius as a bonus action, including turning off its illumination completely. \n'b' Treasure Sense . The alicanto can pinpoint, by scent, the location of precious metals, such as coins and veins, within 60 feet of it. \n'b'\n'b' ACTIONS \n'b'\n'b' Talons . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) piercing damage. \n'b' Breath Weapon (Recharge 6) . The alicanto has a breath weapon based on the type of metal it has been devouring:\n'b'\n'b'\n'b' Copper Breath . The alicanto exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 10 Constitution saving throw. On a failed save, the creature can\xe2\x80\x99t use reactions , its speed is halved, and it can\xe2\x80\x99t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. \n'b' Silver Breath . The alicanto exhales a 15- foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one. This leaves a silvery residue on the target worth 1d10 sp. \n'b' Gold Breath . The alicanto exhales a 15-foot cone of molten gold. Each creature in that area must make a DC 10 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. This leaves golden flakes on the target worth 1d10 gp. \n'b'\n'b' Light Shadow . As a bonus action, the alicanto can douse its metallic illumination and become invisible , while creating an illusory duplicate of itself, as the mislead spell. That duplicate can continue with any unused movement remaining on the alicanto\xe2\x80\x99s turn. As long as the real alicanto remains stationary, it can concentrate on maintaining this light shadow and directing its movements. When it begins to move on its own, it can no longer continue concentrating. \n'b'\n'b' ABOUT \n'b' These small flightless birds live in hills and caves where precious metal and ores can be found. Their feathers bear a brilliant metallic shine in bright light, and even glow in areas of darkness, with their color reflecting the type of ore the alicanto has most recently consumed. When they lay eggs, the shells are typically made of the same metal, and cruel hunters may poach their eggs to sell or melt down. Some alicantos are coppery green, but most commonly their feathers are cool silver or burnished gold. Their feathers are always a glowing, gleaming silvery-white. \n'b' Metal Eaters . Alicantos hunger for metals much like a xorn, and clever prospectors who spot an alicanto may follow them through the mountains hoping that the bird\xe2\x80\x99s unerring sense for ore might lead them to a rich deposit. Legend has it that alicantos can sense the intentions of creatures nearby, however, and that if they perceive those following them to be too greedy or not of good heart, they may lead them off a cliff or into an ambush by predators.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bugbear Thrall \n'b' Family: Bugbear \n'b' Medium humanoid (goblinoid), chaotic evil \n'b' Armor Class 14 (hide armor) Hit Points 82 (11d8 + 33) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 17 (+3) INT: 6 (\xe2\x80\x932) WIS: 9 (\xe2\x80\x931) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7 Skills Athletics +7, Intimidation +4, Survival +2 Senses darkvision 60 ft, passive Perception 9 Languages Goblin Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Brute . A melee weapon deals one extra die of its damage when the bugbear thrall hits with it (included in the attack). \n'b' Keen Smell . The bugbear thrall has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Lunge . When the bugbear thrall makes an attack with a melee weapon in its hands, it can increase its reach by 5 feet (included in the attack ). \n'b' Rampage . When the bugbear thrall reduces a creature to 0 hit points with a melee attack on its turn, the bugbear can take a bonus action to move up to half its speed and make a bite attack . \n'b' Blood Rage . The disease Blood Rage causes a bugbear thrall to be chaotic evil and grants the bugbear an extra 1d4 damage on Strength -based attacks (included in the attacks). Also, at the start of its turn, the bugbear can gain advantage on all melee weapon attack rolls it makes until the start of its next turn, but attack rolls against it have advantage until the start of its next turn. Any bugbear that comes into physical contact with the rage-infected bugbear must succeed on a DC 14 Constitution saving throw or contract this disease. Only greater restoration , similarly powerful magic, or a special herbal concoction (see Salvage) can cure this disease. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The thrall makes three attacks, only two of which can be glaive attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) piercing damage and, if the target is a bugbear, Blood Rage. \n'b' Glaive . Melee Weapon Attack : +7 to hit, reach 15 ft., one target. Hit : 17 (2d10 + 1d4 + 4) slashing damage. \n'b' Haft . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 11 (3d4 + 4) bludgeoning damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bugbear Warrior \n'b' Family: Bugbear \n'b' Medium humanoid (goblinoid), chaotic evil \n'b' Armor Class 14 (hide armor) Hit Points 90 (12d8 + 36) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 16 (+3) INT: 9 (-1) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +4, Stealth +4, Survival +2 Senses darkvision 60 ft., passive Perception 10 Languages Common, Goblin Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Padded Feet . The bugbear warrior has advantage on Dexterity ( Stealth ) checks to move silently. \n'b' Brute . A melee weapon deals one extra die of its damage when the bugbear warrior hits with it (included in the attack ). \n'b' Actions \n'b' Spiked Greatclub . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage plus 5 (2d4) piercing damage. \n'b' About \n'b' Warriors are the tribe\xe2\x80\x99s elite, the headman\xe2\x80\x99s inner-circle, and are often bound together by blood ritual. In battle, warriors fight ferociously and show no mercy, as their invariably large collections of heads attest. \n'b' In the long before, there was a young bugbear who thought himself the wisest, quickest, and quietest hunter in the forest. He spurned his totem, saying for all to hear that he was superior to all birds and beasts; even the great grey owl. In his arrogance, he said he would kill the next owl he saw. \n'b' That very night, he saw the great grey owl and shot at him with his bow. The owl had heard him, of course, and took flight. With the wind of his silent wings, he transformed the bugbear. Now, instead of wise, he was ignorant. Instead of quick, he was lumbering. \n'b' Instead of quiet, he crashed and roared in the night. \n'b' Now, those of the wolf outsmart him, those of the deer outrun him, and those of the cat he does not see at all.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Rage-Infected Bugbear \n'b' Family: Bugbear \n'b' Medium humanoid (goblinoid), chaotic evil \n'b' Armor Class 14 (hide armor) Hit Points 39 (6d8 + 12) Speed 35 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 14 (+2) INT: 7 (\xe2\x80\x932) WIS: 10 (+0) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5 Skills Athletics +5, Intimidation +3, Survival +2 Senses darkvision 60 ft, passive Perception 10 Languages Goblin Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Brute . A melee weapon deals one extra die of its damage when the rage-infected bugbear hits with it (included in the attack). \n'b' Keen Smell . The rage-infected bugbear has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Rampage . When the rage-infected bugbear reduces a creature to 0 hit points with a melee attack on its turn, the bugbear can take a bonus action to move up to half its speed and make a bite attack . \n'b' Blood Rage . A rage-infected bugbear\xc2\xa0becomes chaotic evil and deals\xc2\xa0an extra 2 (1d4) damage on Strength -based attacks (included in the attacks). Also, at the start of its turn, the bugbear can gain advantage on all melee weapon attack rolls it makes until the start of its next turn, but attack rolls against it have advantage until the start of its next turn. Any bugbear that comes into physical contact with the rage-infected bugbear must succeed on a DC 14 Constitution saving throw or contract this disease. Only greater restoration , similarly powerful magic, or a special herbal concoction (see Salvage) can cure this disease. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) piercing damage and, if the target is a bugbear , Tormach\xe2\x80\x99s Rage. \n'b' Greataxe . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 18 (2d12 + 1d4 + 3) slashing damage. \n'b'\n'b' ABOUT \n'b' Bugbears infected with Blood Rage experience a powerful, instinctive urge to spread their illness. Infected bugbears have enhanced olfactory senses that allow them to smell whether a creature\xc2\xa0 nearby carries Blood Rage. When they discover a creature without the disease, they fly into a frenzy. The sickness is virulent enough that even if a bugbear survives the fight or kills the infected aggressor, it\xe2\x80\x99s unlikely to do so without contracting Blood Rage. \n'b' Staged Changes . Rage-infected bugbears have only recently gotten the disease. A bugbear who contracts Tormach\xe2\x80\x99s Rage can\xe2\x80\x99t expect to live long as the illness compels the victim to acts of aggression that ultimately end in the bugbear\xe2\x80\x99s destruction. The infection lasts until death, although magic and rare herbal knowledge can counteract it. \n'b' Very rarely, an infected bugbear lives long enough that Blood Rage exhibits advanced symptoms. At this stage, the disease further accentuates the bugbear\xe2\x80\x99s muscular system, granting increased strength and speed. \n'b' Bugbears who live this long have little impulse control and ability to reason. \n'b'\n'b' DC 10 Intelligence ( History or Religion ) : Bugbears once fought against the Arch Daemon Tormach\xe2\x80\x99s efforts to dominate goblinoids. He concocted a disease to thwart their efforts and those of any who would join them. \n'b' DC 10 Wisdom ( Medicine ) : Tormach\xe2\x80\x99s Rage grants its infected superior resilience and strength but causes drastic, violent personality changes. \n'b' DC 15 Wisdom ( Medicine ) : Combined with herbal reagents, the viscera of a deceased bugbear infected with Tormach\xe2\x80\x99s Rage can be used to spread the disease or create a cure.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bukavac \n'b' Large monstrosity , neutral evil \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 199 (21d10 + 84) \n'b' Speed 40 ft., swim 20 ft.\n'b' STATS STR: 20 (+5) DEX: 17 (+3) CON: 18 (+4) INT: 7 (-2) WIS: 15 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +8 \n'b' Skills Perception +10, Stealth +11 \n'b' Damage Immunities thunder \n'b' Senses darkvision 60 ft., passive Perception 20 \n'b' Languages Sylvan \n'b' Challenge 9 (5,000 XP) \n'b' Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The bukavac can hold its breath for 20 minutes. \n'b' Standing Leap . A bukavac\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'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bukavac makes one Bite attack , one Gore attack , and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 11 (1d12 + 5) slashing damage, and the target is grappled (escape DC 16) if it is a Medium or smaller creature. The bukavac can have no more than two creatures grappled at a time. \n'b' Gore . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 21 (3d10 + 5) piercing damage. \n'b' Croaking Blast (Recharge 5\xe2\x80\x936) . A bukavac can emit a howling thunderclap in a 15-foot radius. Each creature in that area must make a DC 16 Constitution saving throw. On a failure, a creature takes 36 (8d8) thunder damage and is deafened until cured by the lesser restoration spell or similar magic. On a success, a creature takes half the damage and isn\xe2\x80\x99t deafened . \n'b'\n'b' ABOUT \n'b' Unleashing a bone-shattering roar, this toad-like monster bears two gnarled horns and wicked claws. It charges from its watery lair on six legs, eager for the kill. \n'b' Pond Lurkers . The placid surfaces of forest lakes and ponds hide many lethal threats, among them the bukavac . While not amphibious, the creature can hold its breath for minutes at a time as it lurks under the surface in wait for prey. A bukavac is 11 feet long, including its foot-long horns, stands four feet tall, and weighs 4,000 lb. The creature has a natural lifespan of 40 years, but its noise and proclivity to ambush intelligent prey attracts the attention of hunting parties, which considerably shortens the life expectancy of most bukavac . \n'b' Enormous Roar . A ravenous bukavac lives to hunt and devour prey, preferring intelligent prey to animals, and usually ambushes its victims. Due to its size , the beast must find deep ponds or lakes to hide in, but it can flatten itself comfortably to rest in two feet of water. It leads with its wicked horns before grabbing hold of its target or another nearby foe and hanging on as it claws its victim to death. The creature relishes the feel of its victim\xe2\x80\x99s struggles to escape its embrace and reserves its roar, which sounds like a cross between a toad\xe2\x80\x99s croak and lion\xe2\x80\x99s roar emanating from a creature the size of a dragon, for organized foes or against overwhelming numbers. If a bukavac\xe2\x80\x99s devastating sonic attack routs its foes, it picks off remaining stragglers; otherwise, it retreats to its underwater hiding spot. \n'b' Clamorous Mating . Solitary hunters by nature, bukavacs pair up briefly in the spring. Male bukavacs travel to a female\xe2\x80\x99s lair and demonstrate their prowess by unleashing their most powerful bellows. Villages ten miles away from the lair often hear these howls for a week and pray that the creatures don\xe2\x80\x99t attack . Later, the female finds a secluded, shallow lake in which to bury eggs. A bukavac reaches maturity in five years, during which time it and its siblings hunt together. After the bukavacs mature, each finds its own lair.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bulabar \n'b' Tiny fey , lawful neutral \n'b' Armor Class 15 (natural armor) Hit Points 14 (4d4 + 4) Speed 30 ft., burrow 10 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 12 (+1) INT: 13 (+1) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities poison Condition Immunities charmed , frightened , poisoned Senses passive Perception 12 Languages Common, Gnome, Sylvan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The bulabar\xe2\x80\x99s 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' At will : mending \n'b'\n'b' ACTIONS \n'b'\n'b' Machine Spear . Melee Spell Attack : +6 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b' Disassemble . A bulabar can touch a non-magical object of size Small or Tiny, forcing its wielder to attempt a DC 14 Dexterity saving throw. On a failed save, the object is reduced to its most relevant attribute \xe2\x80\x93 damage, Ac, charges etc. \xe2\x80\x93 to 1 and it becomes broken. A broken item stops working entirely the next time it used if a natural 1 is rolled, the last charge is used, or in the case of armor, a critical hit is scored. \n'b'\n'b' ABOUT \n'b' Bulabars are the tinkers of the Plane of Faerie, thought to personify the evolution of tool use in nature. Fascinated by mechanical devices of all sorts, they frequently wander the landscape looking for novel ideas, or else set up schools and laboratories where they can research their findings and uncover new ways for machines to better their lives. \n'b' While other races sometimes resent the bulabars\xe2\x80\x99 tendency to disassemble or prod curiously at any device they don\xe2\x80\x99t understand\xe2\x80\x94including those owned by strangers\xe2\x80\x94 bulabars\xe2\x80\x99 good-natured penchant for teaching others, as well as fixing broken items for the sheer joy of it, makes them welcome in most settlements. The average bulabar is 2 feet tall and weighs 20 pounds. \n'b' Toolsy . Most bulabars can\xe2\x80\x99t bear to be parted from their tools and instruments for even a short time, and can usually be found wearing bandoliers, backpacks, and utility belts crammed with useful devices and spare parts. Though they have an uncanny ability to target the weak points of their enemies\xe2\x80\x99 weapons and armor, bulabars hate seeing a useful mechanism broken, and are quick to repair any damaged items as soon as hostilities have ended. \n'b' Gremlin Haters . The main exceptions to bulabars\xe2\x80\x99 happy-go-lucky attitude are gremlins of every kind but especially the machine-destroying vexgit gremlins. Bulabars despise these problematic and attempt to exterminate them whenever possible. \n'b' This racial hatred is only compounded by the fact that many scholars from other races believe that bulabars may be related to gremlins themselves, an insult that\xe2\x80\x99s caused more than one academic gathering to devolve into an unscholarly brawl.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Derro, Shadow Antipaladin \n'b' Family: Derro \n'b' Small humanoid (derro), chaotic evil \n'b' Armor Class 18 (breastplate, shield) Hit Points 82 (11d6 + 44) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 18 (+4) CON: 18 (+4) INT: 11 (+0) WIS: 5 (-3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +3, Wis +0, Cha +5 Skills Perception +0, Stealth +7 Senses darkvision 120 ft., passive Perception 10 Languages Derro, Undercommon Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Evasion . If the shadow antipaladin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the antipaladin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Insanity . The shadow antipaladin has advantage on saving throws against being charmed or frightened . \n'b' Magic Resistance . The shadow antipaladin has advantage on saving throws against spells and other magical effects. \n'b' Necrotic Weapons . The shadow antipaladin\xe2\x80\x99s weapon attacks are magical. When the antipaladin hits with any weapon, the weapon deals an extra 2d8 necrotic damage (included in the attack ). \n'b' Sunlight Sensitivity . While in sunlight, the shadow antipaladin 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 derro makes two Scimitar or Heavy Crossbow attacks. \n'b' Scimitar . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage plus 9 (2d8) necrotic damage. \n'b' Heavy Crossbow . Ranged Weapon Attack : +7 to hit, range 100/400 ft., one target. Hit : 9 (1d10 + 4) piercing damage plus 9 (2d8) necrotic damage. \n'b' Infectious Insanity (Recharge 5\xe2\x80\x936) . The shadow antipaladin magically assaults the minds of up to three creatures it can see within 30 feet of it. Each target must make a DC 13 Wisdom saving throw. On a failure, a creature takes 21 (6d6) psychic damage and is incapacitated for 1 minute as its mind fills with thoughts of eldritch terrors and otherworldly entities. On a success, a creature takes half the damage and isn\xe2\x80\x99t incapacitated . An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' REACTIONS \n'b'\n'b' Parry . The shadow antipaladin adds 3 to its AC against one melee attack that would hit it. To do so, the antipaladin must see the attacker and be wielding a melee weapon. \n'b'\n'b' ABOUT \n'b' This blue-skinned creature resembles a stunted dwarf. Its colorless eyes are large, and its white hair is wild. The expression on its face is a terrible rictus of madness and hate. \n'b' All derro are mad, but some devote their very souls to the service of insanity. They embrace the powers of darkness and channel shadow through their minds to break the sanity of any creatures they encounter. Derro shadow antipaladins are the elite servants of gods like Nyarlathotep and the Black Goat of the Woods. \n'b' Herald of Madness . The shadow antipaladin is insanity personified. Despite being called paladins, these unhinged creatures aren\xe2\x80\x99t swaggering warriors encased in steel or their dark reflections. A shadow antipaladin instead serves as a more subtle vector for the madness of its patron. They are masters of shadow magic and stealth who attack the faith of those who believe that goodness can survive the approaching, dark apotheosis. Death, madness, and darkness spread in the shadow antipaladin\xe2\x80\x99s wake.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bulbous Violet \n'b' Medium plant , unaligned \n'b' Armor Class 12 Hit Points 38 (7d8 + 7) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 13 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Acid Sacs . When the violet takes bludgeoning, piercing, or slashing damage, each creature within 5 feet of the violet must succeed on a DC 12 Dexterity saving throw or take 2 (1d4) acid damage. \n'b' False Appearance . While the violet remains motionless, it is indistinguishable from other large flowering plants. \n'b' Flesh Sense . The violet can pinpoint, by scent, the location of flesh-based creatures within 60 feet of it. \n'b'\n'b' ACTIONS \n'b'\n'b' Tendril . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) acid damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained and takes 2 (1d4) acid damage at the start of each of its turns. The violet has two tendrils strong enough to grapple creatures; each can grapple only one target. If the acid damage reduces the target to 0 hp, the violet regains 7 (2d6) hp. \n'b'\n'b' ABOUT \n'b' An enormous deep purple flower pushes forward on its vines, which are covered in throbbing black protrusions. As it moves, a single protrusion bursts open, spraying a green, sizzling substance all over the forest floor. \n'b' Meat Drinkers . Bulbous violets are carnivorous plants. The black growths that cover their vines are filled with acid and pop on impact, dissolving the violets\xe2\x80\x99 prey. The plants then stand in the remains and drink in the liquefied gore. \n'b' Migrating Predators . Bulbous violets travel in packs that follow warm weather. Although they can survive the cold, most of their prey disappears in the colder months, forcing the plants to travel for food. Sometimes these paths take the plants through farms where the plants attack livestock and people. If the violets find food, they stop their migration, hunting every morsel they can find before moving on. Violets can sense the nearby presence of creatures made of flesh. This magical ability guides their migration route and leads them into unexpected places. \n'b' Germinating in Gore . In order to grow, bulbous violet seeds need to be sown in ground that has been covered in the blood, entrails, and corpses of other creatures. When a pack of violets is ready to drop their seeds, they go into areas crowded with prey and begin killing all they can. They attack monster hideouts, animal herds, and even villages to provide enough sustenance for their seeds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bulette, Black \n'b' Family: Bulette \n'b' Huge monstrosity , lawful evil \n'b' Armor Class 19 (natural armor) Hit Points 225 (18d12 + 108) Speed 80 ft., burrow 80 ft.\n'b' STATS STR: 22 (+6) DEX: 14 (+2) CON: 22 (+6) INT: 6 (-2) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Wisdom + 7 Skills Perception +7 Damage Immunities fire Senses blindsight 60 ft., darkvision 60 ft., passive Perception 17 Languages all, telepathy 120 ft. Challenge 13 (10,000 XP) \n'b' Special Traits \n'b'\n'b' Deal of a Lifetime . If killed, the body of the black bulette shatters into shards of obsidian glass, freeing the devil imprisoned within. The devil may be of any random type (GM\xe2\x80\x99s discretion) save that of a royal rank. The devil will be grateful to whoever is responsible for ending its centuries-long confinement, and will offer the responsible parties one favor in payment before returning to the infernal realms of its home plane. Wise recipients of this offer should bear in mind that the usual caveats of treating with devils remain in full force when striking any bargains. \n'b' Detect Evil and Good . The bulette knows if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of it and where the creature is located. The bulette also knows if there is a place or object within 30 feet of it that has been consecrated or desecrated. \n'b' Dual Planar Connection . The black bulette has a planar tie to the Abyss, where it appears as a chained adamantine cask shaped like an abstracted bulette. \n'b' Infernal Stench . Any creature that starts its turn within 120 feet of the bulette must succeed on a DC 18 Constitution saving throw or be poisoned until the start of its next turn. Coming into physical contact with a black bulette results in the creature being imparted with a horrid stench that causes it to have disadvantage on Dexterity ( Stealth ) checks for 12 hours. The stench can be removed sooner with plenty of soap, water, and two full hours of scrubbing. \n'b' Magic Resistance . The bulette has advantage on saving throws against spells and other magical effects. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 58 (8d12 + 6) piercing damage. \n'b' Abysmal Breath (Recharge 5-6) . The bulette exhales fire in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' The shambling, aggressive black bulette is much more than its bestial countenance might at first indicate \xe2\x80\x93 it serves as a prison cell for a fiend of the GMs choosing. As punishment for breaking an infernal law, the imprisoned fiend has been sentenced to serve thousands of years trapped inside the black bulette. Furthermore, the accursed fiend must funnel its supreme cognitive abilities through the bulette\xe2\x80\x99s animalistic brain, forcing the creature to behave as a dim-witted beast, and perpetually frustrating and limiting the powers of the fiend. \n'b' While ancient apocrypha may persuade us that the bulette was an arcane creation from the flesh vats of an ancient wizard, little is ever said in the ancient texts about the lengths his one-time apprentice went to in order to outstrip his master. By creating and adding a planar loom to his own vats, this mad apprentice was able to bind fixed threads of extraplanar energies to the already potent essences of snapping turtle, armadillo, and demon ichor. Thus were born the polychromatic bulettes. \n'b' At least six rare types are known, and each is unique in its coloring, temperament, and abilities. While technically immortal until killed, they are also thankfully few in number and cannot breed. Each polychromatic bulette is a singular creature issued forth from the chaotic apprentice\xe2\x80\x99s flesh vats and planar looms. As to how long even a mad wizard lives and where his island retreat can be found, none can say. But it is known that examples of his crazed experiments have escaped to the mainland over the course of time. \n'b' Each type of polychromatic bulette resembles its lesser cousin species in general shape and form but comes in a surprising array of relative abilities and color markings. Because of their dual-plane origins, polychromatic bulettes are always detectable by divination spells that detect the presence of magic.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bulette, Blue \n'b' Family: Bulette \n'b' Large monstrosity , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 150 (12d10 + 84) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 12 (+1) CON: 24 (+7) INT: 3 (-4) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Constitution +11, Wisdom +4 Skills Perception +4 Damage Immunities lightning Senses darkvision 60 ft., passive perception 14 Languages \xe2\x80\x93 Challenge 12 (8,400 XP) \n'b' Special Traits \n'b'\n'b' Electromagnetic Field . The electrified nature of the blue bulette is such that compasses will spin wildly within half of a mile of the bulette , and any technology-based items will cease to function within 150 feet of it. \n'b' Motherlode . If killed, the body of a blue bulette explodes in a loud roar of thunder (deafening all within 150 feet for 1 minute). Afterward, all that remains of the beast is a 100-pound pile of meteoric iron, which if broken, will also contain its single white horn and 1-6 small lodestones. \n'b' Planar Connection . Because their arcane natures tie blue bulettes to the Demi-plane of Lightning, they also simultaneously exist there as nearly invisible silhouettes intermittently illuminated by flashes of electric light. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 33 (5d10 + 6) piercing damage plus 26 (4d12) lightning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be knocked unconscious for 1 minute. \n'b' Electric Stomp . The bulette slams its forefeet into the ground, imparting a ground-conductive electric charge in an 80-foot radius. All creatures, excluding constructs and undead, must succeed on a DC 17 Constitution saving throw, or take 26 (4d12) lightning damage and be stunned for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. \n'b' Bolt and Run . The blue bulette transforms into a sphere of ball lightning and magically teleports up to 120 feet to an unoccupied space it can see. \n'b'\n'b' About \n'b' The blue bulette is remarkable for its cerulean armor plates, frilled head carapace, and single short horn. Unlike their more subterrestrial cousins, blue bulettes are herbivores and spend their lives entirely above ground. \n'b' Aggressive when disturbed, it will defend its territory (everything in sight) against any perceived threat.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bulette, Common \n'b' Family: Bulette \n'b' Large monstrosity , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 94 (9d10 + 45) Speed 40 ft., burrow 40 ft.\n'b' STATS STR: 19 (+4) DEX: 11 (+0) CON: 21 (+5) 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 +6 Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Standing Leap : The bulette\xe2\x80\x99s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. \n'b'\n'b' Actions \n'b'\n'b' Bite : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 30 (4d12 + 4) piercing damage. \n'b' Deadly Leap : If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target\xe2\x80\x99s choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn\xe2\x80\x99t knocked prone, and is pushed 5 feet out of the bulette\xe2\x80\x99s space into an unoccupied space of the creature\xe2\x80\x99s choice. If no unoccupied space is within range, the creature instead falls prone in the bulette\xe2\x80\x99s space. \n'b' Alternate Critical (Source: Monster Crits for 5e) . When the bulette scores a critical hit, it doesn\xe2\x80\x99t deal extra damage. Instead, the target creature must succeed on a DC 16 Constitution saving throw or become vulnerable to piercing damage until the end of its next turn. \n'b'\n'b' About \n'b' This armor-plated creature\xe2\x80\x99s toothy maw gapes wide as a fin-like dorsal plate rises between its shoulders. \n'b' The creation of some unknown arcanist in millennia past, the bulette has bred true to become one of the fiercest predators of the hills. Burrowing rapidly through the earth just beneath the surface, sometimes with its armored fin cutting a distinctive wake behind it, the bulette launches itself free of stone and soil to tear into its prey without remorse, giving rise to the common appellation \xe2\x80\x9clandshark.\xe2\x80\x9d \n'b' Bulettes are notoriously foul-tempered, attacking far larger creatures with no regard for personal safety. Solitary beasts except for the occasional mated pair, they spend most of their time patrolling the perimeters of territories that can stretch up to 30 square miles, hunting game and punishing interlopers with a fury that shakes the hillsides. \n'b' Bulettes are perfect eating machines, consuming bones, armor, and even magical items with their powerful jaws and churning stomach acid. Lacking other food, the bulette might gnaw on inanimate objects, yet for unknown reasons no bulette voluntarily consumes elf flesh-a peccadillo many point to as evidence that elven wizardry was involved in its creation. Dwarves are also rarely eaten by the beasts, though the bulette still slaughters members of either race on sight. Halflings, on the other hand, are among the beast\xe2\x80\x99s favorite meals, and no halfling with any sense ventures into bulette country casually. \n'b' The bulette is a cunning fighter, surprising foes with its impressive agility. One of its favorite tactics is to charge forward and launch itself into the air in order to drop on its prey with all four razor-sharp claws extended. Folklore claims that the flesh behind the beast\xe2\x80\x99s dorsal crest is particularly tender, and that those willing and able to wait until the fin is raised in the excitement of combat or mating can target it for a killing blow-yet most who have faced the landshark agree that the best way to win a fight with a bulette is to avoid it entirely.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bulette, Gold \n'b' Family: Bulette \n'b' Huge monstrosity , chaotic good \n'b' Armor Class 20 (natural armor) Hit Points 232 (16d12 + 128) Speed 60 ft., burrow 60 ft.\n'b' STATS STR: 24 (+7) DEX: 16 (+3) CON: 26 (+8) INT: 18 (+4) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +9, Wisdom + 8 Skills Perception +14 Senses truesight 120 ft., passive Perception 24 Languages Common, Draconic, Dwarven, Elven, Goblin, Orc Challenge 17 (18,000 XP) \n'b' Special Traits \n'b'\n'b' Detect Evil and Good . The bulette knows if there is an aberration, celestial, elemental , fey, fiend, or undead within 30 feet of it and where the creature is located. The bulette also knows if there is a place or object within 30 feet of it that has been consecrated or desecrated. \n'b' Goldbringer . If killed, the body of a gold bulette flashes brightly in a nova light that blinds all who can see it permanently (or until cured), after which its body condenses into a gold-plated sandstone statue-like version of itself. Stripping off its outer plating and breaking up its remaining body will yield the equivalent of 50,000 gold pieces and 25-50 gemstones of varying value. \n'b' Karmic Curse . Killing a gold bulette permanently entangles all creatures present at the event with tiny planar threads binding them to both the positive and negative planes of existence. This curse will manifest itself as advantage or disadvantage on all future saving throws made by the affected bulette slayers, with a 50% chance at the time each saving throw is made of the effect being beneficial or baleful. The curse can only be removed by the successful casting of a remove curse spell performed while on the astral plane. \n'b' Innate Spellcasting . The bulette\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can cast the following spells at will without requiring material components:\n'b'\n'b'\n'b' disintegrate , fireball , fly , heal , lightning bolt , magic missile , teleport . \n'b'\n'b' Magic Resistance . The bulette has advantage on saving throws against spells and other magical effects. \n'b' Multi-Planar Connection . Because their arcane natures tie gold bulettes to both the positive and negative planes, they also simultaneously exist on both of those planes as either a medium-sized globule of light or shadow, respectively. \n'b' Unlimited Spell Use . The gold bulette has multiple spells encoded into its brain stem, including (but not limited to) the spells listed above. Because the gold bulette\xe2\x80\x99s multi-planar connection acts as a source of magic and power, it can use each spell as many times per days as desired. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 59 (8d12 + 7) piercing damage. \n'b'\n'b' About \n'b' In contrast to its brutish and nonsentient brethren, the gold bulette is an intelligent though reclusive creature. Feeding primarily on minerals found in mountain ranges, it finds gemstones an especially favored treat and will bargain with other creatures in exchange for them. With its virtually immortal lifespan and thorough knowledge of the underground, the gold bulette possesses much useful information \xe2\x80\x93 though it will never reveal any information concerning its own origins or plans.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Alien \n'b' Medium aberration , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 67 (9d8 + 27) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 16 (+3) INT: 9 (-1) WIS: 8 (-1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities psychic Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities : poison Condition Immunities exhaustion , poisoned ; Senses darkvision 120 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Horrifying Appearance . Each non-aberration creature that can see the alien and starts its turn within 30 feet of the alien must make a DC 14 Wisdom saving throw if the alien is not incapacitated. A creature that fails the save is frightened for 1 minute. If the saving throw fails by 5 or more, the creature also gains a short-term madness. A creature frightened by this effect can repeat the saving throw at the end of each of its turns, ending the effect on a success. A creature that makes the saving throw or ends the effect on itself is immune to this alien\xe2\x80\x99s horrifying appearance for 24 hours. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The alien makes two attacks: one with its claws and one with its bite. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (1d12 + 4) piercing damage. \n'b' Keening (Recharge 6) . The alien emits a high-pitched shriek. Each creature within 60 feet of it that can hear the noise must make a DC 14 Constitution saving throw. On a failure, the creature takes 10 (3d6) psychic damage and is deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turns, ending the deafened effect on itself on a success.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bulette, Green \n'b' Family: Bulette \n'b' Huge monstrosity , unaligned \n'b' Armor Class 17 (solid) or 20 (gaseous) Hit Points 121 (9d12 + 63) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 24 (+7) INT: 3 (-4) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Immunities poison; bludgeoning, piercing, and slashing (gaseous form only) Senses darkvision 60 ft., passive perception 15 Languages \xe2\x80\x93 Challenge 13 (10,000 XP) \n'b' Special Traits \n'b'\n'b' Emerald Dust . If killed (whether in solid or gaseous form), the body of a green bulette appears to implode out of existence with a thump and inward rush of air. If the immediate area is searched, it is found to be lightly dusted in a fine green powder of emerald dust, which can be collected and used to create both potent poisons and poison-based magics. \n'b' Gaseous Form . While in gaseous form, the bulette can occupy another creature\xe2\x80\x99s space and vice versa. In addition, if air can pass through a space, the bulette can pass through it without squeezing. \n'b' Gone With the Wind . If a green bulette is reduced to 50% of its hit points, it disperses itself to the winds and escapes, regathering itself at a later time to rest and heal. \n'b' Magic Resistance . The bulette has advantage on saving throws against spells and other magical effects. \n'b' Planar Connection . Because their arcane natures tie green bulettes to the Elemental Plane of Air, they also simultaneously exist there as insubstantial and barely visible vaporous apparitions. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 24 (3d12 + 5) piercing damage. \n'b' Creeping Death . While it is in gaseous form, one creature in the bulette\xe2\x80\x99s space (10 ft. square) must make a DC 17 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' State Change . As an action, the bulette can transform from its solid form into a cloud of poisonous gas that is 10 feet square. \n'b'\n'b' Reactions \n'b'\n'b' Multi-State Existence . As a reaction after suffering at least 1 hp of damage, the green bulette shifts into it\xe2\x80\x99s gaseous form, appearing as a roiling cloud of green-tinged smoke with glittering emerald particles floating within it. The green bulette remains in its gaseous form as long as threats are present and\xc2\xa0move on opponents in this form to attack , attempting to poison its adversaries. It will only revert to its solid state again once it is safe and free from attack . \n'b'\n'b' About \n'b' The green bulette placidly wanders forested and mountainous areas, seeking prey. While it has the ability to kill smaller creatures with a mere bite, it prefers to stalk the largest animals it can locate. Any damaging attack upon a green bulette will trigger the reflexive shift to its gaseous state, and when hunting, a green bulette will actively seek to provoke just such attacks.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bulette, Red \n'b' Family: Bulette \n'b' Huge monstrosity , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 135 (10d12 + 70) Speed 40 ft., burrow 80 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 24 (+7) INT: 3 (-4) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Constitution +11, Wisdom +4 Skills Perception +4 Damage Immunities fire Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 12 (8,400 XP) \n'b' Special Traits \n'b'\n'b' Metalsense . The red bulette is aware of all metals within 60 feet of it. \n'b' Mineral Rich . If a red bulette is killed, its planar connection is immediately severed. Over the course of 4 to 6 hours, its body will cool to the ambient temperature of the environment. While the vast majority of its body will cool into a basalt-like stone, its digestive track will solidify into roughly 1,000 lbs. of an alloy admixture of every mineral substance it has consumed. Depending upon its recent feeding habits, this substance is the equivalent of metal-rich ore of many types in combination, and can be smelted back down into standard and precious metals by experts knowledgeable in such methods. Additionally, a few diamonds will be found in what was the red bulette\xe2\x80\x99s gizzard. \n'b' Planar Connection . Because their arcane natures link red bulettes to the Elemental Plane of Fire, they also simultaneously exist there as insubstantial and barely visible shadows of themselves. \n'b' Tunneler . The bulette can burrow through solid rock at its burrow speed leaving a 10-foot-diameter tunnel in its wake. \n'b' Vanishing Act . Red bulettes avoid overland movement, preferring to swim through earth and bedrock. If confronted above ground, they will reflexively increase their body temperatures enough to simply melt their way down into the ground and vanish. If threatened by a much larger creature, they simply dive underground and \xe2\x80\x9cswim\xe2\x80\x9d away. However, if they are threatened by any creature that wears or is carrying refined metals, they will instinctively return and attempt to ambush with a bite/swallow attack from underground. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 31 (4d12 + 5) piercing damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained , and the bulette can\xe2\x80\x99t bite another target. \n'b' Swallow . The bulette makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained , it has total cover against attacks and other effects outside the bulette, and it takes 21 (6d6) fire damage at the start of each of the bulette\xe2\x80\x99s turns. A bulette can have three Medium or smaller creatures swallowed at the same time. \n'b' Death From Below (Recharge 5-6) . If the bulette burrows at least 20 feet as part of its movement, it can then use this action to surface from underground in a space that contains one or more creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target\xe2\x80\x99s choice) or be knocked prone and splashed with globules of molten rock, taking 18 (2d12 + 5) bludgeoning damage plus 14 (4d6) fire damage. On a successful save, the creature takes only half damage, isn\xe2\x80\x99t knocked prone , and is pushed 5 feet out of the bulette\xe2\x80\x99s space into an unoccupied space of the creature\xe2\x80\x99s choice. If no unoccupied space is within range, the creature falls prone in the bulette\xe2\x80\x99s space. \n'b'\n'b' About \n'b' The red bulette spends the majority of its time underground, feeding on the rare minerals and rocks found there. With a skin temperature that varies between 500-1200\xc2\xbaF, the red bulette moves through bedrock and earth by swimming through it at its full movement rate. While not necessarily carnivorous, they are attracted to all refined metals and will happily swallow a warrior for the metal content of its weapons and armor. \n'b' Red bulettes like rare metals (refined or raw ore) best of all. This makes the mere sighting of one in the wild a real and present threat to any local treasure vaults or royal economies.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bulette, Translucent \n'b' Family: Bulette \n'b' Huge monstrosity , unaligned \n'b' Armor Class 14 (Prime Material) or 18 (Astral Plane) Hit Points 225 (18d12 + 108) Speed 60 ft., fly 80 ft.\n'b' STATS STR: 24 (+7) DEX: 14 (+2) CON: 22 (+6) INT: 6 (-2) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Constitution +11, Wisdom +5 Skills Perception +10 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Senses blindsight 60 ft., truesight 120 ft., passive Perception 20 Languages \xe2\x80\x93 Challenge 15 (13,000 XP) \n'b' Special Traits \n'b'\n'b' Astral Ambusher . In the first round of a combat, the bulette has advantage on attack rolls against any creature it has surprised. \n'b' Astral Jaunt . As a bonus action, the bulette can magically shift from the Prime Material Plane to the Astral Plane, or vice versa. \n'b' Astral Portal . On the Prime Material Plane, any melee attack against the translucent bulette that should hit instead misses, and the attacker risks falling through the beast\xe2\x80\x99s form, which acts as a dimensional portal, and into the astral plane. The attacker must succeed on a DC 14 Dexterity saving throw to avoid falling through the bulette and into the Astral Plane. \n'b' Detect Evil and Good . The bulette knows if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of it and where the creature is located. The bulette also knows if there is a place or object within 30 feet of it that has been consecrated or desecrated. \n'b' Dual Planar Connection . Each translucent bulette is tied so thoroughly to the Astral and Prime Material Planes that its entire body acts as an open portal between the two planes. Intentional use of a translucent bulette for purposeful travel between these two planes is possible with a successful grapple or melee attack against the creature. \n'b' Limited Invulnerability (Prime Material Plane Only) . While on the Prime Material Plane, the bulette is immune to all damage. \n'b' Insubstantial Form . The translucent bulette cannot be harmed on the Prime Material Plane because any damaging attacks merely phase through its insubstantial form. Physical attacks are only possible when attacking the creature from the Astral Plane. \n'b' Magic Resistance . The bulette has advantage on saving throws against spells and other magical effects. \n'b' Pop goes the Portal . If killed, the body of a translucent bulette immediately vanishes with a popping sound, severing its living portal connection between planes. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 33 (4d12 + 7) piercing damage and the target is grappled if the bulette is not already grappling another creature. \n'b' Portal Swallow . The bulette makes a bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed and transported to the Astral Plane, and the grapple ends. \n'b'\n'b' About \n'b' The translucent bulette appears as a ghostly version of its more material cousins. Existing in equal portions on the Prime Material and Astral Planes, its physical form is insubstantial on the Prime Material Plane, and only dimly perceived on both planes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Necrorune Bulette \n'b' Family: Bulette \n'b' Large construct , unaligned \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 126 (12d10 + 60) \n'b' Speed 40 ft., burrow 40 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 20 (+5) INT: 2 (-4) WIS: 13 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7 \n'b' Damage Immunities necrotic, poison, psychic \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned \n'b' Senses tremorsense 60 ft., passive Perception 17 \n'b' Languages understands the languages of its creator but can\xe2\x80\x99t speak \n'b' Challenge 8 (3,900 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Explosive Malfunction . Whenever the bulette takes 20 damage or more from a single source, each creature within 5 feet of it must succeed on a DC 16 Dexterity saving throw or take 10 (3d6) piercing damage. The first time this happens, the bulette loses its tremorsense. The second time, its speed is halved. The third time, it can no longer take bonus actions . \n'b' Immutable Form . The bulette is immune to any spell or effect that would alter its form. \n'b' Tunneler . The bulette can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 31 (4d12 + 5) piercing damage plus 9 (2d8) necrotic damage. \n'b' Shadow Glide . The bulette becomes heavily obscured by magical darkness and moves up to its speed in a straight line. While moving in this way, the bulette can move through the space of any Large or smaller creature. Whenever it enters a creature\xe2\x80\x99s space for the first time during this move, that creature must make a DC 16 Constitution saving throw. On a failed save, the creature takes 18 (4d8) necrotic damage and is blinded until the start of the bulette\xe2\x80\x99s next turn. On a successful one, it takes half as much damage and isn\xe2\x80\x99t blinded . \n'b' Corrupting Gas (Recharge 5 6) . The bulette exhales gas in a 30-foot cone. Each creature in that area must make a DC 16 Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened . On a failed save, a creature loses the ability to distinguish friend from foe and regards all creatures as enemies for 1 minute. It must attack the creature closest to it that it can see to the best of its ability, choosing its target at random if multiple creatures are within range. The creature can repeat the saving throw at the end of each of its turns and each time it takes damage, ending the effect on itself on a success. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Arms of Darkness . Dark tendrils erupt from the bulette. Each creature within 15 feet of it must make a DC 16 Strength saving throw. On a failed save, a target takes 7 (2d6) necrotic damage, is pulled up to 10 feet toward the bulette, and is grappled (escape DC 15) until the end of the bulette\xe2\x80\x99s next turn. \n'b' Runic Magic . The bulette activates the runes engraved on it to gain one of the following benefits that last until it uses this action again:\n'b'\n'b' A creature that touches the bulette or hits it with a melee attack while within 5 feet of it must succeed on a DC 16 Dexterity saving throw or take 7 (2d6) necrotic damage. \n'b' A creature that starts its turn within 5 feet of the bulette or moves there for the first time on its turn must succeed on a DC 16 Charisma saving throw or subtract a d4 from all attack rolls and saving throws it makes until the end of its next turn. \n'b' When the bulette deals damage to a creature, that creature can\xe2\x80\x99t regain hit points until the start of the bulette\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' Plated in a mixture of adamantine and steel infused with deadly magical runes, the necrorune bulette is a dark and dangerous construct. \n'b' Often carved to dig and clear tunnels and keep them clear of living inhabitants digging through solid stone is far from the only thing a necrorune bulette is capable of. The glowing green runes etched onto its armor allows the construct to draw upon dark magical energy to shroud itself in sickening necrotic darkness or turn friends into foes as it exhales its maddening gas.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Derro, Speaker to the Darkness \n'b' Family: Derro \n'b' Guano stains the bat fur robe and flayed-skin cloak of this creature. Its mustache is braided with beads of carved bone and its balding head is circled in straw-like white hair. The speaker to the darkness wears a mask and a cloak of flayed skin over a robe of bat fur. Its bare feet are caked with dried guano, while its clothing is spattered with fresher samples. \n'b' Small humanoid (derro), chaotic evil \n'b' Armor Class 16 (scale mail) Hit Points 135 (18d6 + 72) Speed 25 ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 18 (+4) INT: 10 (+0) WIS: 9 (-1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Charisma +7 Skills Perception +2 Damage Vulnerabilities radiant Condition Immunities frightened Senses darkvision 60 ft., passive Perception 12 Languages Abyssal, Deep Speech, Undercommon Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' If using the official setting published by Open Design LLC, add the following trait and the ebon shards, gifts from the demon lord of bats, to the speaker to the darkness: Bearer of the Ebon Shard. The speaker to the darkness is attuned to the ebon shards and has advantage on saving throws to resist the shards\xe2\x80\x99 negative effects. Its spell save DC is 15 and it has a +7 to hit with spell attacks. \n'b' Actions \n'b' Multiattack . The speaker to the darkness makes two quarterstaff attacks or two sling attacks. \n'b' Quarterstaff . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands, plus 9 (2d8) necrotic damage. \n'b' Sling . Ranged Weapon Attack : +6 to hit, range 30/120 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage. \n'b' Drawn from Beyond (Recharge 5-6) . The speaker conjures up to 3 ghasts . The ghasts appear in unoccupied spaces within 30 feet of the speaker that the speaker can see. The ghasts follow the speaker\xe2\x80\x99s commands, and it is immune to their Stench. It can\xe2\x80\x99t have more than 3 ghasts conjured at one time. \n'b' Extinguish Light (1/rest) . The speaker creates a 15-foot-radius sphere of magical darkness on a point it can see within 60 feet. This darkness works like the darkness spell, except creatures inside it have disadvantage on saving throws and the speaker and its conjured ghasts are unaffected by the darkness. \n'b' About \n'b' Priest of the Demon Lord of Bats . The speaker to the darkness oversees the religious aspects of the derro bat cult, leading rituals and sacrifices, consulting with Lord the demon lord of bats, and organizing expeditions to the surface for prisoners. It often squabbles with other derro priests and leaders over how to divide such prisoners between them. The howling winds of the outer dark soothe its troubled mind, reminding it of the great destiny before it and its ultimate gift to its Lord the demon lord of bats: eternal darkness. \n'b' Ebon Shards \n'b' Wondrous item, very rare (requires attunement by a spellcaster of evil alignment) \n'b' These obsidian shards are engraved with words in Deep Speech, and their presence disquiets non-evil, intelligent creatures. The writing on the shards is obscure, esoteric, and possibly incomplete. \n'b' The shards give you access to a powerful array of void magic spells. You can cast the following spells without material components and using Charisma as your spellcasting ability. \n'b' At will : crushing curse \n'b' 3/day each : maddening whispers, void strike \n'b' 1/day each : living shadows Each time you use the ebon shards to cast a spell , you must succeed on a DC 12 Charisma saving throw or take 7 (2d6) psychic damage. \n'b' Boon of the Bat . A creature struck by one of the speaker to the darkness\xe2\x80\x99 attacks must succeed on a DC 15 Wisdom saving throw or be frightened until the start of the speaker\xe2\x80\x99s next turn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bulgasari \n'b' Huge monstrosity (bul), chaotic neutral \n'b' Armor Class 14 (natural armor) Hit Points 95 (10d12+30) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 15 (+2) CON: 17 (+3) INT: 3 (-4) WIS: 11 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Resistances fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The bulgasari has advantage on Wisdom ( Perception ) checks that rely on hearing and smell. \n'b' Poor Eyesight . The bulgasari has disadvantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Pounce . If the bulgasari moves at least 20 feet forward toward a creature and then hits it with an iron bite attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be forced\xc2\xa0 prone . If the target is prone , the bulgasari can make one attack with its claws against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Iron Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 19 (3d8+5) piercing damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 22 (3d10+5) slashing damage. \n'b' Stampeding Charge (Recharge 5-6) . The bulgasari moves up to its speed on the ground in a straight line. Creatures in the way of this line must make a DC 14 Dexterity saving throw, taking 20 (3d12) piercing damage on a failed save, or half on a success. Either way, affected creatures are pushed outside of its path. Alternatively, a creature can make a DC 15 Strength saving throw, taking half damage and granting advantage on the next saving throw against the charge on a success. \n'b' Steam Breath (Recharges after Short or Long Rest) . When a bulgasari feels cornered, it exhales scalding steam from its trunk in a wild circle around its body. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save and half as much on a successful one. The area becomes heavily obscured for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. \n'b'\n'b' ABOUT \n'b' In ancient times, those huge beasts were known to destroy everything that was evil and wrong. Nowadays, they simply eat anything that comes their way, from living creatures to stone and even iron. Sometimes, one might find a lost artifact or rare piece of equipment in the stomach of a bulgasari. They mostly hunt at night inside forests all around the realms. \n'b' The bulgasari stores a large amount of water and, with a body temperature much higher than other beasts, the water boils at all times. When scared or severely stressed, the beast can expel this water as scalding steam in an attempt to hide and escape. In some large cities, tamed bulgasari are used as beasts of burden.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bull \n'b' Large beast , unaligned \n'b' Armor Class : 15 Hit Points 10 (2d8+2) Speed : 40 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 15 (+2) INT: 2 (-4) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses : passive Perception 10 Languages : \xe2\x80\x93 Challenge : 1/2 (50 XP) \n'b' Special Traits \n'b'\n'b' Stampede : A frightened herd of cattle flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of medium size or smaller that gets in their way, dealing 6 points of damage for every five cattle in the herd ( Dexterity save DC 17 half). \n'b' Trample : When a bull attempts to overrun an opponent. If the bull knocks the target down, it may immediately make two hoof attacks against him or her, gaining the standard +4 bonus to attack rolls against prone targets. \n'b' Rage : When injured, a bull must make a Constitution Save whose DC is equal to 10 plus the damage it took. If it fails, the bull flies into a rage. The bull gains phenomenal strength and durability, but becomes reckless and less able to defend itself. The bull temporarily gains +3 to hit and damage, +10 temporary hit points , and a +2 morale bonus to Wisdom Saves, but suffers a -2 penalty to AC. \n'b'\n'b' Actions \n'b'\n'b' Gore . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4+3) piercing damage. \n'b' Hooves . Melee Weapon Attack : +7 to hit, reach 5 ft., one prone target. Hit : 8 (1d6+4) bashing. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6+4) bashing damage. \n'b'\n'b' About \n'b' Bulls are adult, male cattle. The most exciting bulls are probably those which form the centerpiece of bullfighting, but almost any bull poses a potentially deadly challenge if driven into a rage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bull \n'b' Large beast , unaligned \n'b' Armor Class 11 \n'b' Hit Points 25 (3d10 + 9) \n'b' Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 2 (\xe2\x80\x934) WIS: 9 (\xe2\x80\x931) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 9 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the bull moves at least 30 feet in a straight line toward a target and then hits it with a gore attack on the same turn, the target takes an extra 3 (1d6) piercing damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Hooves . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) bludgeoning damage. \n'b' Gore . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b'\n'b' ABOUT \n'b' Bulky quadrupeds with vicious horns, bulls are territorial beasts known to charge creatures that they perceive as challenges.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bumpyfolk \n'b' Medium humanoid , any good \n'b' Armor Class 15 (studded leather Hit Points 39 (6d8 + 12) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 11 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +2 Senses passive Perception 10 Languages Common Challenge ??? (??? XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . Bumpyfolk can breathe air and water. \n'b' Protector . Bumpyfolk have advantage on attacks against creatures with an evil alignment. \n'b' Sense Evil . Due to their magical origins, bumpyfolk instinctively know if a creature has wicked intentions or is aligned to evil. \n'b'\n'b' ACTIONS \n'b'\n'b' Dragon Tooth Spear . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d6 + 4) magical piercing damage. \n'b'\n'b' ABOUT \n'b' Their weapon of choice is a dragon tooth spear. Bumpyfolk give off a faintly swampy odor, with a hint of leather. \n'b' As the erbs were attacking all the mortal creatures in Nonestica, many retreated under the earth for protection. Among them, the bravest were those who formed a rear guard to protect the innocents from erb assaults. The fairy courts transformed these brave warriors into bumpyfolk. Unlike many other races, the bumpyfolk do not congregate in cities or towns. \n'b' They instead settle in smaller family units of various compositions around their chosen mountain territory. \n'b' Bumpyfolk are hairless humanoids, covered with splotchy light and dark green skin with thick, rugged bumps. The bumps are made of tin gravel, which give their skin a toad-like appearance. They wear rudimentary clothing of animal hides, and prefer to go barefoot.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bunfolk \n'b' Tiny construct (bunfolk. ozian), neutral \n'b' Armor Class 12 Hit Points 5 (2d4) Speed 20 ft.\n'b' STATS STR: 6 (-2) DEX: 15 (+2) CON: 11 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Damage Immunities paralyzed , petrified , poisoned Skills Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The bunfolk is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the bunfolk must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Constructed Nature . A bunfolk doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Edible . Eating a bunfolk provides nourishment equivalent to one pound of food. \n'b' Familiar . With the GM\xe2\x80\x99s permission, the find familiar spell can summon this creature. \n'b'\n'b' ACTIONS \n'b'\n'b' Hard-tack . Ranged Weapon Attack : +4 to hit, range 10/30 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Men, women, and children are all made of buns and bread. A few of the buns, which seem to form the more important class of the people, are neatly frosted. Some have raisins for eyes and currant buttons on their clothes; others have eyes of cloves and legs of stick cinnamon, and many wear hats and bonnets frosted pink and green. \n'b' Bunfolk live in Bunbury, a little town with houses made of crackers, laid out in tiny squares. The houses have balconies and porches with posts of bread-sticks and roofs shingled with wafer-crackers. There are walks of breadcrusts leading from house to house and forming streets. The ground is all flour and meal, and there is a butter mine at the opposite side of the village. The trees are all doughleanders and doughderas, and in the season they get quite a crop of dough-nuts off them. \n'b' Delicious Treats . Bunfolk are quite sensitive to the fact that they are edible, and view all living beings with mouths as hostile. While they\xe2\x80\x99re willing to sacrifice furniture and fences to a visitor\xe2\x80\x99s hunger, things inevitably go awry, which leads to the bunfolk defending themselves as best they can. \n'b' Oven-Baked Rage . Dangerous if thoroughly provoked, Bunfolk will resort to throwing their foes into the same ovens that creates bunfolk. For statistics on those ovens see the utensians entry.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bunfolk Swarm \n'b' Medium swarm of Tiny constructs , neutral \n'b' Armor Class 12 Hit Points 12 (5d4) Speed 20 ft.\n'b' STATS STR: 6 (-2) DEX: 15 (+2) CON: 11 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Damage Resistances bludgeoning, piercing, slashing Damage Immunities charmed , deafened , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned Skills Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Edible . Eating a bunfolk provides nourishment equivalent to one pound of food. \n'b' Antimagic Susceptibility . The bunfolk is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the bunfolk must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Constructed Nature . A bunfolk doesn\xe2\x80\x99t require air, food, drink, or sleep. \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 bunfolk. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Hard-tack . Ranged Weapon Attack : +4 to hit, range 10/30 ft., one target. Hit : 7 (2d4 + 2) bludgeoning damage, or 2 (1d4) bludgeoning damage if the swarm has half of its hit points or fewer. \n'b'\n'b' ABOUT \n'b' Men, women, and children are all made of buns and bread. A few of the buns, which seem to form the more important class of the people, are neatly frosted. Some have raisins for eyes and currant buttons on their clothes; others have eyes of cloves and legs of stick cinnamon, and many wear hats and bonnets frosted pink and green. \n'b' Bunfolk live in Bunbury, a little town with houses made of crackers, laid out in tiny squares. The houses have balconies and porches with posts of bread-sticks and roofs shingled with wafer-crackers. There are walks of breadcrusts leading from house to house and forming streets. The ground is all flour and meal, and there is a butter mine at the opposite side of the village. The trees are all doughleanders and doughderas, and in the season they get quite a crop of dough-nuts off them. \n'b' Delicious Treats . Bunfolk are quite sensitive to the fact that they are edible, and view all living beings with mouths as hostile. While they\xe2\x80\x99re willing to sacrifice furniture and fences to a visitor\xe2\x80\x99s hunger, things inevitably go awry, which leads to the bunfolk defending themselves as best they can. \n'b' Oven-Baked Rage . Dangerous if thoroughly provoked, Bunfolk will resort to throwing their foes into the same ovens that creates bunfolk. For statistics on those ovens see the utensians entry.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Alke \n'b' Large monstrosity , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 114 (12d10 + 48) Speed 50 ft., climb 30 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 18 (+4) INT: 4 (\xe2\x80\x933) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Cha +4 Skills Acrobatics +5, Perception +7, Stealth +5 Condition Immunities petrified Senses darkvision 60 ft., passive Perception 16 Languages \xe2\x80\x94 Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Back Spikes . Any Small or larger creature riding the alke against its will must make DC 15 Dexterity saving throw at the start of its turn, taking 14 (4d6) piercing damage on a failed save, or half as much damage on a successful one. \n'b' Keen Sight . The alke has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Pounce . If the alke moves at least 30 feet straight toward a creature and then hits it with a Claws attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone . If the target is prone , the alke can make one Beak attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The alke makes one Beak attack and two Claws attacks. \n'b' Beak . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Piercing Roll (Recharge 4\xe2\x80\x936) . The alke tucks in its head and throws itself spikes first into nearby foes. The alke moves up to 25 feet in a straight line and can move through the space of any Medium or smaller creature. The first time it enters a creature\xe2\x80\x99s space during this move, that creature must make a DC 15 Strength saving throw. On a failure, a creature takes 14 (4d6) bludgeoning and 14 (4d6) piercing damage and is knocked prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t knocked prone . \n'b'\n'b' REACTIONS \n'b'\n'b' Repelling Spikes . The alke adds 3 to its AC against one melee or ranged weapon attack that would hit it. To do so, the alke must see the attacker and not be prone . \n'b'\n'b' ABOUT \n'b' This ferocious, wingless griffon sports hardened feather-spikes where its wings should be. \n'b' Alkes, also called an alce or a keythong, are cousins to griffons, but they grow spikes instead of wings along their backs. More ferocious in battle than typical griffons, alkes use their bulk and superior speed to topple prey, exposing it to their crushing beaks and rending claws. Alkes are solitary creatures, too proud and volatile to share territory with others of their kind. They always consider themselves at the top of the food chain, even if stronger beasts reside nearby. This sense of pride easily turns into dangerous arrogance, preventing them from backing down from an aggressor. \n'b' Contemptible Creatures . While alkes regard all beasts as prey, they bear an instinctual contempt for other monstrosities, including griffons and other alkes. This contempt comes not from a sense of jealousy but rather the alke\xe2\x80\x99s pride in its own prowess. Any indication of another creature\xe2\x80\x99s advantages, whether manufactured or natural, incites a primal need in the alke to prove itself superior. Alkes keep a special animosity for cockatrices, gorgons, and medusas. Immune to these creatures\xe2\x80\x99 petrifying abilities, alkes toy with and torment these hated foes before moving in for a kill. \n'b' Potent Components . The alkes\xe2\x80\x99 immunity to petrifying effects makes clear they are infused with magic. Herbalists prize their spikes as powerful spell components for healing and protective properties. Big game hunters, poachers, and would?be heroes have attempted to slay or capture alkes for glory and profit. Often, the alke winds up the hunter and its pursuers the prey.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bunnyburian Royal Pike Brigadier \n'b' Family: Bunnyburian \n'b' Medium humanoid (beast), lawful good \n'b' Armor Class 16 (breastplate Hit Points 52 (8d8 + 16) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 15 (+2) INT: 11 (+0) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Survival +3 Senses passive Perception 11 Languages Common Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold The Line . The pike brigadier can use a bonus action to take the Dodge action on each of its turns. \n'b' Standing Leap . The pike brigadier\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' Well-Bred . The pike brigadier has advantage on all skill checks that use Intelligence or Charisma . \n'b'\n'b' ACTIONS \n'b'\n'b' Pike . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 9 (1d10 + 4) piercing damage. \n'b'\n'b' ABOUT \n'b' As with the musketeers, the bunnyburian royal pike brigade are a mixed lot with females and males serving together. The Royal Pike Brigade wear the same shade of green as their Musketeer comrades, with solid breastplates in gold or silver to indicate rank. Their pants are blousy, accounting for the shape of their legs, and allowing them to easily leap ten feet in a single bound.\xe2\x80\x99 \n'b' The members of the Royal Pike Brigade are taller than the average bunnyburian, in large part due to the height restrictions levied by a previous monarch. Indeed , the tallest bunnyburians are encouraged to consider military service, and the prestige of the Pike Brigade is tempting to many. Their personal adornments are more subtle, keeping mostly to rings and the occasional lorgnette or monocle . \n'b' Bunnyburians average slightly shorter than humans, though their ears can stretch upward to make up the difference. \n'b' Bunnyburians all have white fur, usually pink eyes, and are unanimously soft spoken in the Common tongue of Oz. \n'b' Bunnyburian society loves silks and satins and brocades in every color, with plenty of jewelry and adornment. \n'b' The females wear elaborate dresses and bonnets, with jeweled rings and necklaces, and even the occasional ear adornment. \n'b' The males are fond of slash and puff waistcoats and breaches, with a hint of military cut. They wear long, plainer coats in the mornings, but change to shorter and louder coats at night. They too enjoy accessorizing with monocles, jewelry, and the occasional swagger stick or rapier.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bunnyburian, Courtier \n'b' Family: Bunnyburian \n'b' Medium humanoid (beast), lawful good \n'b' Armor Class 14 (natural armor) Hit Points 44 (8d8 + 8) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 13 (+1) INT: 11 (+0) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +2, Persuasion +5 Senses passive Perception 11 Languages Common Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Standing Leap . The courtier\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' Well-Bred . The courtier has advantage on all skill checks that use Intelligence or Charisma . \n'b'\n'b' ACTIONS \n'b'\n'b' Disarming Flourish . One creature the courtier can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be charmed by all bunnyburians within 60 feet for 1 hour, or until a bunnyburian harms the creature. \n'b' Dueling Blade . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. On a hit, instead of dealing damage, the courtier can attempt to make its target drop its weapon. The target must succeed on a DC 15 Dexterity saving throw or be disarmed. \n'b'\n'b' ABOUT \n'b' Bunnyburians average slightly shorter than humans, though their ears can stretch upward to make up the difference. \n'b' Bunnyburians all have white fur, usually pink eyes, and are unanimously soft spoken in the Common tongue of Oz. \n'b' Bunnyburian society loves silks and satins and brocades in every color, with plenty of jewelry and adornment. \n'b' The females wear elaborate dresses and bonnets, with jeweled rings and necklaces, and even the occasional ear adornment. \n'b' The males are fond of slash and puff waistcoats and breaches, with a hint of military cut. They wear long, plainer coats in the mornings, but change to shorter and louder coats at night. They too enjoy accessorizing with monocles, jewelry, and the occasional swagger stick or rapier.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bunnyburian, Musketeer \n'b' Family: Bunnyburian \n'b' Medium humanoid (beast), lawful good \n'b' Armor Class 15 (leather armor Hit Points 52 (8d8 + 16) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 15 (+2) INT: 11 (+0) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Survival +3 Senses passive Perception 13 Languages Common Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hop To It . The musketeer can use a bonus action to take the Dash or Disengage action on each of its turns. \n'b' Standing Leap . The musketeer\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' Well-Bred . The musketeer has advantage on all skill checks that use Intelligence or Charisma . \n'b'\n'b' ACTIONS \n'b'\n'b' Musket . Ranged Weapon Attack : +6 to hit, range 40/120 ft., one target. Hit : 9 (1d10 + 4) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Volley Fire . When an adjacent ally makes a ranged attack , the musketeer may spend its reaction to make a musket attack . \n'b'\n'b' ABOUT THIS CREATURE \n'b' Both female and male Bunnyburians serve in the Musketeers. Musketeers wear loose trousers that give them plenty of room to \xe2\x80\x9chop to it!\xe2\x80\x9d as their officers often command . The uniforms are green with gold braid, with a touch of contrast at the sleeve cuffs and lapels. \n'b' They wear specially designed brown leather boots that spread with their toes as they need to leap. Their heads sport a black felted shakos with a prominent gold letter \xe2\x80\x98B\xe2\x80\x99 pinned to the front. They spend a great deal of time parading about the town walls so as to be fully seen and admired by the populace. \n'b' Musketeers wear belt pouches with spare ammunition and powder, and the occasional bit of lunch. Here and there glints a touch of jewelry, for even on duty a bunnyburian cannot entirely give up their bling. \n'b' Bunnyburians average slightly shorter than humans, though their ears can stretch upward to make up the difference. \n'b' Bunnyburians all have white fur, usually pink eyes, and are unanimously soft spoken in the Common tongue of Oz. \n'b' Bunnyburian society loves silks and satins and brocades in every color, with plenty of jewelry and adornment. \n'b' The females wear elaborate dresses and bonnets, with jeweled rings and necklaces, and even the occasional ear adornment. \n'b' The males are fond of slash and puff waistcoats and breaches, with a hint of military cut. They wear long, plainer coats in the mornings, but change to shorter and louder coats at night. They too enjoy accessorizing with monocles, jewelry, and the occasional swagger stick or rapier.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cauchemange, Larva \n'b' Family: Cauchemange \n'b' Tiny aberration , neutral evil \n'b' Armor Class 13 Hit Points 10 (4d4) Speed 20 ft.\n'b' STATS STR: 2 (\xe2\x80\x934) DEX: 16 (+3) CON: 10 (+0) INT: 3 (\xe2\x80\x934) WIS: 7 (\xe2\x80\x932) CHA: 3 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Resistances poison, psychic Senses blindsight 30 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x94 Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . A cauchemange larva 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 : 2 (1d4) piercing damage. If the cauchemange larva scores a critical hit against a creature not infected by another cauchemange larva, the larva burrows into the target. Once inside a target, the larva is a disease. For seven days, each time the host finishes a long rest, the host must make a DC 10 Wisdom saving throw. On a failure, the host gains no benefit from that rest. After seven days, the cauchemange erupts from its host\xe2\x80\x99s body as an adult cauchemange that is either corporeal or incorporeal. This exit deals the host 20 (4d8 + 2) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Hellforged Derro \n'b' Family: Derro \n'b' Small humanoid (derro), lawful evil \n'b' Armor Class 16 (breastplate) Hit Points 112 (15d6 + 60) Speed 25 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 18 (+4) INT: 11 (+0) WIS: 7 (\xe2\x80\x932) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Dex +5, Cha +5 Skills Perception +1, Stealth +5 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages Common, Dwarvish, Infernal, Undercommon Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Insanity . The hellforged has advantage on saving throws against being charmed or frightened . \n'b' Hellfire Weapons . The hellforged\xe2\x80\x99s weapon attacks are magical. When the hellforged hits with any weapon, the weapon deals an extra 2d6 fire damage (included in the attack ). \n'b' Sunlight Sensitivity . While in sunlight, the hellforged 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 hellforged makes three Battleaxe or Hurl Hellfire attacks. \n'b' Battleaxe . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 7 (2d6) fire damage. \n'b' Hurl Hellfire . Ranged Spell Attack : +5 to hit, range 120 ft., one target. Hit : 12 (3d6 + 2) fire damage. If the target is a creature or a 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'\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'Bunnyfolk Citizen \n'b' Small humanoid (bunnyfolk, ozian), neutral good \n'b' Armor Class 12 Hit Points 3 (1d6) Speed 30 ft., burrow 10 ft.\n'b' STATS STR: 7 (-2) DEX: 15 (+2) CON: 11 (+0) INT: 12 (+1) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +3, Stealth +4, Survival +2 Senses darkvision 60 ft., passive Perception 10 Languages Common, Sylvan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . Bunnyfolk have advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Nimble Escape . A bunnyfolk can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Standing Leap . A bunnyfolk\xe2\x80\x99s long jump is 20 feet and its high jump is 10 feet, with or without a running start. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' This is a humanoid bunny dressed in clothes. \n'b' Bunnyfolk live primarily in Bunnybury, although there are bunnyfolk that live elsewhere throughout Faerie. \n'b' Bunnyfolk citizens are large, intelligent rabbits capable of standing and conversing upright. Most only speak rabbit, but their extensive contacts and knowledge make them excellent spies outside of Bunnybury. \n'b' Bunnyfolk citizens wear splendid costumes made from silk and satin of delicate hues, decorated with exquisite gems. \n'b' The ladies wear bonnets decorated with feathers and jewels. \n'b' There are bunnyfolk nobles and a king. Bunnyfolk nobles wear white gloves with rings on the outside, as is their fashion. Many of the gentlemen wear monocles while the ladies carry lorgnettes. The bunnyfolk king is conflicted about his position, longing for a simpler life but enjoying the benefits of rule all too much. \n'b' Bunnyfolk soldiers wear uniforms of green and gold with high shakos on their heads and tiny halberds; the captain carries a sword and has a white plume in his shako.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bunnyfolk Noble \n'b' Small humanoid (bunnyfolk, ozian), neutral good \n'b' Armor Class 12 Hit Points 21 (6d6) Speed 30 ft., burrow 10 ft.\n'b' STATS STR: 7 (-2) DEX: 15 (+2) CON: 11 (+0) INT: 16 (+3) WIS: 8 (=1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Nature +3, Persuasion +5, Stealth +4, Survival +2 Senses darkvision 60 ft., passive Perception 9 Languages Common Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . Bunnyfolk have advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Nimble Escape . A bunnyfolk can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Standing Leap . A bunnyfolk\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'\n'b' ACTIONS \n'b'\n'b' Scepter . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage. \n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, the bunnyfolk noble can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of her makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the bunnyfolk noble. A creature can benefit from only one Leadership die at a time. This effect ends if the bunnyfolk noble is incapacitated . \n'b'\n'b' ABOUT \n'b' This is a humanoid bunny dressed in clothes. \n'b' Bunnyfolk live primarily in Bunnybury, although there are bunnyfolk that live elsewhere throughout Faerie. \n'b' Bunnyfolk citizens are large, intelligent rabbits capable of standing and conversing upright. Most only speak rabbit, but their extensive contacts and knowledge make them excellent spies outside of Bunnybury. \n'b' Bunnyfolk citizens wear splendid costumes made from silk and satin of delicate hues, decorated with exquisite gems. \n'b' The ladies wear bonnets decorated with feathers and jewels. \n'b' There are bunnyfolk nobles and a king. Bunnyfolk nobles wear white gloves with rings on the outside, as is their fashion. Many of the gentlemen wear monocles while the ladies carry lorgnettes. The bunnyfolk king is conflicted about his position, longing for a simpler life but enjoying the benefits of rule all too much. \n'b' Bunnyfolk soldiers wear uniforms of green and gold with high shakos on their heads and tiny halberds; the captain carries a sword and has a white plume in his shako.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bunnyfolk Soldier \n'b' Small humanoid (bunnyfolk, ozian), neutral good \n'b' Armor Class 13 Hit Points 9 (2d6 + 2) Speed 30 ft., burrow 10 ft.\n'b' STATS STR: 7 (-2) DEX: 17 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +3, Stealth +4, Survival +2 Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . Bunnyfolk have advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Nimble Escape . A bunnyfolk can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Standing Leap . A bunnyfolk\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'\n'b' ACTIONS \n'b'\n'b' Halberd . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 3) slashing damage. \n'b' Musket . Ranged Weapon Attack : +5 to hit, range 40/120 ft., one target. Hit : 9 (1d12 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' This is a humanoid bunny dressed in clothes. \n'b' Bunnyfolk live primarily in Bunnybury, although there are bunnyfolk that live elsewhere throughout Faerie. \n'b' Bunnyfolk citizens are large, intelligent rabbits capable of standing and conversing upright. Most only speak rabbit, but their extensive contacts and knowledge make them excellent spies outside of Bunnybury. \n'b' Bunnyfolk citizens wear splendid costumes made from silk and satin of delicate hues, decorated with exquisite gems. \n'b' The ladies wear bonnets decorated with feathers and jewels. \n'b' There are bunnyfolk nobles and a king. Bunnyfolk nobles wear white gloves with rings on the outside, as is their fashion. Many of the gentlemen wear monocles while the ladies carry lorgnettes. The bunnyfolk king is conflicted about his position, longing for a simpler life but enjoying the benefits of rule all too much. \n'b' Bunnyfolk soldiers wear uniforms of green and gold with high shakos on their heads and tiny halberds; the captain carries a sword and has a white plume in his shako.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bunyip \n'b'\n'b' Medium monstrosity , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 112 (15d8+45) Speed 10 ft., swim 50 ft.\n'b' STATS STR: 13 (+1) DEX: 16 (+3) CON: 13 (+1) INT: 2 (-4) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5 Skills Stealth +5 Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Blood Frenzy . If a creature takes piercing or slashing damage within 30 feet of the bunyip while they are both swimming, or if the bunyip is damaged, the bunyip goes into a frenzy for 1 minute, gaining advantage on all attack rolls. \n'b' Water Breathing . The bunyip can only breathe underwater. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, 5 ft. reach, one target. Hit : 28 (5d10 + 1) piercing damage. \n'b' Horrifying roar . A bunyip\xe2\x80\x99s roar is supernaturally loud and horrifying. When a bunyip roars, all hearing creatures within a 100-foot spread must succeed on a DC 14 Wisdom saving throw to avoid being deafened and frightened . A deafened creature can attempt a DC 14 Constitution saving throw at the end of each of its turns to end the effect. A frightened creature can attempt a DC 14 Wisdom saving throw at the end of each of its turns to end the effect. Whether or not the initial saving throw is successful, creatures in the area are immune to the roar of that bunyip for 24 hours. \n'b'\n'b' About \n'b' The bunyip is a fierce and avid hunter, possessing a primal ruthlessness that seems almost evil in its rapacity. A bunyip typically inhabits large freshwater inlets, marshy sloughs and bayous, or sheltered coastal sea caves where food is plentiful-the bunyip is equally at home in fresh or saltwater. \n'b' It prefers feeding on animals of Small size or larger, though it isn\xe2\x80\x99t averse to eating humanoids when presented the opportunity. Bunyips are quite territorial, and readily attack when intruders threaten their hunting grounds. Bunyips mate annually, during the late spring. During this period, bunyips become even more aggressive. After mating, couples split, with the female wandering off to find a place to birth a small litter of four to six pups. Females watch their pups for a few days, until they become independent enough for the mothers to move on. \n'b' Adaptable . Reports of bunyip sightings come from every end of the map. Though the accuracy of all such reports remains doubtful, enough reliable accounts exist to confirm their widespread adaptability. The species thrives in numerous ecological climes, from frigid polar fjords to idyllic tropical lagoons. The bunyip is not a deep-sea creature, and even avoids larger freshwater lakes, as it prefers to lurk near shorelines where its favorite food is more common. \n'b' Bunyips vary in appearance as much as they do in their habitat. All possess a similar physical structures to a large seal, with an oversized mouth filled with sharp fangs. All bunyips have at least a thin layer of hair, generally longer and shaggier in freshwater bunyips, and usually in shades of pale gray, brown, or black. \n'b' While bunyips can survive equally well in fresh or saltwater, those dwelling in the ocean have developed somewhat differently from their cousins that live close to land. \n'b' Oceangoing bunyips usually have a thick, muscular tail ending in wide flukes and jaws that seem almost shark-like. \n'b' Their flippered forelimbs are strong and sharp-edged, while their rear flippers are vestigial and weak. \n'b' Freshwater bunyips by contrast have vaguely canine heads, often with large fangs or even tusks. Their tails are long but much slimmer, with very small flukes sometimes covered in a tuft of hair. However, they retain four strong flippered limbs, splayed like webbed fingers and tipped with stubby claws, and have proven to be surprisingly clever and dextrous in using them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Buraq \n'b' Medium celestial , lawful good \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 152 (16d8 + 80) \n'b' Speed 60 ft., fly 90 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 20 (+5) INT: 18 (+4) WIS: 18 (+4) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9, Wis +8, Cha +9 \n'b' Skills History +8, Religion +8 \n'b' Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Condition Immunities charmed , exhaustion , frightened \n'b' Senses truesight 120 ft., passive Perception 14 \n'b' Languages Celestial, Common, Primordial, telepathy 120 ft. \n'b' Challenge 11 (7,200 XP) \n'b' Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Angelic Weapons . The buraq\xe2\x80\x99s attacks are magical. When the buraq hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack ). \n'b' Magic Resistance . The buraq has advantage on saving throws against spells and other magical effects. \n'b' Night Journey . When outdoors at night, the distance of the buraq\xe2\x80\x99s vision is not limited by nonmagical darkness . Once per month, the buraq can declare it is on a night journey, and for the next 24 hours, it can Teleport as a bonus action. When on a night journey, the buraq can teleport as often as it wants, and its destination must always be in an area of nonmagical darkness within its line of sight. At any point during the night journey, the buraq can use a bonus action to return itself and its rider to the location where it began the night journey. \n'b' Powerful Steed . The buraq is considered to be a Large animal for the purpose of determining its carrying capacity and its ability to carry a rider. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The buraq makes two Hooves attacks. It can replace one attack with a use of Spellcasting. \n'b' Hooves . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage plus 18 (4d8) radiant damage. \n'b' Spellcasting . The buraq casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 17): \n'b'\n'b' At will : comprehend languages , detect evil and good , holy aura , pass without trace \n'b' 3/day each : haste , longstrider \n'b' 1/day each : plane shift , wind walk \n'b'\n'b' Teleport (1/Day) . The buraq magically teleports itself and its rider, along with any equipment it is wearing or carrying, to a location the buraq is familiar with, up to 1 mile away. \n'b'\n'b' ABOUT \n'b' An aura of holiness surrounds this handsome human -headed equine with short but strong feathered wings. \n'b' Only the Worthy . A buraq possesses astounding speed, determination, and resilience, among a host of noble qualities. Only pure-hearted humanoids can obtain a service from such a righteous and honorable creature. \n'b' Angel Marked . Every buraq wears a gilded band around its head or neck. These are said to be angelic seals or wardings, each different. The hide of every buraq is white, though their beards, lashes, manes, and tails vary from silver and dusty tan to deep brown or glossy black. \n'b' Heavenly Steeds . A buraq is smaller than a mule but bigger than a donkey, though their carrying capacity belies their size and apparent strength. Nevertheless, a buraq is the ultimate courier and a heavenly steed. Paladins and good-aligned clerics are the most likely candidates to ride a buraq , but other virtuous characters have had this privilege.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Burned Ones \n'b' Medium undead , lawful evil\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 12 (+1) INT: 7 (-2) WIS: 16 (+3) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 16 (natural armor) Hit Points 82 (15d8 + 15) Speed 30 ft. Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , poisoned , stunned Senses passive Perception 13 Languages Understands Ledean, but cannot speak Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Create Spawn . If the burned one kills a cleric through use of its immolation feature the cleric rises within 24 hours as a burned one. If the resurrection spell is cast first, it prevents this from occurring and restores the cleric to life. \n'b' Immolation . The burned one explodes into flames as a bonus action. A creature grappled by the burned one suffers 14 (4d6) fire damage at the start of their turn. Any creature within 5 feet of the burned one suffers 3 (1d6) fire damage. The flame and smoke from the immolation provides total cover for both the burned one and any creature it has grappled . While it is immolated the burned one cannot take any actions . The burned one can end its immolation as a bonus action. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The burned one makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage, plus 7 (2d6) fire damage. A creature hit with a claw attack is grappled (escape DC 14) by the burned one. \n'b'\n'b' Tactics \n'b' Burned ones prefer to attack from ambush. They tear into their victims with wicked claws, stripping flesh away to the bone. They attack without fear of dying as they are forced to live in eternal torment. \n'b' Once they reduce a cleric to 0 hit points they will use their immolation feature. If a burned one is killed by conventional means, it rises again in 24 hours to continue to stalk its haunt. Burned ones are permanently destroyed only when their remains are consecrated by a cleric after the burned one has been reduced to 0 hit points. \n'b' Description \n'b' Burned ones appear as humans who have been burned to the bone. They exude a stench of burning flesh that alerts all wary creatures within sixty feet and they leave traces of soot wherever they step. \n'b' Tormented by fire . Burned ones are in constant pain, forever tormented by the sensation of being burned alive, a feeling that drives them utterly insane in their undying existence. Their unlives are consumed by a single desire \xe2\x80\x93 to make others suffer the way that they have been forced to suffer. Incapable of speech due to scorched lips and tongue, burned ones moan pitifully or scream in fury in combat. \n'b' Drawn to lost holy sites . These abominations are drawn to deserted temples and places of worship, whether crypts beneath thriving cities or abandoned temples lost to the wilderness. There they stalk, destroying all humans who come within their territory. Tales are told of ancient churches and cathedrals swallowed up in the war between gods and titans which are now populated by the once-faithful begging to be released from their eternal torment.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Burning Dervish \n'b' Medium fiend , lawful evil \n'b' Armor Class 14 (natural armor) Hit Points 45 (7d8 + 14) Speed 30 ft., fly 20 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 13 (+1) WIS: 15 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Damage Vulnerabilities cold Damage Immunities fire Senses darkvision 60 ft., passive Perception 14 Languages Common, Ignan, Infernal Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Elemental Endurance . Burning dervishes can survive on the Elemental Planes of Air or Earth for up to 48 hours and on the Elemental Plane of Water for up to 12 hours. Failure to return to the Elemental Plane of Fire after that time deals 1 cold damage each hour to a burning dervish until it dies or returns to the Elemental Plane of Fire. \n'b' Innate Spellcasting . The burning dervish\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : fire bolt, produce flame \n'b' 3/day : invisibility (self only) \n'b' 1/day each : enlarge/reduce , flaming sphere , plane shift (self only, Elemental, Astral, or Material Planes only) \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The burning dervish makes two Scimitar attacks or two Fist attacks. \n'b' Scimitar . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Fist (flame form only) . Melee Spell Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) fire damage. \n'b' Flame Form (3/day) . The burning dervish magically polymorphs into a Medium-sized column of fire for one minute, until the dervish ends it as a bonus action, or until the dervish dies. Equipment worn or carried by the dervish are absorbed into its form. While in this form, it has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, it is immune to being grappled or restrained , and it can move through a space as narrow as one-inch wide without squeezing. A creature that touches the burning dervish in this form or hits it with a melee attack while within five feet of it takes 4 (1d8) fire damage. In addition, the burning dervish can enter a hostile creature\xe2\x80\x99s space and stop there. The first time it enters a creature\xe2\x80\x99s space on a turn, that creature takes 4 (1d8) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 4 (1d8) fire damage at the start of each of its turns. \n'b'\n'b' ABOUT \n'b' Burning dervishes are a race of Janni separated from the elements of air, earth, and water, having sworn themselves and their tribes in entirety to the power of the Sultan of Brass. Burning dervishes serve as the priesthood and religious police of the Cult of the Burning One and work forever to expand the empire of the Veiled God who sits upon the Throne of Brass. In the City of Brass, they keep their headquarters in the Great Ziggurat. On the terrestrial planes, they set up brazen towers as bases from which they convert locals to militias of the Burning One and proceed in conquering the lands through treachery and deceit. \n'b' These tall, comely beings have skin that glitters like burnished brass that distinguishes them from the race of Janni from whom their race is derived. Burning dervishes stand between six and seven feet tall. Their features are fine, if not somewhat cruel, and a faint smell of burning oil permeates the air around them. Burning dervishes are apt swordsmen but prefer to use their magical powers, their wits, and their mortal servants to do their dirty work for them. When cornered, they fight to the death for fear of having to face the Sultan of Brass with news of their failures.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Alkonost \n'b' Small monstrosity , neutral \n'b' Armor Class 12 Hit Points 17 (5d6) Speed 20 ft., fly 40 ft.\n'b' STATS STR: 11 (+0) DEX: 14 (+2) CON: 10 (+0) INT: 7 (-2) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 12 Damage Resistances lightning Languages Common Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' One with Wind . An alkonost is immune to the effects of magical and natural wind, including effects that would force it to move, impose disadvantage on Wisdom ( Perception ) checks, or force it to land when flying. In addition, its weapon attacks do an extra 2 (1d4) lightning damage if it is within 1 mile of a lightning storm. \n'b'\n'b' Actions \n'b'\n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) slashing damage. \n'b' Charged Melody (Recharge 6) . The alkonost sings a beautiful melody. Each creature within 30 feet of it that can hear the melody must succeed on a DC 12 Charisma saving throw or take 7 (2d6) lightning damage the next time it moves. \n'b'\n'b' About \n'b' Graceful birds with the face of a beautiful man or woman flock on the edges of dark clouds. Their plumage is the color of storms, ranging from light gray to dark slate with a green or violet hue shimmering on the eldest. \n'b' Singers for the Storm God . An alkonost\xe2\x80\x99s song is heard only as a precursor to a massive storm. On land, they are the harbingers of electric storms, tornadoes, and powerful winds. At sea, they fly with the seabirds ahead of hurricanes and squalls. Sailors consider their song a beautiful reckoning \xe2\x80\x93 a reminder that every soul has a black wave waiting to claim it. \n'b' Druid\xe2\x80\x99s Ally . Alkonost sometimes roost in the sacred groves of druids. There, the enigmatic creatures lay their eggs, an act normally coinciding with a tremendous electrical storm in the area. They guard both grove and eggs until the young hatch several weeks later. Some alkonost might choose to serve a good-aligned, nature- or fey-focused spellcaster as a familiar. Such alkonost have the following trait. \n'b' Familiar . The alkonost can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the alkonost senses as long as they are within 1 mile of each other. While the alkonost is within 10 feet of its companion, the companion shares the alkonost\xe2\x80\x99s One with Wind trait. At any time and for any reason, the alkonost can end its service as a familiar, ending the telepathic bond .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Burning Dervish Child \n'b' Family: Burning Dervish \n'b' Small fiend , lawful evil \n'b' Armor Class 14 (natural armor) Hit Points 33 (6d6 + 12) Speed 30 ft., fly 20 ft.\n'b' STATS STR: 15 (+2) DEX: 15 (+2) CON: 14 (+2) INT: 13 (+1) WIS: 15 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4 Damage Vulnerabilities cold Damage Immunities fire Senses darkvision 60 ft., passive Perception 14 Languages Common, Ignan, Infernal Challenge 1 (200 XP) \n'b' Special Traits \n'b' Elemental Endurance . Burning dervishes can survive on the Elemental Planes of Air or Earth for up to 48 hours and on the Elemental Plane of Water for up to 12 hours. Failure to return to the Elemental Plane of Fire after that time deals 1 cold damage each hour to a burning dervish until it dies or returns to the Elemental Plane of Fire. \n'b' Innate Spellcasting . The burning dervish\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can cast the following spells, requiring no material components.\n'b'\n'b' At will : fire bolt, produce flame \n'b' 3/day : invisibility (self only) \n'b' 1/day : enlarge/reduce , flaming sphere , plane shift (self only, Elemental, Astral, or Material Planes only) \n'b'\n'b' Actions \n'b' Multiattack . The burning dervish child makes two Fist attacks. \n'b' Scimitar . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Fist (flame form only). Melee Spell Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) fire damage. \n'b' Flame Form (3/day). The burning dervish magically polymorphs into a Medium-sized column of fire for 1 minute, until the dervish ends it as a bonus action, or the dervish dies. Equipment worn or carried by the dervish are absorbed into its form. While in this form, it has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, it is immune to being grappled or restrained , and can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the burning dervish in this form or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. In addition, the burning dervish can enter a hostile creature\xe2\x80\x99s space and stop there. The first time it enters a creature\xe2\x80\x99s space on a turn, that creature takes 3 (1d6) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 3 (1d6) fire damage at the start of each of its turns.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Burning Dervish Feyhda \n'b' Family: Burning Dervish \n'b' Medium fiend , lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 65 (10d8 + 20) Speed 30 ft., fly 20 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 14 (+2) INT: 13 (+1) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +6, Wisdom +8 Skills Athletics +5, Acrobatics +7, Perception +6, Religion +4, Stealth +7 Damage Vulnerabilities cold Damage Immunities fire Senses darkvision 60 ft., passive Perception 16 Languages Common, Ignan, Infernal Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Assassin\xe2\x80\x99s Blessing (3/long rest). When the dervish feyhda hits with an attack and has advantage on the attack roll, the feyhda can cause the attack to deal an additional 27 (6d8) damage. The damage is the same type as the damage of the attack. \n'b' Cunning Action . On each of its turns, the feyhda can use a bonus action to take the Dash , Disengage , or Hide action. \n'b' Elemental Endurance . Burning dervishes can survive on the Elemental Planes of Air or Earth for up to 48 hours and on the Elemental Plane of Water for up to 12 hours. Failure to return to the Elemental Plane of Fire after that time deals 1 cold damage each hour to a burning dervish until it dies or returns to the Elemental Plane of Fire. \n'b' Innate Spellcasting . The burning dervish\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can cast the following spells, requiring no material components.\n'b'\n'b' At will : fire bolt (5th level), produce flame \n'b' 3/day : invisibility (self only) \n'b' 1/day : enlarge/reduce , flaming sphere , plane shift (self only, Elemental, Astral, or Material Planes only) \n'b'\n'b' Spellcasting . The feyhda is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following cleric spells prepared.\n'b'\n'b' Cantrips (at will): guidance , mending , resistance \n'b' 1st level (4 slots): bless , detect magic , sanctuary \n'b' 2nd level (3 slots): blindness/deafness , enhance ability , silence \n'b' 3rd level (2 slots): bestow curse , dispel magic \n'b'\n'b' Actions \n'b' Multiattack . The burning dervish feyhda makes two Scimitar attacks or two Fist attacks. \n'b' Scimitar . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Fist (flame form only). Melee Spell Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) fire damage. \n'b' Flame Form (3/day). The burning dervish magically polymorphs into a Medium-sized column of fire for 1 minute, until the dervish ends it as a bonus action, or the dervish dies. Equipment worn or carried by the dervish are absorbed into its form. While in this form, it has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, it is immune to being grappled or restrained , and can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the burning dervish in this form or hits it with a melee attack while within 5 feet of it takes 4 (1d8) fire damage. In addition, the burning dervish can enter a hostile creature\xe2\x80\x99s space and stop there. The first time it enters a creature\xe2\x80\x99s space on a turn, that creature takes 4 (1d8) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 4 (1d8) fire damage at the start of each of its turns.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Voidwarped Derro \n'b' Family: Derro \n'b' Small humanoid (derro), neutral evil \n'b' Armor Class 14 Hit Points 120 (16d6 + 64) Speed 25 ft., fly 30 ft. (hover)\n'b' STATS STR: 8 (\xe2\x80\x931) DEX: 18 (+4) CON: 18 (+4) INT: 13 (+1) WIS: 5 (\xe2\x80\x933) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Int +4, Cha +6 Skills Deception +6, Perception +0, Persuasion +6, Stealth +7 Damage Resistances force, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold Senses darkvision 120 ft., passive Perception 10 Languages Common, Dwarvish, Undercommon, Void Speech Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Insanity . The voidwarped has advantage on saving throws against being charmed or frightened . \n'b' Mortal Void Traveler . The voidwarped doesn\xe2\x80\x99t require air or ambient pressure. \n'b' Sunlight Sensitivity . While in sunlight, the voidwarped has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Void-Touched Weapons . The voidwarped\xe2\x80\x99s weapon attacks are magical. When the voidwarped hits with any weapon, the weapon deals an extra 1d6 cold damage and 1d6 force damage (included in the attack ). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The voidwarped makes two Shortsword attacks and one Void Tendril attack . \n'b' Shortsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage plus 3 (1d6) cold damage and 3 (1d6) force damage. \n'b' Void Tendril . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 7 (2d6) bludgeoning damage plus 3 (1d6) cold damage and 3 (1d6) force damage. The target must succeed on a DC 15 Constitution saving throw or its hp maximum is reduced by the amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. \n'b' Void Speech Rant (Recharge 5\xe2\x80\x936) . The voidwarped spews a tirade of Void Speech. Each creature within 40 feet of it that can hear the tirade must make a DC 15 Wisdom saving throw. On a failure, a creature takes 27 (5d10) psychic 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'\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'Burning Dervish Guard \n'b' Family: Burning Dervish \n'b' Medium fiend , lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 84 (13d8 + 26) Speed 30 ft., fly 20 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 13 (+1) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +6 Damage Vulnerabilities cold Damage Immunities fire Senses darkvision 60 ft., passive Perception 15 Languages Common, Ignan, Infernal Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Elemental Endurance . Burning dervishes can survive on the Elemental Planes of Air or Earth for up to 48 hours and on the Elemental Plane of Water for up to 12 hours. Failure to return to the Elemental Plane of Fire after that time deals 1 cold damage each hour to a burning dervish until it dies or returns to the Elemental Plane of Fire. \n'b' Innate Spellcasting . The burning dervish\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components.\n'b'\n'b' At will : fire bolt (5th level), produce flame \n'b' 3/day : invisibility (self only) \n'b' 1/day : enlarge/reduce , flaming sphere , plane shift (self only, Elemental , Astral, or Material Planes only) \n'b'\n'b' Actions \n'b' Multiattack . The burning dervish makes two Scimitar attacks or two Fist attacks. \n'b' Scimitar . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Fist (flame form only). Melee Spell Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) fire damage. \n'b' Flame Form (3/day). The burning dervish magically polymorphs into a Medium-sized column of fire for 1 minute, until the dervish ends it as a bonus action, or the dervish dies. Equipment worn or carried by the dervish are absorbed into its form. While in this form, it has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, it is immune to being grappled or restrained , and can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the burning dervish in this form or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the burning dervish can enter a hostile creature\xe2\x80\x99s space and stop there. The first time it enters a creature\xe2\x80\x99s space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Burning Dervish High Priest \n'b' Family: Burning Dervish \n'b' Medium fiend , lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 108 (16d8 + 32) Speed 30 ft., fly 20 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 13 (+1) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +8, Charisma +7 Skills Perception +8, Religion +5, Stealth +7 Damage Vulnerabilities cold Damage Immunities fire Senses darkvision 60 ft., passive Perception 18 Languages Common, Ignan, Infernal Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Divine Eminence . As a bonus action, the high priest can expend a 1st level spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) fire damage to a target on a hit. This benefit lasts until the end of the turn. If the high priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. \n'b' Elemental Endurance . Burning dervishes can survive on the Elemental Planes of Air or Earth for up to 48 hours and on the Elemental Plane of Water for up to 12 hours. Failure to return to the Elemental Plane of Fire after that time deals 1 cold damage each hour to a burning dervish until it dies or returns to the Elemental Plane of Fire. \n'b' Innate Spellcasting . The burning dervish\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells, requiring no material components.\n'b'\n'b' At will : fire bolt, produce flame \n'b' 3/day : invisibility (self only) \n'b' 1/day : enlarge/reduce , flaming sphere , plane shift (self only, Elemental, Astral, or Material Planes only) \n'b'\n'b' Spellcasting . The high priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The high priest has the following cleric spells prepared:\n'b'\n'b' Cantrips (at will): guidance , light , resistance , thaumaturgy \n'b' 1st level (4 slots): bless , burning hand, cure wounds , healing word , hellish rebuke, shield of faith \n'b' 2nd level (3 slots): aid , continual flame , heat metal , lesser restoration , scorching ray \n'b' 3rd level (3 slots): beacon of hope , fireball , magic circle , speak with dead \n'b' 4th level (3 slots): death ward , fire shield , freedom of movement , guardian of faith , wall of fire \n'b' 5th level (1 slot): mass cure wounds , raise dead \n'b'\n'b' Actions \n'b' Multiattack . The burning dervish makes two Scimitar attacks or two Fist attacks. \n'b' Scimitar . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage, plus 4 (1d8) fire damage. \n'b' Fist (flame form only). Melee Spell Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 3) fire damage. \n'b' Flame Form (3/day). The burning dervish magically polymorphs into a Medium-sized column of fire for 1 minute, until the dervish ends it as a bonus action, or the dervish dies. Equipment worn or carried by the dervish are absorbed into its form. While in this form, it has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, it is immune to being grappled or restrained , and can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the burning dervish in this form or hits it with a melee attack while within 5 feet of it takes 4 (1d8) fire damage. In addition, the burning dervish can enter a hostile creature\xe2\x80\x99s space and stop there. The first time it enters a creature\xe2\x80\x99s space on a turn, that creature takes 4 (1d8) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 4 (1d8) fire damage at the start of each of its turns. \n'b' Beckon the Flames (1/long rest). The burning dervish high priest creates two columns of fire that are 10 feet across by 100 feet high at points it can see within 120 feet. The columns remain burning for 1 minute. Creatures that enter or begin their turns in the area of these flames must make a DC 16 Dexterity saving throw, taking 9 (2d8) fire damage on a failed saving throw, or half as much damage on a successful saving throw. The high priest can use its action to move each column up to 30 feet.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Burning Dervish Master Assassin \n'b' Family: Burning Dervish \n'b' Medium fiend , lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 110 (17d8 + 34) Speed 30 ft., fly 20 ft.\n'b' STATS STR: 15 (+2) DEX: 20 (+5) CON: 14 (+2) INT: 14 (+2) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +9, Intelligence +6, Wisdom +7 Skills Athletics +6, Acrobatics +9, Deception +7, Insight +7, Investigation +6, Perception +7, Sleight of Hand +9, Stealth +9 Damage Vulnerabilities cold Damage Immunities fire Senses darkvision 60 ft., passive Perception 17 Languages Common, Ignan, Infernal Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Assassinate . During its first turn, the master assassin has advantage on attack rolls against any creature that hasn\xe2\x80\x99t taken a turn. Any hit the master assassin scores against a surprised creature is a critical hit. \n'b' Cunning Action . On each of its turns, the master assassin can use a bonus action to take the Dash , Disengage , or Hide action. \n'b' Elemental Endurance . Burning dervishes can survive on the Elemental Planes of Air or Earth for up to 48 hours and on the Elemental Plane of Water for up to 12 hours. Failure to return to the Elemental Plane of Fire after that time deals 1 cold damage each hour to a burning dervish until it dies or returns to the Elemental Plane of Fire. \n'b' Evasion . If the master assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the master assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Innate Spellcasting . The burning dervish\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells, requiring no material components.\n'b'\n'b' At will : fire bolt, produce flame \n'b' 3/day : invisibility (self only) \n'b' 1/day : enlarge/reduce , flaming sphere , plane shift (self only, Elemental, Astral, or Material Planes only) \n'b'\n'b' Sneak Attack (1/turn). Once per turn, the master assassin deals an extra 31 (9d6) 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 master assassin that isn\xe2\x80\x99t incapacitated and the master assassin doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Actions \n'b' Multiattack . The burning dervish makes two Scimitar attacks or two Fist attacks. \n'b' Scimitar . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) slashing damage. \n'b' Fist (flame form only). Melee Spell Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) fire damage. \n'b' Flame Form (3/day). The burning dervish magically polymorphs into a Medium-sized column of fire for 1 minute, until the dervish ends it as a bonus action, or the dervish dies. Equipment worn or carried by the dervish are absorbed into its form. While in this form, it has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, it is immune to being grappled or restrained , and can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the burning dervish in this form or hits it with a melee attack while within 5 feet of it takes 4 (1d8) fire damage. In addition, the burning dervish can enter a hostile creature\xe2\x80\x99s space and stop there. The first time it enters a creature\xe2\x80\x99s space on a turn, that creature takes 4 (1d8) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 4 (1d8) fire damage at the start of each of its turns.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Burning Dervish Minstrel \n'b' Family: Burning Dervish \n'b' Medium fiend , lawful evil \n'b' Armor Class 14 (natural armor) Hit Points 71 (11d8 + 22) Speed 30 ft., fly 20 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 13 (+1) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Charisma +5 Skills Perception +4, Performance +5, Persuasion +5, Stealth +5 Damage Vulnerabilities cold Damage Immunities fire Senses darkvision 60 ft., passive Perception 14 Languages Common, Ignan, Infernal Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Elemental Endurance . Burning dervishes can survive on the Elemental Planes of Air or Earth for up to 48 hours and on the Elemental Plane of Water for up to 12 hours. Failure to return to the Elemental Plane of Fire after that time deals 1 cold damage each hour to a burning dervish until it dies or returns to the Elemental Plane of Fire. \n'b' Innate Spellcasting . The burning dervish\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can cast the following spells, requiring no material components.\n'b'\n'b' At will : fire bolt, produce flame \n'b' 3/day : invisibility (self only) \n'b' 1/day : enlarge/reduce , flaming sphere , plane shift (self only, Elemental, Astral, or Material Planes only) \n'b'\n'b' Spellcasting . The minstrel is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following bard spells:\n'b'\n'b' Cantrips (at will): mage hand , message , vicious mockery \n'b' 1st level (4 slots): burning hands , detect magic , healing word , thunderwave \n'b' 2nd level (3 slots): blindness/deafness , heat metal , shatter \n'b'\n'b' Actions \n'b' Multiattack . The burning dervish makes two Scimitar attacks or two Fist attacks. \n'b' Scimitar . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Fist (flame form only). Melee Spell Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) fire damage. \n'b' Flame Form (3/day). The burning dervish magically polymorphs into a Medium-sized column of fire for 1 minute, until the dervish ends it as a bonus action, or the dervish dies. Equipment worn or carried by the dervish are absorbed into its form. While in this form, it has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, it is immune to being grappled or restrained , and can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the burning dervish in this form or hits it with a melee attack while within 5 feet of it takes 4 (1d8) fire damage. In addition, the burning dervish can enter a hostile creature\xe2\x80\x99s space and stop there. The first time it enters a creature\xe2\x80\x99s space on a turn, that creature takes 4 (1d8) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 4 (1d8) fire damage at the start of each of its turns. \n'b' Reactions \n'b' Inspire (3/day). The minstrel chooses one creature it can see within 30 feet who has just rolled an ability check, attack roll, or saving throw. That creature can roll 1d6 and add it to the result.'}